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Tabletop Game / Coriolis The Third Horizon

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Created by Swedish tabletop developer Free League and released in english by Modiphius Entertainment, Coriolis: The Third Horizon is a tabletop roleplaying game that combines Space Opera with an "Arabian Nights" Days feel.

Long ago, two seedships left Earth: The Nadir, and the Zenith. They were sent to the world of Dabaran, many lightyears distant. In the years that followed, humanity discovered the Portals, triggering a diaspora that outpaced the two ships. Humanity settled the Horizons, interconnected regions of stars linked by the portals. The Third Horizon in particular became a haven for free thinkers, radicals, and those looking to escape the grasp of the mother world.

Eventually, the First Horizon attempted to subjegate the others. The Third Horizon resisted, and fought off the invaders. Victory, however, came at a cost. The portals linking the Third Horizon to the others were severed by the weapons they brought to bear. And it was into the war-wearied Third Horizon that the Zenith arrived, lumbering out of the void.


Initially confused and astounded that their home-to-be had been settled for nearly 500 years, the Zenith and its crew moved the seedship to the world at the center of the Horizon. There, they split into two groups. One settled the jungle moon, while the other stripped the Zenith, converting it to a massive space station: Coriolis. Reaching out, the inhabitants of Coriolis built a council of many of the factions that held power in the Third Horizon so as to keep peace between the First Come and the Zenith Colonists. Only the Syndicate and Nomad Federation declined membership. From a nearby gas giant emerged the mysterious Emissaries, who demanded, and were granted, a seat on the council.

But the Third Horizons is by no means at peace. Tension between the factions remains constant, and the Emissaries themselves have brought a conflict of their own. And into this enters the player characters...


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Tropes in Coriolis: The Third Horizon include:

  • Adventure-Friendly World: As befits a tabletop RPG.
  • "Arabian Nights" Days: Is noted as being an inspiration for the setting's feel. It's also notable in some of the terminology- intelligent computer systems are referred to as Djinn in-universe, for example.
  • Black Box: Averted and played straight all at once: The portals' exact nature isn't quite understood, but according to the Artifacts & Faction Tech supplement some of the energy fields that create portals apparently are. However, the Consortium scientist leading the research died when his attempt at creating a portal imploded. The Consortium managed to stabilize the field later, creating the particularly nasty One-Dimensional Blades for their special operations groups.
  • Dark Is Evil: Played straight both in-universe and out. The Dark Between Stars is the antithesis of the Icons in-universe, and it provides the name to the Dark Points that the GM can use to mess with players.
  • Fantasy Counterpart Religion: Icon Worship is largely one to Zoroastrianism, with a bit of Islam mixed in.
  • Human Popsicle: You need to be this to transit a Portal. See below.
  • Hyperspace Is a Scary Place: Played with. While functionally inverted in that the Portals are less dangerous than trying to traverse the Dark Between Stars, that doesn't mean the Portals are safer. Whatever fields allow a Portal to work, it's not compatible with Human psychology or biology. Anyone not in hypersleep when a ship transits a Portal will either be maimed to the point that they're not likely to live long, gibbering foaming-at-the-mouth insane, or a combination thereof.
  • Lightspeed Leapfrog: Happened to the Zenith in the background, since humanity discovered the Portals after it was launched.
  • Lost Colony: The "Third Horizon" became one of these to Earth in the backstory.
  • Mega-Corp: The Consortium faction is this, being made up of smaller corporations.
  • Oh My Gods!: The Icons, collectively.
  • Outgrown Such Silly Superstitions: Averted hard. Worship of the Icons is omnipresent and even one of the core mechanics.
  • Portal Network: This is how one gets between star systems in the Third Horizon. Who built them is unknown, and humanity's understanding goes far enough to use them relatively safely and what can destablize or collapse them.
  • Precursors: A previous civilization left behind the Portal Networks and other artifacts. No one is certain whether they were human or not.
  • Prayer Is a Last Resort: Is a game mechanic. Offering a prayer to a character's patron Icon can (at the GM's discretion) net you a re-roll for any dice in your pool that aren't successes, but at the cost of giving the GM another Dark Point to play with.
  • Shrines and Temples: If it's any kind of long-term habitation in the Third Horizon, there will be a dedicated spot to pray to the Icons at. This includes any ship larger than a shuttle.
  • The Syndicate: Is another faction.


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