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The Ringali Shell is a segment of space which runs from a mid region of the Core out to the Colonies region. Named for the dramatic violet nebula which dominates to a lesser or greater extent the nighttime skies of nearly every planet in the two sectors which make up the Shell, the Ringali Shell serves as the wellspring of the Perlemian Trade Route.
Not every settled planet in the two sectors making up the Ringali Shell is featured here — only a few representative planets, the most important ones, have been sampled. As elsewhere in the Core, there are worlds which are not themselves places of beauty and the center of power. Some of these client worlds were terraformed relatively late in the Old Republic history, while others just never thrived as others did. Life in these client worlds is still mighty fine by the standards of those living in "the Sticks," but those hailing from a client world have a lower status than those from a true Core world. The worlds featured here are all main trading centers located on the Perlemian Trade Route itself.
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Of the two sectors in the Ringali Shell, the Bormea Sector is the closer to the inner worlds of the Core such as Coruscant and Corellia. The worlds of the Bormea sector have long and proud histories, and remember with pride their august positions in the Old Republic. Most world governments chose to ignore the subtle but definite erosion of their liberties and autonomy as the Empire grew, and transferred their loyalties and source of pride to Palpatine and his visions of greater glory.
The Moff of the sector is Jamson Caglio. Moff Caglio is a relatively mild man of the Old Republic school, not at all the sort of fellow one would picture holding such a powerful Imperial post. A very early supporter and friend of Emperor Palpatine, Caglio has risen to his present position because he has the rare talent of making himself useful to the Emperor without displaying dangerous ambitions. He spends a great deal of his time on Coruscant, leaving the actual governing of the sector to Governor Zafiel Snopps. When not advising the Emperor, the Moff makes his home in the capital city of Corulag, Curamelle.
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It is often said that Corulag is a great place to live, but a rather bland place to visit. The weather is pleasant and unremarkable, disasters few and far between. The very model of an Imperial Core world, Corulag is cosmopolitan, devoid of provincial values and loyalties which might interfere with the New Order ideology, and totally devoted to the Emperor and his philosophy of Human High Culture. Its greatest distinction is that it has none.
Politics: The Corulag government is run by a House of Citizens elected by the populace, and presided over by the Imperial governor. There are numerous political parties, but all are solidly in the Imperial camp. Local laws are relatively strict. Personal weapons may be brought onto the planet, but must be registered with the government, which holds the weapon until a 10-day waiting period has elapsed, during which a background check is run on the registrant.
Governor Zafiel Snopps is a no-nonsense captain of industry who is far more concerned with keeping his powerful economy chugging along than in currying favor with his superiors. He is popular with the people of Corulag, since he used to be Corulag's representative in the Imperial Senate before receiving a special appointment as governor when that body was disbanded. The Emperor, who rarely grants such favors, is reconsidering the wisdom of his decision as Zafiel's popularity rises.
Culture: The people of Corulag are wealthy and productive, and pay little attention to worlds less favored and fortunate. They bask in the knowledge that their success as a society is entirely due to their superior abilities and culture. Actually, their success in the Imperial era are largely due to the fact that Corulag latched itself firmly to the fortunes of Senator Palpatine, and rode with him all the way up to the top. It also doesn't hurt that Coruscant is only a few hours away via the hyperlanes.
Economy: Corulag is the home of several major high tech firms, including Gowix Computers, Danthe Artifice, Ltd., Gwain Spices, and the Mansom Corporation. Sienar Fleet Systems maintain a major research and development complex near Dammon University in Curamalle.
Points of Interest: Corulag hosts the Corulag branch of the Empire-spanning Academy. Corulag Academy is the sister school of Raithal Academy, and is only slightly less prominent. Like Raithal, Corulag Academy prepares the most talented young Imperial citizens for military service. The main campus is situated in Curamalle, and there is a training facility on the Imperial Navy base located on Corulag's largest moon. Corulag Academy accepts qualified students from most of the Core, and a smaller number from other regions. A surprising number of students from Corulag itself enter the Academy, and as a result, natives of Corulag often become senior Imperial officers.
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban
Length of Day: 25 standard hours
Length of Year: 371 local days
Sapient Species: Humans
Starports: Imperial class
Population: 15 billion
Planet Function: Administration
Government: Imperial Governor
Tech Level: Space
Major Exports: High tech, luxury goods
Major Imports: Raw materials, foodstuffs
System: Corulus
Star: Corulus ()
Orbital Bodies:
| Name | Planet Type | Moons |
|---|---|---|
| Solag | searing rock | 0 |
| Biolag | gas giant | 7 |
| Garulag | gas giant | 15 |
| Corulag | terrestrial | 3 |
Chandrila is a somewhat contrary world when compared to most of its fellow Core worlds. Culturally, Chandrilans dislike piling into huge cities, and have taken pains to keep communities small and populations at a low density. This has always been a characteristic of the planet, since Chandrillans have an unusually low birth rate. Families rarely have more than two children. Chandrila has only two continents, both of which are dominated by large, grassy plains.
Politics: The Imperial Governor of Chandrila, Gerald Weizel, makes little effort to mix with the Chandrilan citizenry. He seldom stirs from his residency in the outskirts of Hanna, and keeps a careful eye on the political pulse of the planet from a distance. The Empire has had a great deal of difficulty convincing Chandrila to see things its way, and is convinced that Chandrila is fertile soil for the Rebellion. Weizel seldom intrudes in domestic politics, however, since he is wise enough to recognize that he and his aids are no match for Chandrilan leaders in their natural element, political debate.
Chandrilans, who display a quiet and contemplative nature in private, show a very different side in the world of politics. Since every citizen has a direct voice in government (and a direct vote on major issues), he or she tends to have definite and strong opinions. Special squares, plazas, and halls are centrally located in all cities and towns, where people gather to debate, argue, and discuss issues.
Deliberations in the Chandrilan House tend to get loud and rancorous, and downright shocking to those accustomed to the dignified Rules of Debate of the old Imperial Senate. Sarcasm is a very potent weapon. While proceedings and political maneuvering on the House floor seem chaotic and somewhat boorish to outsiders, they are actually quite structured and surprisingly subtle. The politicians to watch carefully, however, are the quiet ones. They tend to be the ones manipulating the various cliques and alliances from behind the scenes.
Culture: While Chandrilans enjoy the same technological advances as other Core worlds, they reject entirely the notion that progress is linked to a divorce from nature. Everywhere one goes on Chandrila, one sees naturalistic elements in every facet of life. Elaborate gardens are a mark of high status.
Economy: Agriculture is still a large part of Chandrila's economy. There are a huge number of agrifarms on the gently rolling hills and huge grassy plains of Chandrila's two major continents. Farmers specialize in foodstuffs which are difficult to preserve for long hyperspace trips, and are therefore well-positioned to compete with Mid-Rim merchants offering similar produce of unavoidably lesser quality. Chandrilan growers associations are the exclusive suppliers of certain fruits and vegetables for many Core-based Imperial class restaurant and hotel chains.
Points of Interest: The Giadean State Parks throughout the planet feature stunning gardens, and there is a popular wild game reserve near Hanna City, the capital. Chandrilans are avid hunters, and limited hunting is permitted in certain seasons.
Type: Terrestrial
Temperature: Warm temperate
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: Standard
Terrain: Plains
Length of Day: 20 standard hours
Length of Year: 368 local days
Sapient Species: Humans
Starports: Stellar class
Population: 1.2 billion
Planet Function: Natural resources
Government: Participatory democracy
Tech Level: Space
Major Exports: Foodstuffs
Major Imports: High tech
System: Chandrila
Star: Chandrila ()
Orbital Bodies:
| Name | Planet Type | Moons |
|---|---|---|
| Expora | searing rock | 0 |
| Chandrila | terrestrial | 2 |
| Lorona | toxic rock | 1 |
| Quenus | gas giant | 3 |
| Asimuse | gas giant | 9 |
| Dolucar | gas giant | 12 |
| Sissubo | frozen rock | 1 |
Brentaal is a rather dry and arid world, and its small oceans are very salty. Its eight continents are dominated by commercial starports, entire cities of warehouses and container storage facilities, trade markets for a wide variety of goods, financial markets, and industrial centers. Pollution was once a very big problem, but most of the damage to the environment has since been corrected, and the air is now clean and safe (though offworlders still find reason to complain, since Brentaal's natural air mix smells slightly of methane).
Politics: On Brentaal, politics are a means to advance one's interests in the commercial world, and little else. Most of Brentaal's commerce is controlled by the hundreds of noble families which dominate the various guilds and shipping Houses. Representatives of each Brentaal House gather daily in a central Trade Hall in the capital to make public policy and coax the economy in desired directions. Proceedings are downright cutthroat, since there are thousands of intricate alliances and factions, each vying to dominate the others.
Nearly all the Houses on Brentaal are organized on familial grounds. Once, owning a controlling stake in a Brentaal guild or House was restricted to family members or family controlled businesses. It still is, in theory, but a complex arrangement involving massive credit exchanges and permits now allows some foreigners limited access to certain Houses, namely those which are cash-poor enough to desire and require outside funding.
The Imperial governor, Jerrod Maclain, came to Brentaal to reshape the world into a model Imperial Core world. As time passed, however, he grew very, very wealthy, as friendly tips by various House members on investment opportunities led to spectacular returns, even at impossible odds. Curiously, he has developed a distinct appreciation for local tradition, and at any rate has little time to interfere with local politics — he is far too busy keeping Imperial daggers out of his back as other governors and Imperial administrators maneuver to seize his seat and the vast fortune sure to go with it.
Culture: Brentaal is not a newcomer to the commercial trade circuit. For several thousand years, it served as the major jumping off point from the settled Core worlds into the then wild, unsettled Colonies, and was the first stop for goods flowing back into the Republic. Its reputation for commerce and shipping is legendary. This heritage has colored its culture and society. The popular traditional folk hero image is that of the fearless spacefaring merchant trail-blazing new hyperspace routes for his or her vessels.
Brentaal citizens are no-nonsense when it comes to business, and their buildings are functional and stark, though oddly beautiful, since they favor organic-looking architecture.
Economy: Brentaal is situated at a major hyperlane junction — at the convergence of the Perlemian Trade Route and the Hydian Way, which runs from the Mid-Core out to the Corporate Sector. As a result, it is strategically located to serve as a major shipping world, and handles a huge volume of traffic flowing into the Core and out to the CSA and Colonies and beyond. It is not much of an exaggeration to assert that just about anything one buys in the Core that wasn't manufactured there has passed through Brentaal. Most of the citizens of Brentaal are either directly involved in commerce, or in an industry or business which supports it.
Not surprisingly, Brentaal hosts a remarkable number of businesses involved in bulk cargo shipping. Several major megacorporations have their corporate headquarters located on Brentaal, and most of the thousands of major distribution chains in the Core have offices in Cormond, Brentaal's capital city. HavaKing is one such distribution chain, headquarted in Cormond. Perhaps because of its cosmopolitan nature, Brentaal also has a very well-regarded cuisine, which has developed over millenia of cross-pollination of other cultures.
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: Standard
Terrain: Urban, ocean, mountains
Length of Day: 23 standard hours
Length of Year: 342 local days
Sapient Species: Humans
Starports: Imperial class
Population: 65 billion
Planet Function: Trade
Government: Guild
Tech Level: Space
Major Exports: All
Major Imports: All
System: Brentaal
Star: Brenta ()
Orbital Bodies:
| Name | Planet Type | Moons |
|---|---|---|
| Sollace | searing rock | 0 |
| Tremaal | searing rock | 1 |
| Gastol | gas giant | 3 |
| Brentaal | terrestrial | 2 |
| Gumbus | gas giant | 16 |
| Cavas | gas giant | 2 |
| Javaal | ice ball | 0 |
Darpa Sector is a transitionary area of space between the Core and the Colonies. Though the systems of the Darpa Sector have long been settled and brought up to Imperial standards, many of the worlds within still retain vestiges of their ancient colonial heritage, and are a little individualistic and eccentric by Core standards. Until relatively recently in galactic history, Esseles dominated nearly the entire sector economically, politically, and militarily. With the rise of the Empire, the little Esselian Empire came to a quiet and official end, though unofficially, Esseles still plays a dominant role in regional affairs.
Even in the days of the Old Republic, interstellar tax and tariff codes favored worlds in the Core region over those located outside this favored sphere. As a result, many corporations originally based in the Colonies, Mid-Rim, or even the Outer Rim eventually relocated their headquarters to worlds in the Darpa Sector in order to fall into the more favorable tax bracket. This trend only accelerated when Imperial activities outside the Core made Core real estate one of the few secure and stable places outside of the Corporate Sector.
Because Darpa lies on the edge of Core space, Imperial policy here is just a little more direct and a good deal less kinder and gentler than in Bormea sector. This is due in a large part to the character and policies of Moff Jander Graffe.
Graffe's appointment game as something of a shock to the genteel governors of the Ringali Shell. As a former Moff of an Outer Rim sector, Graffe is accustomed to the simple and direct method of imposing the Emperor's will — all involving fear and naked aggression. He has had quite a time moderating his managerial style to suit his new environment. He has had numerous clashes with some of his governors, who view his methods and ideas of rulership with considerable distaste. They know better than to directly confront him, and content themselves with subtly subverting his edicts. The Emperor is not particularly concerned with the resulting conflict. He put Graffe where he is primarily to look after Ralltiir, and a few other of the border worlds which have shown signs of nursing Rebel sympathies.
Esseles was a highly volcanic world in its recent geological past (10 million years ago), and its surface is now densely covered in imposing young mountain chains. The atmosphere is still fairly thick and the climate correspondingly warm. The large population centers are nestled into the narrow valleys and few plains which can be found on the rugged continents.
While friendly enough with the Empire, Esseles has traditionally held itself somewhat aloof from the ideologies and progams emanating from Coruscant. Most Esselians still consider themselves loyal to Esseles first, the Empire second. This is changing slowly with the rise of a local New Order party, which is attempting to take over Esseles' parliament and coax the people into the High Culture line of thinking.
Politics: Esseles is governed by a parliament of elected representatives known as the Hall, and governed by President Cambira Ralle, a popular but aging hero of the Clone Wars. Ralle has been resisting the total subversion of Esselian politics to Imperial ends, but is close to retirement. He is constantly butting heads with Governor Griff Takel over administrative rights and territory.
Culture: In the days of the Old Republic, Esseles was a vastly influencial world, and accustomed to having its own way, both locally and in the Senate chambers on Coruscant. Its territory spanned most of Darpa Sector, and its large navies patrolled its colonies constantly. Most of this territory was lost in the pre-Clone Wars era, and the rest was shorn away by the young Emperor. Still, the pride of Esseles is still much alive, and the Darpa Sector is still very much under its influence and control in many informal and unofficial ways.
Economy: Esseles is a major high tech industrial center where advanced electronics systems are produced. Due to the extremely high concentration of engineers, scientists, and researchers on the planet, most of the prominent megacorporations have major research and development facilities set up in and around the major urban hubs. Hypernautics, and the development of more advanced hyperdrives, is a large concern.
Points of Interest: Esseles' rich history and mild climate have made Calamar, the capital city, something of a center of high culture. Its suburbs are given over to vast parks, art centers, colleges and universities, and holo-production companies. New Calamar on the southern continent (popularly known as Camalar), is home to Terril Naval Base, the Imperial installation that supports the Star Destroyers which patrol the sector.
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban
Length of Day: 22 standard hours
Length of Year: 405 local days
Sapient Species: Humans
Starports: Imperial class
Population: 24 billion
Planet Function: Service, luxury goods
Government: Representative democracy
Tech Level: Space
Major Exports: High tech
Major Imports: Foodstuffs
System: Essesia
Star: Essess ()
Orbital Bodies:
| Name | Planet Type | Moons |
|---|---|---|
| Shella | searing rock | 0 |
| Danzer | gas giant | 2 |
| Esseles | terrestrial | 1 |
| Pocia | gas giant | 19 |
| Ithona | gas giant | 5 |
| Talleles | gas giant | 2 |
| Kodasta | ice ball | 2 |
| Permeles | ice ball | 0 |
Rhinnal is a world which has freshly emerged from its most recent ice age. The land masses are deeply scarred with majestic fjords and mighty rivers, and the climate, except in the tropics, is rather chilly in most seasons.
The people of Rhinnal live in both large communities and small, but almost always gather in ethnic groups based on clan kinship.
Politics: Life on Rhinnal has changed very little with the rise of the Empire — even less than elsewhere in the Core. As a former colony of Esseles, the Rhinnalians are accustomed to certain lack of autonomy. People didn't take much notice when the moderate and benevolent Esselian government was replaced by an equally moderate and passive Imperial one.
Public affairs on Rhinnal are mostly handled within periodical gatherings of clan heads if they are judged to be of little import to the outside galaxy, and by the governor when they are considered to be significant.
Culture: Rhinnalian culture values honor and style, and these traits mark the behavior of every native. Meetings and partings are attended to with great ceremony, and nearly every day on the calendar marks a commemoration of some sort.
Clothing, colorful and worn in many layers, is considered a very important part of social interaction. The dress codes are a way of maintaining independence and solidarity in the face of centuries of occupation. One had best know when to wear what, since a faux pas involving neck scarves can set one back considerably among one's peers. Fortunately for the foreigners, outsiders are not held to the high standard that natives are. Still, visitors are advised to dress well at all times.
Economy: Long before the Empire, long before Esseles' occupation forces arrived, leaders of the Old Republic and other civilizations came to Rhinnal for advanced medical treatment. It is a tribute to the respect and awe of the galactic community towards Rhinnal that the last intact Jedi chapter house in the Core is still standing and still accepting patients in its hospice, though no Jedi has walked its halls for many years.
Not surprisingly, Rhinnal is the location of a number of excellent medical schools, some of the best in the galaxy. The state Medical Academy in the capital city of Rhire sees student applications from throughout the galaxy, though only a mere fraction of the applicants are accepted. Some of the most talented healers and doctors in the Empire hail from or have studied at the Medical Academy. It is so well regarded by the Empire that doctors with a degree from the Medical Academy can name the planet they wish to work on, and take whatever salary pleases them. However, many Rhinnalian healing is as much a matter of philosophy as medical science, a large number of doctors eschew such trappings and head for worlds where they feel they can do the most good. As often as not, these worlds are on the Fringe rather than in the Core.
Points of Interest: Rhinnal is also famous for its weaving industry, and Rhinnalian rugs adorn fine houses throughout the Core.
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban, forest, mountains
Length of Day: 27 standard hours
Length of Year: 357 local days
Sapient Species: Humans
Starports: Stellar class
Population: 55 million
Planet Function: Research
Government: Imperial governor
Tech Level: Space
Major Exports: Pharmaceuticals, medical services, textiles
Major Imports: Raw materials
System: Nubus
Star: Nubus ()
Orbital Bodies:
| Name | Planet Type | Moons |
|---|---|---|
| Traxal 1 | searing rock | 0 |
| Traxal 2 | searing rock | 0 |
| Nubia | terrestrial | 1 |
| Nimbia | gas giant | 8 |
| Nother | frozen rock | 2 |
Ralltiir, on the very border demarking the Core region from the Colonies, is the only world in the sector that managed to maintain its independence from Esseles over the past few centuries. Until recently, it likewise resisted Imperial intervention. However, upon discovering Rebel sympathizers within the government, the Empire decided to make an example of Ralltiir to other border worlds which might be tempted to harbor Rebel sympathies. The invasion, led by Lord Tion, was swift and brutal, and the subsequent occupation has been little better.
Today, Ralltiir is a sad sight. Its once formidable banking industry lies in shambles, and its economy is little better off. Many of the unemployed routinely shipped to other Imperial worlds to work as petty clerks and industrial supervisors. It is still a beautiful, high-tech world, but its infrastructure is showing the first signs of decay.
Politics: Dennix Graeber, governor of Ralltiir, is a protégé of the Moff, and shares his enthusiasm for oppressive public policy. Unlike his boss, Graeber is eager and able to indulge himself in dealing with the locals with a harsh and firm hand.
A twisted genius, Graeber is growing very wealthy by smuggling weapons in via proxies to supply the Rebel underground opposition. He delights in bleeding the Rebel cells dry of funds, while using their armed status as a justification for initiating further crackdowns. Thus far, the Alliance has no idea Graeber is behind the network of "corrupt" inspection officials, smugglers, and intermediary contacts which move contraband military supplies onto the planet.
Ralltiir is ruled by a military tribunal with Graeber at its head. The High Council which formerly set Ralltiir's policies still exists, but is merely a puppet regine controlled by the Imperials, and subbordinate to the tribunal. Armed troopers maintain a very visible presence in the cities, and patrols are numerous. There is considerable agitation on the part of the population at this man-handling, but few are courageous or foolish enough to speak out. Rebel activity has been sporadic and random, but is growing more organized. Their efforts thus far have done little more than amuse Graeber, but he is playing a far more dangerous game than he realizes.
Culture: For all its independence, Ralltiir has always been a relatively mainstream Core world, which makes its debasement particularly galling to its people. Most have been perfectly loyal law-abiding citizens, and are in a deep state of shock at finding their beloved Empire suddenly cruel and impassive. Ironically, the once small and insignificant Rebel movement which occasioned the invasion of Ralltiir is growing by leaps and bounds because of the brutal occupation.
Economy: For many centuries, the financial markets of Ralltiir were politically neutral exchanges, and would accept the funds of any non-criminal being. Because Ralltiir had a centuries-old reputation as a safe haven for funds, it attracted a great number of clients frm every corner of the galaxy. Ralltiir's financial markets were once its most powerful asset and ultimately became the source of its downfall.
As pro-Empire politicians began to infiltrate the fabric of Ralltiirian society, this careful balance of neutrality began to tilt to favor servants of the Empire. Aliens, and those who openly opposed the Empire, discovered that their investments began to suddenly vanish with no proof they had ever existed. Still more disturbing, it became known that the Empire was using the bank records of known Rebel sympathizers to track down other members through financial transactions. This violation of confidentiality and neutrality flew in the face of Ralltiirian culture, and began to cause unrest among the populace. It also resulted in millions of beings withdrawing their money from Ralltiirian banks.
Eventually, a group of pro-Alliance politicians who were anxious to restore the reputation of Ralltiir's banks secretly infiltrated the High Council, and began to reverse the damage done by Imperial cronies. Within a month, the Empire invaded.
Today, the financial markets are limping along as best they can — the experts are still on Ralltiir, but not many people are interested in investing in Ralltiir banks and interests. The majority of Rim corporations which had offices on Ralltiir to qualify as Core concerns have packed up and pulled out, mostly for Esseles or the Corporate Sector. The primary planetary export now is high grade marble, a resource which is still plentiful.
Type: Terrestrial
Temperature: Temperate
Atmosphere: Standard
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban, mountains, wetlands
Length of Day: 19 standard hours
Length of Year: 255 local days
Sapient Species: Human
Starports: Imperial class
Population: 10 billion
Planet Function: Manufacturing, high tech
Government: Imperial governor
Tech Level: Space
Major Exports: Financial services, marble
Major Imports: All
System: Ralltiir
Star: Rallt ()
Orbital Bodies:
| Name | Planet Type | Moons |
|---|---|---|
| Ockbur | searing rock | 0 |
| Ralltiir | terrestrial | 28 |
| Pauc'on | barren rock | 2 |
| Clascvoria | barren rock | 1 |
| Inwil | frozen rock | 3 |
Aether Hypernautics: Ushers academic hyperspace research into the realm of applied science by designing hyperspace generators and propulsion systems able to navigate the mysterious void more safely, efficiently, and with greater speed. One of many firms seeking to design the fastest engine in existence.
Cambriele SolidState: Manufacturer of a vast array of power cells, for use in everything from glowrods, blasters, and comlinks, to airspeeders, nannydroids, and gamepacks. The actual manufacturing plants are strategically located throughout the Empire — the headquarters are located on Ralltiir so the company can claim to be a Core-based entity.
Danthe Artifice, Ltd.: A designer of droid personality matrices. Danthe is a subcontractor for Arakyd Corp., and develops most of its droid interface systems. It also has a profitable subdivision offering third market personas directly to the consumer.
Gowix Computers: A subsidiary of TaggeCo which produces a variety of computers for industrial and consumer use. Gowix also markets a very popular series of electronic home management systems.
Gwain Spices: A huge company which has a near monopoly on the Core spice import market. Spices popular in Human cuisine are grown on company-owned agricombines located throughout the known galaxy and repackaged for Core consumption. The prepared foods industry is Gwain Spices' largest single market, followed by the consumer market. Gwain does not, of course, deal in illegal spice.
HavaKing: A prominent distribution chain specializing in discout furniture and appliances. HavaKing buyers can be found all up and down the Perlemian Trade Route, purchasing for resale everything from Grimwaldi sponge chairs to Spanthaer lava lamps (containing real lava).
Mansom Corporation: A construction contracting firm specializing in the design and construction of Imperial class spaceports. Mansom has spent more than a century building up a reputation as a provider of exclusive and unique designs, and now commits to no more than six projects a decade. A Mansom contract is highly sought-after (especially beyond the Core), and most applicants for Mansom designs are turned away.
Sienar Fleet Systems: Sienar is not based in the Ringali Shell, but does maintain a major research and development complex on Corulag. This site develops new propulstion designs.