Large and sparsely populated, Therna is mostly wild, untamed frontier.
Major Races – Common.
Special Races -
Culture: People of Therna have strong pioneer spirits. Pretty much wild west.
Climate: Though the climate is temperate to arctic, population centers are so sparse that travel can be very dangerous.
Places: Fero – Coastal trade center, Fero can be a wild place
Organizations: Wardens – Knighthood of traveling peacekeepers acting as sheriffs and judges.
Government: Though an elected confederate congress runs the planetary government, many parts of Therna are effectively lawless outside of Warden patrols.
Law: If a Warden is in the area, law will be enforced, but if not, law can be a mixed bag. Some areas are effectively run by gangs of outlaws and some are relatively peaceful with common citizens dealing out vigilante justice when needed.