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Void Drifters · Game Master

Sectors, Systems, and Habitable Worlds

The Sector Atlas contains the full gazetteer of named systems, zone geography, and canonical locations. This chapter gives you something different: the tools to build and run any system, named or unnamed, with enough texture to feel real and enough purpose to drive play.

A GM who understands what a system is made of, what types of systems serve what narrative functions, and what a world needs to be useful at the table, can improvise a new system in five minutes and make it feel like it has always been part of the universe.


System Anatomy

A star system is a collection of objects orbiting a central star. The GM does not need astrophysics, but a mental model of what a system contains helps you build and describe them consistently.

The Parts of a System

The Star. The sun. Its type affects how hospitable the system is, what its habitable zone looks like, and how far out the seam arcs tend to form. For most GM purposes, the star is either ordinary (yellow or orange, human-comfortable habitable zones), cooler (dim red star, habitable zone much closer in, or absent entirely), or hot (blue-white star, habitable zone far out, high radiation, not useful for most life). The majority of inhabited systems have ordinary stars. The rest are there because someone found something valuable enough to justify the difficulty.

The Inner System. The region closest to the star: too hot for most liquid water, often dense with rocky bodies. Minor planets, asteroid belts, and industrial extraction zones cluster here. Inner-system operations tend to be high-heat, high-radiation environments, suited to automated mining and industrial processing.

The Habitable Zone. The band where temperatures allow liquid water on the surface of a planet with appropriate atmospheric pressure. Most settlement targets are in this zone or close to it. Not every habitable zone has a planet; some have only smaller bodies, moons, or station clusters. A habitable world in this zone is the exception, not the rule, across the full range of star systems.

The Outer System. Cold, dark, and distant. Gas giants, ice giants, frozen moons, cometary bodies, and resource-rich but hostile environments. The outer system is where seam arcs form: the local star's gravity has thinned significantly at these distances, weakening the boundary between normal space and Slipspace.

Belt and Fringe Objects. The debris field between the inner and outer system, and the thin spread of objects at the very edge of the star's gravitational reach. Belt objects are resource opportunities: metal-rich asteroids, ice bodies, and occasional pre-existing claims from earlier surveys. The fringe is where ships stage for Slipstream entry and where things that do not want to be found tend to be found.

Describing a System in One Paragraph

Every system the crew visits should have a one-paragraph description ready before the session. Structure it this way:

  1. What the star is and what that implies about the overall environment.
  2. What the primary inhabited body or station is, and how it presents from approach.
  3. Who or what is visibly present when the crew arrives.
  4. One element that is not quite what it should be.

That fourth element is not always a threat. It may be something mundane that does not quite add up, an environmental detail that seems off, or a social observation that raises a question. It gives the crew something to engage with beyond the mission surface.


System Types

The following types represent the most common structures a GM will need. Each has a default character, a typical population of people and factions, and a primary source of scenario material.

Industrial Hub

What it is: A system organized around resource extraction or manufacturing. Asteroid mining, gas giant atmosphere harvesting, heavy fabrication, shipyard operations, or raw materials processing.

Who is there: Extraction crews, corporate administrators, union organizers, maintenance contractors, transport operators, customs and environmental inspectors, a small service economy, and a dense middle layer of middle managers who are all trying to keep their performance numbers up.

Primary activity: Moving materials from extraction to processing to the next stage of the supply chain. A great deal of this is logistics. A great deal of logistics involves shortcuts, substitutions, and agreements that would not survive official scrutiny.

Scenario texture: Labor disputes, industrial accident cover-ups, competing extraction claims, corporate audits, shipment diversions, supply chain corruption, and the occasional environmental catastrophe that someone has been aware of for longer than they are willing to admit.

Administrative Center

What it is: A system whose primary purpose is governance. Courts, ministries, military command, treaty management, and policy implementation.

Who is there: Bureaucrats, lawyers, military officers, diplomats, accredited journalists, intelligence analysts pretending to be something else, and everyone trying to influence the decisions made here.

Primary activity: Processing, deciding, and managing. A great deal of paperwork exists. Not all of it is accurate.

Scenario texture: Document forgery and authentication, influence operations, asset extraction, judicial processes the crew may be subject to, treaty negotiations the crew may be adjacent to, and information that is worth more than cargo because it reflects decisions not yet made.

Frontier Claim

What it is: A system recently surveyed, recently settled, or recently promoted from claim to colony. Infrastructure is partial. Authority is present but thin. The reasons people came here are still more promise than reality.

Who is there: Settlers, survey operators, resource speculators, independent operators who got there first, and the light authority presence trying to impose order on a situation that formed without it.

Primary activity: Staking, building, extracting, and competing for the best positions before the system fills up.

Scenario texture: Claim disputes, equipment failures, missing survey crews, hostile environmental conditions, supply shortfalls, the discovery of something unexpected in the geology or the ruins, and the question of what the people who got there first will do when official authority arrives to tell them what they own.

Salvage System

What it is: A system containing significant wreckage, abandoned infrastructure, or defunct extraction operations. People come here to find things.

Who is there: Salvage crews, licensed recovery operators, claim jumpers, people hiding, people looking for what someone else hid, and occasionally the remains of whoever was here before.

Primary activity: Recovering value from wreckage. Identifying what is legally salvageable. Moving fast before someone else gets to it.

Scenario texture: Disputed salvage rights, dangerous wreck environments, intact cargo from a destroyed ship with complicated provenance, a wreck containing something that was supposed to be destroyed, and the moral weight of recovering continuity stacks from a disaster site where the families have not been notified.

Contested Border System

What it is: A system that at least two powers claim, contest, or have recently fought over. The civilian population may have loyalties to either, both, or neither.

Who is there: Mixed loyalties. People who remember the previous administration. People who prefer the current one. Military presences from competing powers that technically respect each other's presence while being deeply hostile about it. Intelligence assets from every interested party.

Primary activity: Existing in the middle of a political situation that has not resolved.

Scenario texture: Competing checkpoint authorities, divided communities, population movement that looks like one thing and is another, historical grievances that feed current political decisions, and the crew's need to navigate loyalties without triggering the wrong one.

Failed Colony System

What it is: A system where settlement was attempted and did not work. The reasons vary: environmental failure, economic collapse, a supply route lost when a seam faded, disease, political abandonment, or violence.

Who is there: Survivors, or no one, or someone who arrived after the fact and stayed for their own reasons.

Primary activity: Whatever brought the crew here. Someone wants to know what happened. Someone wants to recover something that was there. Someone has been using the abandoned infrastructure for purposes that require the failure to remain unexplained.

Scenario texture: Forensic investigation, environmental hazard, the discovery that the failure was not accidental, finding something alive that should not be there, and the question of what the crew does with what they find.

Freeport System

What it is: A system that operates under no single power's authority and intends to keep it that way. Typically organized around a station or a neutral world that benefits economically from being accessible to everyone.

Who is there: Everyone, by design. Merchants, mercenaries, refugees, intelligence operatives, criminals with good documentation, diplomats who need to meet without a record, and the freeport authority trying to maintain the neutrality that makes their business model work.

Primary activity: Commerce, negotiation, and discretion.

Scenario texture: Meetings that should not happen, goods that are not supposed to move, the freeport authority enforcing its own rules with considerable ambiguity about what those rules are, and the political pressure from neighboring powers who want to end the neutrality.

Dead System

What it is: A system with no current human presence and no obvious reason for human presence. No habitable world. No useful resources. No Slipstream access worth noting.

Who is there: No one. Or: someone who needed somewhere no one was.

Primary activity: Passage, survey, hiding, or discovery.

Scenario texture: What is here that does not fit? A signal beacon with no registered owner. A ship with no crew and no log entries covering the last six months. A structure on an uninhabited moon that was not on the survey charts. The system is empty for a reason, and the crew is about to find out what someone has been using that reason for.


World Types

Within a system, the inhabited bodies the crew will land on or dock at fall into recognizable types. Each has a default atmosphere and a default set of pressures.

Core World

A long-settled world near the center of a major power. Dense infrastructure, layered institutions, a large population with generations of accumulated social complexity.

Life on a Core World is organized. There are procedures for everything. Authority is present, informed, and has resources. A crew doing something irregular on a Core World is doing it surrounded by the most capable institutional response available to that power.

The default atmosphere: formal, documented, and much more attentive than a frontier port. The crew is on someone's grid the moment they dock.

Colony World

A world with meaningful settlement but still developing its institutional depth. Authority exists but is not as resourced as Core territory. Infrastructure works, mostly. Local politics are sharper than on a Core World because there is less surplus to smooth disagreements over.

The default atmosphere: functional, locally political, and more flexible than Core space about how things get done, because the alternative is that they do not get done.

Frontier World

A world at the edge of settled space. Authority is present as a claim more than a capability. Infrastructure is partial. Resources may be abundant, depleted, or in the process of being extracted by whoever got there first. Local communities make local rules because the official rules have not arrived yet, or are enforced inconsistently enough that local practice is the effective law.

The default atmosphere: independent, suspicious of outsiders, and self-sufficient in ways that have costs. The crew may find assistance readily available or completely absent depending on whether they have established any relationship with the community.

Station Cluster

No solid ground. The entire populated zone of the system exists aboard stations, orbital habitats, docked ships, and constructed platforms. Some station clusters are enormous: hundreds of thousands of people across dozens of interconnected structures. Some are minimal: one aging station with a few hundred residents holding a claim on a resource-rich asteroid belt.

The default atmosphere: compressed, social in close quarters, and intensely aware of everything that happens in the immediate environment. Station populations know their neighbors in ways planetary populations do not, and station populations know who the newcomers are within hours.

Ruin or Dead World

A world where something went wrong. Depending on the scale: recent industrial accident, slow environmental collapse, sudden catastrophic failure, ancient ruin of something that was here before anyone currently living. The world may still have atmosphere, may still technically support life, or may be dead in every sense.

The default atmosphere: absence. The GM should use the silence and the physical evidence to let the crew reconstruct what happened. A ruined world is an investigation scene the size of a planet.


Building a System Fast: The Five-Step Procedure

When the crew goes somewhere unplanned or when you need to flesh out a named system you have not prepared, this five-step procedure produces a usable result in under ten minutes.

Step 1: Star Type and Approach

Choose one quickly. The star type sets the system's Approach, which is the Travel Band a ship emerges in at the standard exit arc and how long its outermost leg takes; the Approach rules are in Chapter Seven.

  • Ordinary (most inhabited systems): comfortable habitable zone. Approach: Standard.
  • Dim (red or cool star): habitable zone close to the star, reduced illumination, strong in frontier space. Approach: Close.
  • Hot (energetic star): habitable zone far out, high radiation, industrial rather than agricultural. Approach: Far.
  • Variable (unstable star): seam arcs unpredictable, occupation difficult, but present if the resources are worth it. Approach: Far.

Step 2: Dominant World or Station Type

What is the primary inhabited body? Choose from: Core World, Colony World, Frontier World, Station Cluster, or Ruin.

If the system is in power-controlled space, use the system type that fits the power's character. An Irnan administrative system is more likely to have a Colony or Core World with dense institutions. A Funtari system is more likely to have a Frontier World or Station Cluster with strong local identity. A Shoiyan system will have a Colony or Core World with layered medical and biotech infrastructure.

Step 3: Power Presence Level

How much does an authority actually control this space right now?

Presence Level What It Means
Full Control Authority is present, resourced, and enforcing its rules. Inspections happen. Records are kept.
Nominal Control Authority claims the system; actual enforcement is thin. The flag flies but the patrol shows up twice a year.
Contested Two or more parties claim authority. Rules depend on who is in dock today.
Independent No power claims authority here. The local population makes local rules.
Abandoned Authority was here and left. Someone else may have moved into the gap.

Step 4: Primary Economy

What is the system doing? One sentence is enough: extracting ore, processing food, manufacturing ship components, managing transit logistics, offering services to passing ships, hosting a military garrison, recovering salvage.

The economy tells you who is here, what they want, and what would disrupt their lives.

Step 5: One Active Complication

What is currently wrong, contested, or developing? Not a catastrophe, just a situation. Examples:

  • A supply shipment is three weeks overdue and no one will say why
  • A new claim has been filed on territory someone else has been working for a decade
  • A relay node is down and everyone is waiting for news that is not coming
  • Two local factions are in a standoff over a resource contract
  • An authority inspector arrived two days ago and has not been seen since
  • A ship arrived with unusual cargo and left without filing a manifest

This complication drives the session; build the rest of the system around it.


Building an Empty System

The five-step procedure assumes inhabitants. When the crew arrives somewhere no book describes and nobody lives, use this generator instead. It produces the System Record that the Arrival Survey in Chapter Seven reveals line by line, so build it before the first survey roll. Star type is shared with Step 1 above.

Star and Approach

Choose or roll d6.

d6 Star Approach Notes
1 to 2 Ordinary Standard Comfortable habitable zone
3 Dim Close Habitable zone near the star; low light
4 Hot Far Habitable zone far out; radiation
5 Variable Far Seam arc unpredictable; treat the seam as Fading for departure
6 Remnant Far White dwarf, neutron star, or a star that has already died. No habitable zone. Bodies are frozen or scoured. Radiation hazard if a neutron star.

Bodies

Roll d6 for the number of significant bodies, then d10 for each. Habitability classes are the Sector Atlas classes.

d10 Body
1 Barren rock, Class E, no atmosphere
2 Barren rock, Class D, thin atmosphere
3 Ice world, Class D
4 Gas giant with 1d6 moons; one moon is Class D, the rest Class E
5 Gas giant with a ring; fuel skimming possible
6 Industrial world, Class C: caustic or crushing atmosphere, mineral-rich
7 Marginal world, Class B
8 Marginal world, Class B, with native non-sapient life
9 Earthlike, Class A, with native non-sapient life
10 Roll again, and the body has a prior presence: roll on What Is Here for it specifically

A Remnant star reduces every Class A or B result to Class D.

Belt

Roll d6. On 1 to 3, the system has a belt at Medium. On 6, the belt is dense enough to be a navigation hazard and a resource claim in the same place.

Gravity

Roll d6 per landable body: 1 Low, 2 to 4 Normal, 5 Elevated, 6 High. Remnant-star and gas-giant moons are Low or Microgravity.

Hazards

Roll d10 once for the system. Where a hazard has rules, the Reference column names the section in Chapter Five.

d10 Hazard Reference
1 to 3 None beyond the bodies themselves
4 Radiation belt around the primary or a gas giant Radiation Zones and Stellar Hazards
5 Debris field from an old collision, at Long or Medium Navigation hazard; Pilot Trial to avoid contact damage
6 Solar flare cycle; comms and sensors degrade on a schedule Solar Flare Corridors
7 Binary companion; tidal stress at Short Binary Tidal Stress
8 Sensor-hostile pocket in one band Bad Space
9 Dark mass object; the seam drifts faster than models predict Gravitational Anomalies
10 Phase-degradation zone; the departure seam is harder than the arrival Bad Space

What Is Here

Roll d12 once for the system. Roll again for any body that produced a 10 on the Bodies table. A first arrival in an uncharted system uses this table, not the Dead and Unclaimed Space encounter table in Chapter Eleven.

d12 Presence Scene It Produces
1 Nothing. Confirmed empty. The negative result is still a record. Whoever paid for this expedition wanted to know.
2 A survey marker with a registry code Someone was here first. Their claim may be live, lapsed, or fraudulent.
3 An old probe, still transmitting a burst on a dead frequency Its data core holds a partial survey from decades ago. It does not match what the crew sees.
4 A wreck in the outer system Use the salvage rules. The wreck's origin says who else knew about this route.
5 A supply cache on a moon or belt body Fuel, consumables, or something sealed. Someone intends to come back.
6 A dark station, unpowered Pre-war, corporate, or clan. Its logs are the prize. Its security may still be running.
7 A working relay node that appears on no relay map The crew has found somebody's private communications line. Using it is a choice with consequences.
8 A prior claim, currently occupied A small crew, an extraction rig, or a hermit. They did not file with any registry. They are not glad to see a ship.
9 Seam precursors in the outer band A second corridor may pass here. A Corridor Trace can be run from this system at Hard.
10 Native non-sapient life on a body, unusually developed Xenobiology value. Sample Containment required. The life is not passive.
11 A ruin on a body: structure, foundation, or excavation of known-species origin, older than the current political map Lore Trial to date it. Cultural relic rules apply. At least one power will claim it.
12 A ship, powered, holding position, not responding It arrived before the crew or it followed them in.

Sapient Presence

Sapient life can exist beyond the charted map. When it does, it is almost always a split from one of the five known species: a population that reached this world in an earlier dispersal, on a route that later faded, or by an event nobody recorded, and has been developing on its own ever since. Unidentified species exist. They are very rare, and finding one is a campaign event, not a random result.

For each Class A or Class B body, roll d10 after What Is Here. On a 1 or 2, the body carries an isolated sapient population. Roll d10 again.

d10 Population
1 to 9 Split population of a known species. Roll d6 for the lineage: 1 to 2 Human, 3 Ilyari, 4 Ssarathi, 5 Felina, 6 Dhoran.
10 Unidentified species.

Origin. Roll d6 for a split population.

d6 Origin What the Crew Can Find
1 Lost colony from a route that faded Records that match a Lost or Fading seam in some registry. The colony's founding claim is still on file somewhere.
2 Pre-war settlement, never recorded on the current map Structures older than the political boundaries. At least one power's history is wrong about this region.
3 Cut-off route, within living memory Elders remember ships. The seam the crew came through is not the one they remember.
4 Earlier dispersal, before Slipstream charts No records on either side. The population's own account of its origin is myth, and partly right.
5 Deliberate isolation Religious, political, or corporate. Someone left on purpose and destroyed the route data. Someone may still be keeping it destroyed.
6 Unknown The population does not know how it got here, and the crew's survey cannot tell them.

Development. Roll d6.

d6 Stage Table Effect
1 Pre-industrial No technology the crew's sensors register as a signature. First detection is visual or from a Body Survey at 2 Successes or better.
2 Early industrial Detectable from Short band by emissions. No radio.
3 Industrial Radio and powered flight. The population detects the crew's ship in orbit.
4 Advanced, no spaceflight Orbital sensors, satellites, possibly an unmanned probe program. The population detects the ship at Long and has a response.
5 Advanced in one field beyond known space Medicine, materials, computation, or biology further along than any power. No Slipstream drive. The field is worth more than the route.
6 Regressed from a higher stage Ruins of an earlier level sit beside a lower current one. Roll again for the current stage, treating 5 and 6 as 1. The ruins hold the earlier level.

Contact. First contact with a split population is a Lore Trial at Average to identify the lineage and origin, then social Trials as normal. Language has diverged; add 1 Bane Die to social Trials until the crew has spent a week in contact or a Science Trial at Hard reconstructs the shift. Species identity does not equal welcome. A Human population that has not seen a ship in nine generations is a foreign nation, not family.

What the powers do. A split population is a claim problem for every power at once. The Irnan Directorate registers it. The Shoiyan Concord classifies its biosphere. The Jaziri Caliphate sends a mission. The Funtari clans look for kin ties. The Antaean League prices it. The population itself has a standing claim to its world under every power's law and no ability to enforce it. Whichever power the crew tells first arrives first.

Unidentified species. Decide everything about an unidentified species before the crew meets it, and record it in your campaign notes as canon before the session ends. Use the Development table for its stage. Do not use the Origin table. Contact adds 2 Bane Dice to all social Trials until a shared channel exists, and no Lore Trial helps. The Survey Record for such a find is worth the top of the scientific discovery bracket and cannot be sold quietly. Every power treats the existence of a sixth species as a strategic fact.

A ruin found under What Is Here is of known-species origin unless you have already placed an unidentified species in the region.


The Meridian Verge: Seed Entries

The following entries cover the core systems of the Meridian Verge, the default launch frontier for a Void Drifters campaign. These are working seeds, not full gazetteer entries: enough to start a campaign and build on.

The Verge is neutral ground by treaty, exhaustion, and mutual suspicion among the Irnan Directorate, Funtari Confederacy, and Jaziri Caliphate. No single power controls it. The population is mixed. Loyalties overlap inside the same ports, stations, families, and crews.

For detailed zone geography, see the Sector Atlas.

Port Meridian

Contains: A station-anchor port authority, treaty courts, licensed customs offices, a significant commercial district, and the most active relay node in the Verge.

Controls: The Meridian Port Authority, nominally neutral and treaty-backed. In practice, the three surrounding powers all maintain diplomatic and intelligence presences here, and the Port Authority's neutrality is a managed performance.

Primary economy: Transit and services. Port Meridian makes money from ships passing through, docking, refueling, and filing the paperwork the Verge requires. The treaty courts handle commercial disputes that cannot be filed in any single power's jurisdiction.

Default atmosphere: Functional neutral ground with an undercurrent of political maneuvering. Everyone here is officially behaving. What they are doing informally depends on who they are.

GM hooks:

  • The treaty courts are handling a case that, if decided one way, would significantly benefit the Irnan Directorate's commercial position in the Verge. The other two powers have strong reasons to influence the outcome, and they are not limiting themselves to legal representation.
  • The Port Authority has an inspector problem: a senior inspector has been systematically underreporting certain cargo types for two years. Someone wants the crew to find the record and someone else wants the record destroyed.

Red Vale

Contains: Funtari-heavy agricultural settlements, ore extraction operations, a Confederacy clan port, and a disputed boundary with the southwestern Red Marches.

Controls: Formally independent within the Verge, but the dominant Funtari clan in-system functions as the practical authority. Irnan commercial interests have a presence through a licensed trading factor.

Primary economy: Agricultural export and ore. Red Vale has good soil and accessible mineral deposits. The crops feed stations across the Verge. The ore moves to Funtari processing yards.

Default atmosphere: Working settlement with strong local identity and mild resentment of outside attention. The clan is protective of the system's formal neutrality because it benefits them commercially.

GM hooks:

  • A new strain of something has appeared in the crops. It may be a natural blight, a competitor's act of economic sabotage, or something introduced accidentally in a cargo of agricultural equipment. The clan wants it investigated quietly, without relay traffic that would spook buyers.
  • The disputed southwestern boundary has flared again. A Jaziri mission post just inside the Marches is claiming that Red Vale extraction operations have crossed the treaty line. The crew is asked to survey the boundary, which will require being physically present while both sides are actively hostile.

Merrow Gate

Contains: An Irnan-built patrol hub, a fortified relay checkpoint, a document inspection station, and a civilian transit corridor for legitimate traffic entering the Verge from Irnan space.

Controls: The Irnan Directorate operates the patrol hub and checkpoint directly. The civilian transit corridor is technically Verge-neutral, but Irnan inspectors run it.

Primary economy: Administrative and security services. Merrow Gate exists to monitor and control traffic entering the Verge from the north.

Default atmosphere: Bureaucratic and formal. Credentials matter here. The Irnan inspectors are professional and thorough. Delays are possible for any ship whose documentation has irregularities.

GM hooks:

  • The relay checkpoint has been logging a pattern in the traffic that does not match any registered route: ships with valid credentials that have no record of entering the Verge from any other approach. Someone is moving ships through the region without crossing any monitored seam. The Irnan commander is quietly looking for an off-grid crew to investigate without filing a formal report.
  • A ship has been held at Merrow Gate for five days on document review. The people aboard are not allowed to communicate with anyone outside the checkpoint. The crew has been asked to find out why, by someone who cannot ask officially.

Harrowspan

Contains: A dense wreckfield from an old battle or industrial disaster (accounts differ), a loose collection of salvage claims staked on the wreckage, a few permanent habitation modules lashed to the larger hulks, and approximately no official authority.

Controls: Nobody, in any formal sense. Claim jumpers are controlled by the threat of violence from whoever staked the claim first. The closest thing to law is a loose salvage consortium that mediates disputes when they escalate past individual violence.

Primary economy: Salvage. Harrowspan wreckage is not fully picked over and may never be: the field is large, dangerous, and poorly mapped.

Default atmosphere: Wary and independent. Everyone here is working a claim or working for someone who is. Newcomers are assessed for threat before they are assessed for business potential.

GM hooks:

  • A salvage crew has found something in a deep section of the field that has not been touched since the original disaster. What they found is not what they expected to find in wreckage from that era. They want someone to authenticate it, and they want that someone to not tell anyone else.
  • Something in the field is still active. It is not broadcasting a recognized transponder. It is not visually confirmed. But it has been affecting nearby salvage AI systems in ways that are increasingly hard to attribute to wreck interference.

Calder's World

Contains: An independent colony world in the habitable zone, a single major settlement and several satellite communities, a functioning but underpowered relay link, and a local authority whose legitimacy comes from tenure rather than treaty recognition.

Controls: Calder's World authority, locally derived. None of the three surrounding powers formally recognizes the colony's independence, and all three periodically attempt to affiliate it. The colonial council has been playing them against each other for twenty years with reasonable success.

Primary economy: Agriculture, modest manufacturing, and services to ships in transit that want to avoid the official checkpoint at Merrow Gate.

Default atmosphere: Pragmatically independent. Calder's World people are friendly to anyone who pays and does not cause problems, and they are experienced at not noticing things that would create complications if noticed.

GM hooks:

  • The colonial council has received a formal affiliation proposal from the Irnan Directorate. Accepting it would bring legal recognition, infrastructure investment, and Irnan law enforcement. Refusing it means maintaining independence at the cost of continuing to make that independence work. The crew arrives while the vote is being prepared and three different parties want to influence the outcome.
  • A Jaziri pilgrimage group landed two weeks ago and has not left. They say their ship needs repair. The repair is taking longer than any honest estimate would justify. The colony council wants to know what they are actually doing here without starting an incident.

Vanta Relay

Contains: A relay station that was fully operational until a collision or systems failure damaged its primary transmitter arrays six years ago. Repairs have been partial. The station is inhabited by a skeleton crew of technicians, some with competing claims on the repair contracts.

Controls: Technically, the Verge Treaty Authority assigned operation of Vanta Relay to a neutral consortium. In practice, the consortium dissolved, the repair money ran out, and the station is now run by the technicians who stayed because they had nowhere else to go.

Primary economy: Relay services, intermittently functional. Crews who need to send messages and cannot reach the Port Meridian chain will dock here and hope the transmitter is having a good day.

Default atmosphere: Exhausted and territorial. The station crew are skilled and knowledgeable about what they do, and they are deeply tired of being underfunded while everyone uses their work.

GM hooks:

  • Vanta Relay has been used as a waypoint for relay traffic that should not be routing through it: encrypted packets from an unknown origin, addressed to an unknown destination, using the damaged arrays in ways that should not be possible. The traffic started two months ago. The senior technician is not sure whether to report it or whether reporting it would create more problems than ignoring it.
  • A competing claim on the station's operating authority has been filed. If it is validated, the current crew will be removed. They are not willing to leave. The filing party is sending representatives. Someone is going to have to work out what the situation actually is before it becomes violent.

Saint Orra's Rest

Contains: A Jaziri pilgrimage station built on a captured asteroid, a permanent religious community of modest size, a diplomatic mission that handles Jaziri interests inside Verge neutral space, and a medical relief operation that serves the broader Verge community.

Controls: The Jaziri Caliphate operates the station. It is formally neutral ground for pilgrimage and diplomatic purposes. The Caliphate is scrupulous about the distinction between pilgrimage and politics, at least on the surface.

Primary economy: Pilgrimage hospitality, medical relief, and diplomatic service. The station charges no fees and accepts donations. The diplomatic mission's operational budget is funded directly by the Caliphate.

Default atmosphere: Genuinely welcoming and calm. The station runs efficiently, and the community is sincere about its hospitality mission. The diplomatic mission operates in a separate wing with more formal procedures.

GM hooks:

  • The medical relief operation has been receiving patients from a Verge community that officially has no medical crisis. The doctors have been treating injuries consistent with violence, not illness. Someone is covering something up and the patients are not talking.
  • The diplomatic mission has hosted a series of meetings over the past month. The attendees have included people from all three surrounding powers. No information about the content of the meetings has left the station. The other powers are very interested in what is being discussed.

Habitable World Details

A habitable world is not just a place to land. It is a set of environmental conditions that shape what the crew can do, how they have to do it, and what the risks are.

Atmosphere

Most habitable worlds and stations maintain atmosphere within species-tolerable ranges. When atmosphere is a factor, use the following categories:

Condition Effect
Standard No mechanical effect
Thin Extended physical exertion costs 1 additional Strain per scene; respirators recommended for long exposure
Toxic Element Exposure without filtration causes 1 point of damage per hour; respirators required
Corrosive Unprotected equipment degrades; respirators plus sealed suits required
Breathable but Wrong Suitable for one species but not others; affects species differently
Vacuum Full EVA suits required; any breach is immediately lethal

Most frontier worlds have standard atmosphere in their habitation zones and whatever they have outside. Environmental suits are standard ship equipment for a reason.

Gravity

See the Player's Guide, Chapter Ten, for the full gravity-band rules. For quick world-building purposes:

  • A world with 0.8g to 1.2g is standard for settlement and has no mechanical gravity effects.
  • A world below 0.8g feels lighter than expected. Over extended stays, characters experience the Low Gravity effects on physical coordination.
  • A world above 1.2g is noticeably heavier. Extended stays in Elevated gravity cause fatigue accumulation. High gravity worlds are tolerable for short visits with appropriate preparation but are demanding for long-term habitation.
  • Species vary significantly in gravity tolerance. Dhoran find heavy-gravity worlds comfortable. Ilyari find them punishing.

Environment as Pressure

The crew does not need environmental rules in every scene. Environmental pressure is most useful in the following situations:

Time-critical tasks under hostile conditions. A crew working a repair under thin atmosphere in EVA suits, racing against a deadline, experiences every complication differently from the same task in a comfortable bay.

Movement across dangerous terrain. A frontier world where the outside of the settlement is a corrosive-element environment changes the cost of ground movement, pursuit, and extraction significantly.

Resource depletion. Atmosphere, suit power, and EVA time limits are quiet countdowns. Play them when the scene is already under pressure and the additional constraint creates decisions rather than frustration.

Species asymmetry. A crew with a Dhoran engineer and an Ilyari pilot working in a 2g environment will feel the difference. The Dhoran is at home. The Ilyari is working under Extreme gravity penalties by their species modifier.


Quick System Reference

Decision Options
Star type Ordinary, Dim, Hot, Variable (Remnant for empty systems)
Approach Standard (Ordinary), Close (Dim), Far (Hot, Variable, Remnant)
World or station type Core, Colony, Frontier, Station Cluster, Ruin
Power presence Full Control, Nominal Control, Contested, Independent, Abandoned
System type Industrial Hub, Administrative Center, Frontier Claim, Salvage, Contested Border, Failed Colony, Freeport, Dead
Atmosphere Standard, Thin, Toxic Element, Corrosive, Breathable-Wrong, Vacuum
Gravity Normal (0.8-1.2g), Low, Elevated, High, Extreme

Five steps. One active complication. Done.