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Void Drifters · Known Space

Habitable Worlds

A world crews can breathe on changes the nature of the job.

Station operations, orbital transfers, belt runs, and deep-space transits are conducted in an artificial environment that the crew controls. A habitable world means a natural environment that does not care about the crew at all. Gravity is what the planet says it is. Atmosphere is what grew here over geological time. Weather is not a malfunction. Local fauna may have opinions. The population, if any, has been shaped by those conditions for generations and may regard the arriving crew with the same wariness the crew feels looking down at the surface.

This chapter records all named habitable worlds in the atlas, their physical conditions, their political context, and what brings crews to their surfaces.

Habitability Classification

Not every world that can be landed on should be landed on without preparation. The habitability classification system gives crews and GMs a fast reference for what to expect before the ship enters atmosphere.

Class A: Earthlike

Class A worlds are comfortable by the standards of all five playable species without significant intervention. Gravity falls in the range that most species tolerate without adaptation, atmosphere is breathable for all five species without assistance, and surface conditions support extended operations without environmental gear.

Most Class A worlds have significant population because the conditions that make them comfortable also make them productive. Agricultural output is high, infrastructure builds efficiently, and long-term human presence accumulates naturally. Class A worlds are often heavily governed precisely because they are worth governing.

The absence of difficulty cuts both ways: no environmental challenge means no natural barrier to settlement, which means the political landscape is often more complex and more contested than on harder worlds.

Class B: Marginal

Class B worlds are habitable but require infrastructure. The base conditions are survivable: atmosphere breathable with filters or within normal range for most species, gravity within tolerably elevated or reduced range, temperature within manageable extremes with appropriate gear. A crew can work on a Class B world without full environmental suits, but extended operation requires acclimation, adaptation measures, or ongoing medical attention.

Class B worlds have populations but the populations are shaped by the challenge. Settlements are more self-sufficient, the people more pragmatic, and the governance more locally focused than on Class A worlds. Off-world visitors are noted. Infrastructure exists but may be improvised.

Class C: Industrial

Class C worlds require enclosed settlements for long-term habitation. Atmosphere may be caustic, temperature ranges extreme, pressure above or below comfortable ranges, or some combination that prevents casual surface exposure. Settlements exist inside domes, buried complexes, pressurized habitats, or orbital stations with surface access via suits.

Crews operating on Class C worlds need full environmental sealing for any surface activity. The sealed-settlement character shapes social life: communities are close, resources are managed carefully, and visitors who enter from outside carry environmental risk.

Class C worlds often have significant industrial value that justifies the settlement cost. Heavy metal extraction, rare atmosphere processing, specialized biology, or strategic resource deposits make the expense of maintaining sealed habitats worthwhile.

Class D: Extreme

Class D worlds allow very short-term crew presence with full gear. Conditions are hostile enough that even excellent environmental suits have a time limit. The hazard may be radiation, temperature, atmospheric toxicity, extreme gravity, or active geological instability. Crews work in time-limited windows and rotate out.

Class D worlds are visited when something valuable is there that cannot be accessed any other way. A surface cache, a specific geological sample, a research target, a downed ship. The crew goes in, does the job, and leaves. Extended presence is not on the table.

Class E: Lethal

Class E worlds are dangerous enough that standard environmental gear is insufficient for any sustained surface operation. The hazard overwhelms protection that would handle any other category: extreme stellar radiation, crushing gravity, active volcanic surface activity, atmosphere that attacks suit materials, or conditions that have no engineering solution at the equipment level available to most crews.

Entries for Class E worlds note why crews visit anyway. They do. Whatever is there is usually sufficiently valuable or unusual to make the risk calculation interesting.

Worlds Beyond the Map

Class A and Class B bodies past charted space may carry isolated populations. Almost every such population is a split from one of the five known species: a group that reached the world in an earlier dispersal, on a route that later faded, or by an event nobody recorded, and has developed on its own since. Language and custom have diverged, and sometimes biology. A split population may stand ahead of known space in one field, such as medicine, materials, or computation, but it never has Slipstream flight. Unidentified sapient species exist and are very rare; finding one is a campaign event. The procedure for placing, detecting, and contacting an isolated population is in the GM Guide chapter Sectors, Systems, and Habitable Worlds.

Gravity Notes

Gravity is the condition that affects crew performance most directly and most persistently on planetary surfaces. The full mechanical detail lives in the Gravity Rules canon. What follows is a quick reference for the five gravity bands and what each means for planetary operations.

Band Range Planetary Context Key Crew Effects
Microgravity 0 to 0.2g Small moons, asteroids, rogue bodies; no retained atmosphere without artificial means Three-dimensional movement, no footing, mag boots required; Bane Dice on physical actions without anchoring
Low Gravity 0.2 to 0.8g Low-density worlds, small moons with atmosphere, marginal gravity systems Jumps overshoot, precision movement suffers, melee attacks lose planted power; carrying weight halved effectively
Normal 0.8 to 1.2g Comfortable range for all five species; standard equipment calibration No effect; the baseline
Elevated 1.2 to 2.0g High-density worlds, Dhoran-preference habitats, industrial-heavy colony worlds Physical action Trials gain 1 Bane Die; fatigue accumulates after 1 hour of activity
High 2.0 to 4.0g Heavy industrial worlds, Dhoran homeworld regions, hostile frontier settlements Physical action Trials gain 2 Bane Dice; movement halved; fatigue accumulates quickly
Extreme 4.0g+ Survival situation; specialized research, rare anomaly targets only Immediate danger; injury from activity; gravity harness or exosuit required for any functional operation

Species notes: Dhoran characters treat Elevated as Normal and High as Elevated. Ilyari characters treat Elevated as High and High as Extreme. Felina characters remove 1 Bane Die from gravity-related movement and balance Trials in any non-Normal band. Full species modifiers are in the Gravity Rules canon.

Equipment: Gravity harnesses treat gravity as one band lower for physical action Trials. Exosuits treat gravity as one band lower for all purposes. Funtari hover suits normalize any gravity to effective Normal for the wearer.

Planetary Approach Notes

The process of reaching a surface varies by habitability class and conditions.

Class A approach: Standard atmospheric entry with appropriate drive adjustments. Most commercial ships are capable. Landing clearance may be required from surface authority or orbital stations. The challenge is political, not technical.

Class B approach: Standard entry procedures with awareness of the specific marginal conditions. If gravity is elevated, descent requires accounting for increased ship weight during landing. If atmosphere requires filters, crew should be equipped before the ramp opens. No special systems required for most Class B worlds, but local briefing on specific conditions is good practice.

Class C approach: Entry to sealed settlements requires docking at designated points: orbital station, dome airlock port, or pressurized bay. Ships landing outside designated areas cannot access settlements without environmental suits. Suit integrity check before exiting the docking interface is standard procedure.

Class D approach: Entry requires confirmed suit integrity, defined mission window (hours not days), and ship ready for immediate departure. Surface nav systems may be limited by interference from the hazard source. Crew rotation schedules should be pre-planned. Medical monitoring is good practice.

Class E approach: Any Class E approach is a mission-specific operation that should not be undertaken without specific information about the hazard, specific equipment for that hazard, and a clear abort threshold. Generic preparedness is insufficient.

Named Habitable Worlds by Zone

Irnan Directorate Worlds

Cyranor

Aurelis system, Irnan Directorate capital, Class A

Cyranor is the administrative center of the Irnan Directorate, home to the Directorate Assembly, major ministries, naval command, and federal courts. Its surface is dominated by dense urban development on the temperate continents and managed agricultural zones in the lower latitudes. The planet has been shaped by civilization for generations; very little of its natural surface remains unmodified.

Class: A Gravity: 0.95g — Normal Atmosphere: Breathable for all five species Population: Several billion; exact figures classified under Directorate census security protocols Primary Settlement: Aurelis City, the administrative capital Economy: Federal administration, legal services, naval logistics, policy and education institutions, high-end manufacturing, food imports What Crews Come For: Diplomatic representation, legal proceedings, high-value cargo delivery, intelligence contacts in the federal bureaucracy, and occasionally to extract someone from the most credential-heavy environment in the Directorate

Notable:

  • Cyranor's orbital approach corridors are controlled by Directorate naval traffic management; unauthorized approach vectors are challenged, not ignored
  • The planet has more licensed brokers, lawyers, and credential specialists per capita than any other world in the atlas; this is either useful or a warning depending on why you are there
  • A ship with outstanding Directorate warrants that enters Cyranor's approach corridor will be detained; the warrant does not need to be for anything serious

Thalor Prime

Thalor Prime system, Irnan frontier, Class B

Thalor Prime sits on the Irnan frontier and functions as an industrial staging point for Directorate mining and resource operations in the border zone. The planet is cold, its atmosphere requires filter supplementation in the southern highlands, and its gravity runs slightly elevated. The population is a working one: engineers, logistics personnel, military depot staff, and the civilian support communities that grew up around the industrial presence.

Class: B Gravity: 1.35g — Elevated Atmosphere: Breathable in lowlands; filter-supplemented in highlands above 2,000 meters Population: Approximately 3.2 million Primary Settlement: Depot Thalor, a fortified industrial town around the primary Directorate logistics facility Economy: Industrial logistics, military supply, heavy mining support, equipment manufacturing, frontier service supply What Crews Come For: Industrial contracts, cargo runs to and from Directorate frontier operations, military resupply work, and occasionally for the elevated gravity environment which some Dhoran crews find more comfortable than most ports offer

Notable:

  • Thalor Prime's gravity is at the low end of Elevated but consistent; crews operating here for more than a few days begin to notice the difference on return to standard gravity worlds
  • The Directorate maintains a restricted military depot in Depot Thalor's northern industrial zone; civilian traffic is routed around it and the routing is enforced
  • A significant portion of Thalor Prime's civilian population moved here to escape credential pressure in the Directorate core; they chose work on a hard world over paperwork on a comfortable one

Neridia

Neridia system, Irnan Directorate, Class A

Neridia is an ocean world with island chains and floating platforms that serve as the Directorate's primary naval recovery and oceanic infrastructure hub. Most of the population lives on platforms or coastal settlements. The interior seas are under managed ecological protection. The planet is politically calm and practically busy: naval vessels move through constantly, and the platform cities have a transient character from the rotation of naval personnel through recovery assignments.

Class: A Gravity: 0.92g — Normal Atmosphere: Breathable; high humidity; salt air on all coastal and platform settlements Population: Approximately 28 million; naval transient population significant Primary Settlement: Tidal Base, the largest platform city and naval recovery center Economy: Naval logistics, maritime resource extraction, oceanic research, fishing and aquaculture, naval medicine What Crews Come For: Naval repair contracts, cargo runs for platform communities, maritime resource products that are difficult to find elsewhere, and for crews who have earned Directorate goodwill, access to naval dry-dock facilities

Notable:

  • Tidal Base's dry-dock facility is the largest naval repair installation in this region; civilian access is theoretically available through contracting but practically rare
  • Neridia's ecological protection zones are enforced seriously; extracting anything from the protected seas without a permit is a significant legal offense under Directorate environmental law
  • The platform cities have their own social character distinct from Directorate core worlds; the people who come here for naval assignments often stay, creating a community that is institutionally loyal to the Directorate but personally pragmatic

Funtari Confederacy Worlds

Kharos Freehold

Kharos Assembly system, Funtari Confederacy, Class B

Kharos Freehold is the primary habitable world of the Kharos Assembly system, political center of the Funtari Confederacy. The planet is high-desert and mountain range, with limited surface water and an atmosphere that runs thin at higher altitudes. The Confederacy did not develop around this world because it was easy; the Funtari attitude toward difficult terrain is shaped by a homeworld that required hover logistics to function.

Class: B Gravity: 1.18g — upper Normal range, approaching Elevated in the northern highlands Atmosphere: Breathable in populated zones; thin at altitude above 3,500 meters Population: Approximately 800 million Primary Settlement: Kharos Assembly station (orbital); Stronghall on the surface is the largest urban center Economy: Clan politics, military production, hover technology manufacturing, contract facilitation, resource logistics What Crews Come For: Clan contracts, hover equipment sourcing, political business with the Confederacy, weapons trading, and any job that requires a Funtari clan backing before it can be formalized

Notable:

  • Kharos Freehold's terrain is routinely navigated by hover vehicles; surface roads are a secondary concern here in a way that surprises visitors who did not expect a planetary capital to operate this way
  • The Assembly station (orbital) handles most commercial traffic; the surface is for those with business with specific clans or with the Confederacy government directly
  • Hover suit availability here is higher than almost anywhere outside Confederacy military facilities; basic hover suits can be rented from Funtari suppliers at rates that are expensive by frontier standards and cheap by everything-else standards

Selkar

Selkar system, Funtari Confederacy, Class A

Selkar is an agricultural world that functions as one of the Confederacy's significant food production centers. It is comfortable enough for extended habitation and diverse enough to support a range of agricultural industries. The Selkar clan maintains the system and exercises the relaxed, relationship-based authority typical of Funtari clan governance of a productive system: as long as the harvests come in and the clan's share is paid, local settlements have considerable autonomy.

Class: A Gravity: 0.88g — Normal Atmosphere: Breathable; mild seasonal variation; long growing seasons in temperate bands Population: Approximately 120 million Primary Settlement: Selkar Keep, the clan seat; various agricultural townships Economy: Agriculture, food processing and export, fiber production, clan court services, light manufacturing What Crews Come For: Food cargo at favorable prices, agricultural contracts, a quiet port in Funtari space where the clan authority is not aggressively exercised

Notable:

  • Selkar agricultural output is consistently high quality at consistently fair prices; there is always cargo available here for crews willing to carry food
  • The Selkar clan court handles inheritance disputes, property claims, and commercial disagreements for the surrounding systems; it is surprisingly busy for an agricultural world's legal establishment
  • A Directorate intelligence station maintains a commercial cover in Selkar Keep; everyone locally knows it is there; the Selkar clan tolerates it because the Directorate pays its bills on time

Bryn Tal

Bryn Tal system, Funtari Confederacy, Class B

Bryn Tal is a mountain mining world, its slopes carved with extraction operations that the Bryn Tal family clans have worked for generations. The gravity is elevated, the atmosphere is thinner than ideal, and the winters in the upper extraction zones are serious. The local population adapted over generations and the Dhoran presence here is significant: Bryn Tal's conditions are less hostile to Dhoran physiology than to most other species.

Class: B Gravity: 1.45g — Elevated Atmosphere: Breathable in valleys; filter required above 2,800 meters; high dust content near active mining zones Population: Approximately 18 million; high Dhoran percentage Primary Settlement: Deepshaft, a processing town built into a mountain valley near the primary ore transport hub Economy: Heavy metal extraction, ore processing, equipment manufacturing, clan contract mining, Dhoran-market specialty goods What Crews Come For: Bulk ore cargo, mining contracts, Dhoran cultural goods, equipment that performs well in elevated gravity

Notable:

  • Bryn Tal ore is distributed through Funtari clan networks but can be purchased at source by crews with the right clan contact; the prices are better than anywhere downstream but the relationship requirement is real
  • The elevated gravity and Dhoran population creates social dynamics that can surprise visitors who are not used to environments calibrated for heavier species; furniture, equipment, and physical spaces are all built for people who carry more weight
  • Bryn Tal's environmental gear market is exceptional; the local equipment has been refined by generations of practical use in conditions that expose cheap construction immediately

Shoiyan Concord Worlds

Shoa

Shaolin Reach system, Shoiyan Concord capital, Class A

Shoa is the capital of the Shoiyan Concord: home to the Concord Council, major cloning houses, medical institutes, stack vaults, and elite family compounds accumulated over an enormous span of time. The planet is prosperous, beautiful, and layered with institutional weight. Infrastructure is quietly excellent. The people are courteous. Everything works. The sense that something beneath the surface has been accumulating power for a very long time is not wrong.

Class: A Gravity: 0.97g — Normal Atmosphere: Breathable; maintained at optimal range through atmospheric engineering in the densely populated zones; air quality in the cities is measurably better than on other worlds Population: Several billion Primary Settlement: Shoa City; multiple major urban centers Economy: Medical production, continuity stack services, bioengineering, diplomatic services, high-end fabrication, research institutions, clone-body contracts, cultural exports What Crews Come For: Medical services unavailable elsewhere, continuity stack services, high-value diplomatic cargo, contact with Shoiyan family interests, specialty pharmaceutical cargo that cannot be sourced elsewhere

Notable:

  • Entering Shoa requires stack registration verification; non-registered visitors are processed through a medical entry protocol that confirms identity and issues a temporary transit designation; this is presented as routine and is applied consistently
  • The clone house district of Shoa City is the most significant concentration of continuity technology outside restricted Concord military installations; the waiting lists for services are long and the prices reflect the demand
  • Shoa has the best medical facilities in the atlas; the care is genuine and the expertise is real; the cost is significant and the political context of receiving Shoiyan medical care creates ongoing relationships that some patients find unexpectedly persistent

Qorallis

Qorallis system, Shoiyan Concord, Class B

Qorallis is an aquatic world with dense coral-reef biospheres covering the primary oceanic shelves. The Concord maintains this world as a pharmaceutical extraction and ecological preserve, with settlements primarily in orbital stations and in sealed coastal complexes where the interface with the ocean can be managed. The atmosphere is breathable but heavily salt-laden and requires filter supplementation for extended exposure. The gravity runs light.

Class: B Gravity: 0.75g — Low Atmosphere: Breathable with filter supplementation; high salt and organic particulate content near ocean surfaces Population: Approximately 4.5 million; Ssarathi presence significant in coastal extraction communities Primary Settlement: Qorallis Orbital Station; Coralreach on the surface Economy: Pharmaceutical extraction, ecological research, genetic preservation, specialty bio-material supply, aquatic habitat management What Crews Come For: Specialty pharmaceutical cargo (Concord licensed), research material transport, jobs that require passage through a Concord system without attracting standard border attention

Notable:

  • Qorallis pharmaceutical cargo requires full Concord licensing; unlicensed extraction of reef biopharmaceuticals is one of the more seriously enforced Concord regulations, and the patrols reflect this
  • The Ssarathi community in the coastal extraction complexes has significant economic influence in the system; Ssarathi environmental physiology makes them effective workers in the aquatic interface environments
  • Qorallis's low gravity makes the coastal complexes unusual in character; the buildings are taller and lighter than any planetary settlement the same size would be elsewhere

Jadefall

Jadefall system, Shoiyan Concord, Class A

Jadefall is a world of forested plateaus, waterfall-carved cliff faces, and high-altitude botanical reserves. The Concord has developed it as a combination of export agriculture for high-value organic products, cultural retreat for Shoiyan elite families, and botanical research facility. The surface is managed carefully: access to the botanical reserves requires Concord clearance, agricultural zones have their own entry protocols, and the small cities on the habitable plateaus have a quiet, expensive character shaped by the wealth of their usual inhabitants.

Class: A Gravity: 1.02g — Normal Atmosphere: Breathable; high oxygen content in forested zones; rich botanical scent throughout most of the settled surface Population: Approximately 6 million; significant seasonal variation as elite retreat usage peaks Primary Settlement: Highfall, on the largest plateau Economy: Botanical research, high-value agricultural exports, luxury retreat services, cultural production, Shoiyan family estate management What Crews Come For: High-value cargo (botanical exports command premium prices across all five powers), passenger transport for Shoiyan elite, and occasionally for crew members who need a quiet recovery in an unusually pleasant environment

Notable:

  • Jadefall botanical cargo is one of the more consistently profitable cargo types in the atlas; it is also among the most tightly document-controlled; counterfeit provenance documentation is detectable and the consequences of being caught are serious
  • The elite retreat character of the plateau cities means that Shoiyan family interests with significant Concord political weight have personal investment in this world; events that affect Jadefall attract attention at levels of Concord authority that other worlds would not
  • A small but active black market in uncertified botanical extracts operates through the agricultural worker community; the goods are genuine, the documentation does not exist, and the people selling it have been doing so successfully for at least a decade

Jaziri Caliphate Worlds

Nir

Qasr al-Nir system, Jaziri Caliphate capital, Class A

Nir is the holy and political center of the Jaziri Caliphate: home to the Caliphal court, the highest religious authorities, major military command, and the oldest confirmed sites associated with the Jaziri Intelligence. The planet is organized and serious. Its cities reflect Jaziri architecture and religious culture in ways that are immediately visible; the presence of minarets, observatories, and devotional monuments is not incidental. The military presence is real and not hidden.

Class: A Gravity: 1.05g — Normal Atmosphere: Breathable; arid in the historically important central continent; managed irrigation in the agricultural zones Population: Several billion Primary Settlement: Nir City, the Caliphal capital; multiple regional centers Economy: Caliphal administration, military command, religious institutions, pilgrimage services, high-reactor manufacturing, AI theology research What Crews Come For: Religious transit (significant traffic moves through Nir for pilgrimage reasons), diplomatic representation, high-value military cargo contracts, and occasionally to access the AI theology archives which contain unique scholarship not available elsewhere

Notable:

  • Non-Jaziri crews entering Nir's orbital approach must file travel documentation with religious compliance fields; the compliance check is substantive, not performative, and is conducted by personnel who take it seriously
  • The Jaziri Intelligence is believed to be directly accessible at research installations near Nir; the nature of that access is not public; researchers who visit Nir for AI theology purposes occasionally return with unusual perspectives on what they encountered
  • Nir's reactor manufacturing infrastructure is among the most advanced in known space; the export restrictions on Jaziri reactor technology are strict, enforced, and the subject of significant grey-market interest

Rahmah

Rahmah system, Jaziri Caliphate, Class A

Rahmah is the Caliphate's center for hospitals, mercy orders, and refugee processing. The planet has more medical capacity per capita than any non-Shoiyan world in the atlas, and the care is provided on a humanitarian basis that is not dependent on the patient's relationship with the Caliphate. Rahmah's reputation as a place of genuine medical assistance extends beyond Jaziri space; crews from all five powers bring injured or sick crew members here when the alternative is worse.

Class: A Gravity: 0.98g — Normal Atmosphere: Breathable; climate management in the hospital districts creates unusually stable conditions Population: Approximately 900 million; large refugee and transit population that fluctuates significantly Primary Settlement: Mercy Port, the main arrival and hospital complex; multiple regional mercy hospitals Economy: Medical services, refugee processing and resettlement, pharmaceutical manufacturing for internal distribution, humanitarian supply chain, pilgrimage hospitality What Crews Come For: Medical care for serious injuries or conditions, passage through Jaziri space under humanitarian transit status, and occasionally for the humanitarian cargo contracts which pay well and are rarely questioned by Caliphate border inspection

Notable:

  • Medical care at Rahmah is genuinely excellent and provided without religious prerequisites; the Caliphate considers this an expression of its values, not a commercial offering
  • Humanitarian transit status through Rahmah gives a ship a Caliphate travel endorsement that simplifies inspection at other Caliphate ports; obtaining this status requires arriving with a documented medical need, which is verified
  • The refugee processing infrastructure at Rahmah handles people displaced by conflicts and disasters from across the known atlas; the processing records are comprehensive and confidential; finding a specific person who passed through Rahmah requires either official cooperation or significant effort

Siraj

Siraj system, Jaziri Caliphate, Class B

Siraj is a fleet command and frontier warning system, its surface hosting military installations and beacon control arrays that extend Caliphate navigational authority toward the Jaziri-facing frontiers. The planet is warm and dry, its population primarily military and support personnel. Civilian presence is minimal and requires military authorization. The atmosphere runs breathable but thin, and the surface is not comfortable for extended unprotected exposure during the day in the equatorial zones.

Class: B Gravity: 1.12g — upper Normal Atmosphere: Breathable; thin; extreme solar exposure in equatorial zones requires UV protection and hydration management Population: Approximately 3.4 million; predominantly military Primary Settlement: Fleet Siraj, the primary military installation Economy: Military operations, beacon maintenance, naval logistics, frontier intelligence What Crews Come For: Military cargo contracts (authorized contractors only), beacon calibration services (restricted to licensed navigators), and intelligence about Caliphate fleet movements that is very valuable and very illegal to collect

Notable:

  • Siraj has no civilian docking; all arrivals must be contracted by the Siraj military authority or they are turned away at the approach checkpoint
  • The beacon arrays at Siraj extend Caliphate navigational broadcasting into frontier space; a crew with access to Siraj beacon calibration data has navigational information that is several days ahead of what normal relay services provide
  • A small number of non-Jaziri contractors have long-term arrangements with Siraj military supply; these contractors have access to Siraj facilities that other outsiders do not, and their services are correspondingly rare and correspondingly priced

Antaean League Worlds

Elyndra

The Heavens system, Antaean League, Class A

Elyndra is the primary habitable world of the Heavens system, the League's commercial and diplomatic center. The planet itself is prosperous and cosmopolitan in the way that financial centers tend to be: mixed population from all five species, high-quality infrastructure, expensive property, and a social culture that treats the ability to make a deal as the primary social skill. The planet hosts the largest concentration of League corporate headquarters, arbitration courts, financial institutions, and relay infrastructure in any single location.

Class: A Gravity: 1.01g — Normal Atmosphere: Breathable; actively managed air quality in the major urban centers; greenhouse management of climate in the high-density zones Population: Several billion across the Heavens system; Elyndra's surface holds approximately 3 billion Primary Settlement: Elyndra City, the commercial capital; multiple major corporate centers Economy: Financial services, commercial law, relay infrastructure, insurance and risk markets, corporate headquarters, luxury goods, diplomatic services, specialty manufacturing What Crews Come For: Commercial contracts, financial services, legal representation, cargo brokerage, access to League corporate networks, and the kind of expensive recreational infrastructure that only concentrations of capital produce

Notable:

  • Elyndra is the most species-mixed world in the atlas; the commercial culture actively values diversity of perspective because it translates to breadth of market knowledge
  • The insurance and financial markets at Elyndra can price risk for almost any operation; a crew wanting to insure an unusual cargo run or finance a ship purchase has more options here than anywhere
  • Elyndra's legal profession is the largest single commercial sector on the world; the arbitration courts process disputes from across the League and beyond; a legitimate grievance with a League corporate entity can be filed here with a real chance of resolution

Vorenth

Vorenth system, Antaean League, Class B

Vorenth is where the League keeps its less public commercial operations. The system hosts private security yards, escort contract administration, weapons licensing brokerages, and the various commercial functions that make the League's security apparatus work without appearing directly operated by any power's military. The world is industrial, its atmosphere requiring filter supplementation in the manufacturing zones. The gravity is elevated, which the industrial character reinforces.

Class: B Gravity: 1.38g — Elevated Atmosphere: Breathable in residential zones; filter required in active manufacturing areas; industrial air quality management is imperfect Population: Approximately 45 million Primary Settlement: Security Plaza, the main commercial center for contract brokerage Economy: Private security contracting, weapons licensing, escort services, mercenary management, armored logistics, specialized manufacturing What Crews Come For: Security contracts, weapons licensing that is legitimate-on-paper for items that are unusual-in-practice, escort work, and access to ship weaponry that is commercially available here but restricted elsewhere

Notable:

  • Vorenth weapons licensing allows the purchase of ship weapons at the heavy end of the commercial scale; a ship outfitted through Vorenth carries paperwork that is valid in League space and somewhat valid in Antaean-adjacent space
  • The private security yards here do ship modifications that increase combat capability without technically violating League commercial law; the service is expensive and the results are variable
  • A crew with a Vorenth security contract on file has a layer of legal protection in League space that most crews lack; the contract does not extend to anything the League finds actively objectionable, but for ordinary grey-market operations it is useful

Meridian Verge Worlds

Calder's World (Surface Detail)

Meridian Verge, independent, Class A

Calder's World appears in the Freeports chapter for its port operations. Its surface character warrants separate note for crews planning overland or extended surface operations.

The planet's primary temperate zone is agricultural, with rolling terrain shaped by old river systems and modest mountain ranges. The colony's rural communities are distributed across the farmland, connected by hover freight routes that Funtari equipment made practical. The land is genuinely good: high-yield soil, reliable water, weather patterns that have been managed for two generations through orbital monitoring. The people who live on it know it well and take it seriously.

Class: A Gravity: 0.91g — Normal Atmosphere: Breathable; mild climate in temperate zones; seasonal rain patterns in the south Population: Approximately 180,000 Primary Settlement: Calderport (planetary); rural distributed communities Economy: Agriculture, export food, limited manufacturing, colony supply Surface Notes: Overland travel by hover vehicle is standard; wheeled transport exists but hover logistics dominate because the Funtari equipment is maintained and works; the rural communities are connected by hover-freight routes that also carry passengers; local guides are available and worth having for off-route travel

Notable:

  • The rural communities vary in how welcoming they are to off-worlders; the colony's history creates a general warmth toward crews who are not operating under any flag's authority, but specific communities have specific histories
  • The colony maintains a distributed emergency shelter network across the farmland; these shelters are stocked, known to all residents, and available to any visitor in genuine need without charge

Red Marches Worlds

Red Vale Surface

Meridian Verge contact zone, Funtari-dominant, Class A

Valehome, the agricultural world of the Red Vale system, is noted in the Freeports chapter for its commercial context. Its surface is low-rolling terrain with a reddish soil color that gives the system its name, a characteristic caused by high iron oxide content that is aesthetically striking and agronomically neutral. The climate is moderate and the growing season is long.

Class: A Gravity: 0.94g — Normal Atmosphere: Breathable; low humidity in the eastern reaches; productive agricultural climate Population: Approximately 28,000 on Valehome Primary Settlement: Red Keep, the largest agricultural town and clan administrative center Economy: Agriculture, food export, light processing Surface Notes: Hover freight dominates logistics; Funtari clan culture means business relationships precede commercial transactions; a crew without a clan introduction should expect slower access to resources and higher prices until relationships develop