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Void Drifters ยท Known Space

Known Space: Player's View

No single authority governs settled space. Five major powers hold dense cores, patrol their borders, and compete through diplomacy, proxy conflicts, trade pressure, and the quiet use of deniable crews. Between them sit disputed frontiers, failed colonies, clan ports, freeports, salvage belts, and systems that technically belong to someone but are mostly unmonitored. Most crews make their living in the gap between what a power claims and what it can enforce.

This chapter covers what any experienced spacer knows: the five powers as a crew meets them, the languages of known space, the Meridian Verge, the fringe, and how travel and communication work in practice. Chapter Ten has the rules for travel and technology, and Chapter Twelve has the full public record on each power. Beyond that, knowledge is earned through play, contacts, and the Lore and Astrogation skills.

No Galactic Government

The powers have competed, negotiated, and occasionally gone to war with each other for generations. The result is a patchwork of recognized borders, disputed frontiers, and unresolved claims that shifts whenever the balance of power does.

A ship crossing from Irnan space into Funtari space moves from one body of law into another. Both powers have laws; they disagree about which laws apply, which ships may stop which crews, and what counts as a legitimate cargo. The crew making that crossing needs to know which flag is flying at the checkpoint today and what that particular inspector considers worth arguing about.

Border control is built from patrol ships, inspection stations, relay credentials, nav beacon access, and tariffs. A determined crew can work around most of those tools. The question is always whether the risk and the cost are worth the margin.

Political map of known space: the five powers and the Meridian Verge

The Five Major Powers

Power Short Name Capital Governs Through Signature Edge Patrol Cutter
Irnan Directorate the Directorate, Irna Cyranor, Aurelis capital district Law Zero-point teleportation (restricted) IDN-0044
Funtari Confederacy the Confederacy, Funtar Kharos Assembly (no true capital) Relationships Localized anti-gravity and hover logistics FHF-4GA2
Shoiyan Concord the Concord, Shoiya Shoa, Shaolin Reach system Continuity Continuity stacks (expensive, old money) SC-33K
Jaziri Caliphate the Caliphate, Jazir Nur, Qasr al-Nur system Faith and discipline The Jaziri Intelligence (the only confirmed AGI) Purifier
Antaean League the League, Antaea The Heavens (political center; no formal capital) Access Cloaking technology (licensed, controlled) AX-7

The paragraphs below describe each power as a crew meets it at a border or in a port. Chapter Twelve covers government, wants, laws, punishments, and the work each power offers. Chapter Ten covers the signature technologies.

Irnan Directorate

Spacers meet the Directorate as paperwork before they meet it as patrol ships. It is an old federal-industrial state with a large professional navy, and its border regime runs on registrations, permits, inspection histories, and standardized identity documents. A ship can be detained because a registry stamp is six months out of date. In practice that means IDN-0044 cutters at corridor checkpoints, document inspectors at licensed entry systems, customs tenders flagging ships for manifest verification, relay credentials that expire without warning, and civil-service staff who are polite, consistent, and inflexible about procedure. Crews who work Irnan space keep their papers and AI licensing certificates current; crews who do not, avoid Irnan patrol lanes and pay for it in longer routes.

Funtari Confederacy

The Confederacy is a loose alliance of clans, houses, mining systems, and armed frontier worlds, and its borders feel like it. FHF-4GA2 cutters may or may not carry official credentials, depending on which clan owns them. Checkpoint stations are run by whichever local clan holds the contract this season. There is no standardized identity system: clan endorsements, local guarantors, and personal reputation are the border currency. A crew may be welcomed in one Confederacy system and flagged in the next because two clans have a dispute older than anyone on shift. Funtari hover rigs and anti-grav freight pallets are everywhere in Confederacy space.

Shoiyan Concord

The Concord is old, wealthy, and medically advanced, and its checkpoints run on biology. Expect genetic identity checks, stack registration, and medical chain-of-custody requirements at every Shoiyan crossing. SC-33K cutters tend to arrive already knowing what is on the manifest; Concord sensors, encryption, and navigation are among the best in known space. Shoiyan ports are polished, everything works, the hospitality is excellent, and the sense that someone is cataloguing every detail of the visit is hard to shake. Stack brokers offer continuity contracts at transit stations, and Shoiyan medical ships work frontier zones that other powers have abandoned.

Jaziri Caliphate

The Caliphate is a centralized religious power with disciplined fleets, high-output reactors, and the Jaziri Intelligence, the only confirmed artificial general intelligence in known space. Purifier cutters hold the major corridor checkpoints, and Hazren officers in border command are not uncommon. Inspections want travel papers and cargo declarations, then look for a specific list of prohibited categories. A ship with nothing on the list usually passes without much trouble; a ship with anything on it does not pass. Pilgrimage traffic runs through the Verge and the Red Marches, and Jaziri missions in neutral zones offer real humanitarian services while also serving as listening posts. Many Jaziri citizens keep ordinary working relationships with non-Jaziri crews.

Antaean League

The League is a commercial network of stations, relay hubs, corporate enclaves, and treaty ports, and it governs through access rather than arrest. It can freeze accounts, revoke port credentials, deny relay priority, flag a registry, or tell insurers to refuse coverage, none of which needs a warship. AX-7 cutters often look like commercial escorts because the League contracts much of its patrol work to private security firms. At customs, corporate auditors ask who owns the cargo, who insured it, and whether the salvage was legally abandoned. League open ports welcome almost anything as long as the fees are paid and the contracts are signed. Unlicensed cloaking hardware, sourced through gray markets, is one of the most profitable black-market trades in the Verge and the fringe.

At the Checkpoint

Each power checks different things, and a crew that crosses borders often carries a different set of credentials for each.

Power What the checkpoint wants
Directorate Registry, permits, standardized identity documents, inspection history
Confederacy Clan endorsements, a local guarantor, personal reputation, port agreements
Concord Genetic identity, stack registration, medical chain of custody, encrypted credentials
Caliphate Travel papers, cargo declaration, religious compliance, sponsor records
League Transit license, insurance bond, arbitration status, proof the correct fee is paid

Languages

Every player character speaks and reads Standard, the trade tongue of the Meridian Verge and most interstellar commerce. Standard is no power's official language; it is the working language of ports, relay networks, and mixed crews.

Each power keeps one official language for its institutions, religious observance, and state communications. Each language takes the power's name.

Language Power Spoken first by Common second-language speakers
Irnan Irnan Directorate Anyone raised in the Directorate; mostly humans, with Dhoran and Ossen minorities Irnan-aligned administrators and customs staff in the Verge; Dhoran in Irnan industrial zones; Ossen in Irnan research enclaves
Funtari Funtari Confederacy Anyone raised in the Confederacy; mostly Dhoran and humans Dhoran in shipyards, mining colonies, and salvage yards; Funtari clan settlers in the Verge
Shoiyan Shoiyan Concord Anyone raised in the Concord; mostly Zosa and Ossen Ossen in Antaean universities, analysis houses, and medical stations; Zosa on merchant routes and in mixed ports
Jaziri Jaziri Caliphate Anyone raised in the Caliphate; mostly humans and Hazren Hazren communities and pilgrims outside the Caliphate; the faithful of any species, for observance
Antaean Antaean League Anyone raised in the League; no species predominates Brokers, corporate crews, and anyone working under League contracts and licenses

Language follows upbringing, not species: a Zosa raised in Irnan space speaks Irnan first. Translation AI is common and can help with an unfamiliar language. Chapter Three explains which characters start with a second language.

The Meridian Verge

The Meridian Verge is the default starting frontier for Void Drifters campaigns because no one power controls it.

Three powers, the Directorate to the north, the Confederacy to the west, and the Caliphate to the south, spent years contesting this small circular zone where their borders converge. None of them could hold it without giving the others cause to make the conflict much larger. The result was a neutrality treaty, maintained by mutual exhaustion, administered from Port Meridian by the Port Meridian Authority, and enforced by the common understanding that burning the Verge down would cost everyone more than leaving it alone. East of the Verge lies No Man's Land, unclaimed and unmapped; corridors weave through it with no charted seam inside.

The population reflects that history. Irnan-aligned administrators fill offices at Port Meridian. Funtari clan settlers hold agricultural and mining systems at Red Vale and along the western approach. Jaziri pilgrims and auditors pass through Saint Orra's Rest. Corporate concessions operate in the busier systems. Independent port families, refugees, salvage crews, and people who consider themselves Meridic first have built communities that predate the current treaty and will probably outlast the next one.

What the day-to-day looks like: Mixed crews at every port. Checkpoint paperwork that is technically optional but practically enforced by whoever has a ship nearby. Relays that cover the main corridors well and fail completely in the outer systems. Old wreckfields from the contested period, technically unclaimed and practically unguarded. One of the busiest black markets in the region, because three powers' black markets converge here. Hirers who cannot involve official channels from any direction.

Core Systems of the Meridian Verge

System Character
Port Meridian Neutral port authority, treaty courts, licensed customs, and the primary legal gateway into the region
Red Vale Funtari-heavy agricultural and mining colonies near the Red Marches contact point
Merrow Gate Irnan-facing patrol hub, fortified relay checkpoint, and document inspection corridor
Harrowspan Wreckfield, salvage zone, and unofficial smuggler haven beyond reliable patrol coverage
Calder's World Independent colony surviving through trade, favors, and selective law enforcement
Vanta Relay Damaged but still useful relay station with unreliable routing and competing repair claims
Saint Orra's Rest Jaziri pilgrimage station and diplomatic listening post inside neutral space

Most new crews begin operating between Port Meridian, Harrowspan, and Calder's World. Port Meridian is where jobs get posted, papers get filed, and people who want things moved find people willing to move them. Harrowspan is where crews go when they do not want to be found. Calder's World is where independent operators have built something worth protecting and are hiring people to help protect it. Chapter Twelve lists who runs each system.

The Fringe

The fringe is any system or region where the nearest authority's ships, laws, and nav beacons are too far away to matter most of the time. It lies beyond the five powers' borders and past the edges of the Verge.

Fringe space includes:

  • Unclaimed systems that no power has formally claimed, usually because they are far from useful corridors, poor in resources, or too close to a disputed border to claim without trouble
  • Disputed lanes where two powers claim jurisdiction and neither enforces it consistently, leaving governance to whoever has a ship in the area
  • Freeports in legal gray areas, serving everyone and pledging allegiance to no one
  • Broken colonies where corridor drift, economic failure, or conflict has left a population without reliable supply, communications, or official support
  • Salvage fields from old conflicts, failed expeditions, or industrial disasters, full of ships and equipment that are technically unclaimed and practically contested

Crews go to the fringe when they have warrants in three systems and need somewhere the relay does not reach. The jobs that cannot be posted through official channels start there too: the undeclared cargo, the person who cannot be on any manifest. The infrastructure is unreliable, the people are unpredictable, and the pay is either very good or very bad.

Travel: Slipstream Corridors

Ships cross between stars through Slipspace, along natural channels called Slipstream corridors. A crew sees every jump in three legs: a sublight run out to the corridor's seam arc at the edge of the system, the crossing itself, which takes anything from half a day to a month or more, and a sublight run in from the destination's seam arc. Chapter Ten has the travel rules, crossing times, and the rules for offset exits, which let a ship emerge away from the standard, watched seam at greater risk.

What crews know about routes: Corridors have reputations, and spacers sort them by class.

Corridor Class What it is What it carries
Thread Secret route, weak frontier branch, or line to an isolated colony Small ships only
Lane Ordinary interstellar route Civilian traffic, patrol ships, small convoys
Spine Major trade corridor Heavy freighters, military groups, sustained commerce
Grand Channel Rare strategic route Capital fleets, major trade flows, enormous vessels
Fracture Unstable or damaged stream Unpredictable

Route records also carry traits: Fast or Slow, Stable or Turbulent, Wide or Narrow, Seasonal (predictable only at certain times), Fading (becoming less reliable), and Shadowed (hard to monitor). The Meridic Main, the route from Port Meridian to Merrow Gate, is a busy Lane with relay coverage end to end. A Spine between two Irnan systems has predictable crossings, current beacon data, and regular patrols. A Fading Thread to an outer Confederacy system may need a navigator good enough to find a seam that moves unpredictably and has not been charted in two years. Shadowed routes are hard for patrols to watch, which makes them useful for the right kind of work.

No one can physically block a corridor, but authorities control the nav beacons that help ships find seams safely, the relay credentials that carry updated route data, and the patrols that make some exits more exposed than others. A ship without valid credentials can still make the run on older charts and emerge somewhere less convenient.

Communication: The Phased Relay Network

The Phased Relay Network, the Relay to most spacers, carries messages hop by hop between relay stations along the same corridors ships use. News, financial transfers, legal notices, customs warrants, and manifests travel faster than any ship in developed space, so a crew arriving at Port Meridian may find events it witnessed three systems ago already under discussion at the bar.

The Relay reaches only systems with working stations. Damaged stations leave communications shadows, governments can delay or block traffic through the nodes they control, and where the chain is broken or untrusted, a crew carrying a data drive by hand provides a service the network cannot. Chapter Ten covers how the Relay works and fails.

What Your Character Knows

This chapter is the public knowledge any experienced spacer has picked up through career experience, port conversation, and navigation training.

Your character knows more than this in some directions. A character with Lore ranks knows specific powers or regions in depth. A character with Astrogation ranks knows routes beyond what any generic chart shows. A character from Jaziri space or Shoiyan medicine has context this chapter cannot give. Agree the details with your GM.

Other Frontiers

The Meridian Verge is where most campaigns begin, but it is not the only contested region. Experienced crews eventually expand their range, and some campaigns begin elsewhere.

Frontier Character
The Khatar Line Where Jaziri and Antaean space meet: religious inspections, trade disputes, espionage, and reactor smuggling along a contested corridor
The Glass Frontier The Irnan-Shoiyan border: stack trafficking, AI research, bioengineering controls, and defectors crossing a hard survey line
The Red Marches The Funtari-Jaziri diagonal: clan conflict, religious missions, weapons smuggling, and old grievances on a thin border strip
No Man's Land East of the Verge, unclaimed and unmapped: corridors weave past and through it but have no charted seams inside, so it means failed surveys, ghost surveys, and real isolation
The Sepulcher Routes Far Shoiyan frontier: ancient stack vaults, lost cubes, medical piracy, and approaches unreliable enough to be dangerous
The Open Reach Antaean outer space: corporate freeports, unexplored systems, relay expansion, and private security in territory too far from the core for the League to govern closely

The GM Guide and Sector Atlas cover each frontier's tensions, contacts, and dangers.

An independent freeport station on the frontier, ships docking and a tug pushing cargo