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Void Drifters · 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.

That gap between what a power claims and what it can actually enforce is where most crews spend their careers.

This chapter covers what any experienced spacer would know: the five major powers and how they operate, the Meridian Verge, the fringe, and how travel and communication work. There is much more to know, and most of it is earned through play, contacts, and the Lore and Astrogation skills.

No Galactic Government

There is no central authority that governs all of known space. 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 a balance of power changes.

A ship crossing from Irnan space into Funtari space has not moved from lawless territory into lawless territory. Both powers have laws. They simply disagree about which laws apply, which ships have the right to stop which crews, and what counts as a legitimate cargo. The crew navigating that crossing needs to know which flag is flying at the checkpoint today and what that particular inspector considers worth arguing about.

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

The Five Major Powers

Power Short Name Government Shape Signature Edge Military Patrol Ship
Irnan Directorate the Directorate, Irna Federal-industrial state Zero-point teleportation (restricted) IDN-0044 cutter
Funtari Confederacy the Confederacy, Funtar Confederated clan state Localized anti-gravity / hover logistics FHF-4GA2 cutter
Shoiyan Concord the Concord, Shoiya Corporate bioengineered state Continuity stacks (expensive, old money) SC-43K cutter
Jaziri Caliphate the Caliphate, Jazir Militant religious polity The Jaziri Intelligence (confirmed AGI) Purifier cutter
Antaean League the League, Antaea Commercial alliance Cloaking technology (licensed, controlled) AX-7 cutter

Irnan Directorate

Borderlands nicknames: the Crown, the Bureau, the Blue Line

Spacers meet the Directorate as paperwork before they meet it as patrol ships: strong institutions, standardized law, and a large professional navy, all of it old and thoroughly settled into its habits. Its administrative center is the Aurelis system, where the capital world Cyranor houses the Directorate Assembly, naval command, and federal courts. The Directorate has been governing itself this way for a very long time, and it shows: the systems are deep, the paperwork is thorough, and the bureaucracy has outlasted every attempt to simplify it.

Humans predominate in Irnan institutions, though the Directorate does not restrict species membership by law. Dhoran communities are common in Irnan industrial zones. The Directorate's fleet is disciplined, professional, and genuinely large.

What the Directorate is known for publicly: Zero-point teleportation technology. Irnan-controlled teleporter platforms are the only confirmed way to move a person or object instantaneously across a meaningful distance. The technology uses a physical zero-point wormhole: the portal opens around the target and closes almost immediately. It requires enormous power and tightly controlled infrastructure. The Directorate does not sell this technology. It licenses controlled access to platform transit and treats unauthorized teleportation hardware as a serious crime.

The Directorate is also known for its border regime. Registrations, permits, inspection histories, and standardized identity documents are the currency of Irnan space. A ship can be detained because a registry stamp is six months out of date. Crews who work regularly in Irnan space keep their paperwork current and their AI licensing certificates filed. Those who do not keep their paperwork current avoid Irnan patrol lanes, which is a choice with its own costs.

How spacers encounter them: IDN-0044 patrol cutters at corridor checkpoints. Document inspectors at licensed entry systems. Customs tenders flagging ships for manifest verification. Relay credentials that expire without warning. Civil-service families at transit stations who are polite, consistent, and entirely inflexible about procedure.

Funtari Confederacy

Borderlands nicknames: the Clans, the Patchwork, the Freeholds

Clans, houses, mining systems, and heavily armed frontier worlds make up the Confederacy, allied loosely and jealous of their independence. It does not have a true capital in the Irnan sense. The closest equivalent is Kharos Assembly, a fortified station complex where clan representatives come together when collective action is necessary. The Confederacy's authority over its member systems varies enormously: some systems are tightly managed by powerful clan councils, others are effectively independent as long as they show up to vote and send ships when called.

Dhoran communities are historically strong in Funtari industrial and mining systems. Humans are widespread. The Confederacy has fewer restrictions on species mixing than most powers, partly because the clan structure cares more about loyalty and capability than origin.

What the Confederacy is known for publicly: Localized anti-gravity technology. Funtari hover logistics do not just mean landspeeders. Anti-gravity platforms reshape how the Confederacy handles freight, constructs in difficult terrain, manages ship interiors, and moves military equipment. Funtari cargo rigs hover rather than roll. Funtari freight handlers use anti-grav pallets that can cross terrain no wheeled vehicle could manage. Military systems extend further, at significant power and heat cost. The Confederacy does not restrict this technology as tightly as the Directorate restricts teleportation, but Funtari hover systems are engineered to work best with Funtari maintenance infrastructure, and the Confederacy is not enthusiastic about exporting the most capable versions.

How spacers encounter them: FHF-4GA2 patrol cutters that may or may not carry official credentials depending on which clan owns them. Clan endorsements and personal reputation as the primary border currency, because the Confederacy does not have standardized ID the way the Directorate does. Armed checkpoint stations run by whichever local clan has the contract this season. A crew may be welcomed in one Confederacy system and flagged in the next because two clans have a dispute that predates anyone currently on shift.

Shoiyan Concord

Borderlands nicknames: the Garden, the Quiet Net, the Silk

Bioengineering, continuity medicine, and accumulated institutional wealth have shaped the Shoiyan Concord into a dense, prosperous civilization. Its capital system, Shaolin Reach, is home to the world Shoa, where the Concord Council, major cloning houses, medical institutes, and elite family compounds have operated for longer than most other powers have existed in their current form.

Ilyari communities are concentrated in the Shoiyan core and have historically been central to Concord scientific and medical institutions. Felina are strongly represented in Shoiyan systems and Antaean trade worlds. Humans are present but Shoiyan institutions were not built around them, and some Shoiyan social spaces require adjustments that human visitors notice.

What the Concord is known for publicly: Continuity stacks. A stack is an implanted device seated near the skull base that records neural architecture continuously. If the bearer dies and the stack survives intact, the recorded pattern can be restored into a clone body. Death remains permanent for most people in known space. For those with stacks and the resources to use them, it is not.

Stack technology is old, entrenched, and expensive. The Concord controls the most advanced stack systems, the best clone-body contracts, and the most secure vault facilities for storing cubes, the cores of stack memory, between death and restoration. Stack services are available outside Shoiyan space, but the best outcomes come from Shoiyan-certified facilities. The Concord does not restrict the existence of stack technology, but it controls quality, certification, and the supply chain that makes the whole system work.

The Concord is also unusually advanced in sensors, encryption, navigation systems, and medical AI. Its ships are not the most heavily armed in known space, but they know where everything is before it knows they are there.

How spacers encounter them: SC-43K patrol cutters that tend to arrive already knowing what is on your manifest. Genetic identity checks and medical chain-of-custody requirements at Shoiyan border crossings. Polished ports where everything functions correctly and the hospitality is excellent and the sense that someone is cataloguing everything about you is nearly impossible to shake. Stack brokers offering continuity contracts at transit stations. Shoiyan medical ships operating in frontier zones where other powers have pulled back.

Jaziri Caliphate

Borderlands nicknames: the Faith, the Flame, the Veil

Disciplined fleets, powerful reactor technology, and the only confirmed artificial general intelligence in known space all belong to the Jaziri Caliphate, a centralized religious polity. Its holy and political center is the Qasr al-Nir system, where the capital world Nir holds the Caliphal court, the highest religious authorities, and major military command structures.

Ssarathi communities are prominent in Jaziri systems, particularly in warm-climate worlds and trade ports. Humans are well represented. The Caliphate draws people of many species who share its religious tradition, and it has settlements and missions well beyond its formal borders.

What the Caliphate is known for publicly: The Jaziri Intelligence. The only confirmed artificial general intelligence in known space is aligned with Jaziri religious principles. It is neither an ordinary tool nor fully under Caliphate control in the way a directive AI serves a corporation. Its relationship to the state is theologically complicated, practically significant, and not a subject Jaziri officials discuss openly with outsiders. What is publicly known is that the Caliphate has access to AI capabilities no other power can match, and that the Caliphate takes unauthorized AGI research very seriously.

The Caliphate is also known for disciplined military operations, high-output reactor systems, and religious inspections that are thorough without being arbitrary. Inspectors look for specific categories of prohibited material: unauthorized AI research, unregistered neural technology, banned media, prohibited biological modifications, proscribed weapons, and smuggled persons. A ship with nothing in those categories will usually pass without significant trouble. A ship with anything in those categories will not pass at all.

Jaziri society spans believers, bureaucrats, soldiers, merchants, scholars, reformers, and opportunists, and many of its citizens keep ordinary working relationships with non-Jaziri crews. Chapter Twelve covers the Caliphate's public record in detail.

How spacers encounter them: Purifier patrol cutters at major corridor checkpoints, with Ssarathi officers not uncommon in border command positions. Cargo declarations and travel papers as the primary credential requirements. Religious compliance checks focused on the specific prohibited categories. Pilgrimage infrastructure in the Verge and Red Marches, which creates both traffic and opportunity. Jaziri missions in neutral zones that offer genuine humanitarian services and also serve as listening posts.

Antaean League

Borderlands nicknames: the Exchange, the Markets, the Open Ports

Stations, relay hubs, corporate enclaves, free systems, and treaty ports make up the Antaean League, a commercial alliance rather than a territorial state. It does not have a true capital. Its primary convergence point is The Heavens, a dense network of planets, habitats, stations, relay platforms, trade complexes, and artificial moons around a strategically important star, where the money, the law firms, the relay consortiums, the insurers, and the major corporations all maintain a presence.

The League is the most mixed-species major power. No single species predominates in Antaean institutions because the League was built around commerce rather than any particular cultural tradition. Ilyari, Felina, Humans, Ssarathi, and Dhoran all appear in Antaean trade cities in roughly equal numbers depending on the port.

What the League is known for publicly: Cloaking technology. Antaean-licensed cloaking systems are the most available stealth technology in known space, which does not mean they are readily available. The League licenses cloaking systems carefully, controls the supply chain, and treats unauthorized cloaking hardware as a contract violation at minimum and a criminal matter when the situation calls for it. Licensed cloaking is used by League security escorts, high-value transport vessels, and certain corporate entities with the right agreements. Unlicensed cloaking, sourced through gray markets, is one of the more profitable black-market trades in the Verge and the fringe.

The League governs through access rather than law. It can freeze accounts, revoke port credentials, deny relay priority, flag a ship registry, or cause insurers to refuse coverage. None of those require a warship. The League does not need to arrest everyone. It just needs to make operating without League cooperation expensive enough that most crews do not bother.

How spacers encounter them: AX-7 patrol cutters, which often look like commercial escorts because the League contracts significant patrol work to private security firms. Corporate auditors at port customs asking about cargo ownership, insurance, licensing, and whether the salvage was legally abandoned. Transit licenses, insurance bonds, and arbitration status as the primary credential requirements. Open ports where almost anything is welcome as long as the fees are paid and the contracts are signed. The sense, at well-connected League trade hubs, that everything is negotiable and most things have already been negotiated by someone else.

How Powers Govern

Each power controls space through different primary tools, and crossing from one power's territory into another feels different in practice.

Power Governs Through
Directorate Law
Confederacy Relationships
Concord Continuity
Caliphate Faith and discipline
League Access

An Irnan checkpoint wants your documents. A Funtari checkpoint wants to know who vouches for you. A Shoiyan checkpoint wants your genetic identity and medical chain of custody. A Jaziri checkpoint wants your cargo declaration and travel papers. A League checkpoint wants your license, your insurance certificate, and proof that you have paid the correct fee.

A crew that moves regularly across borders learns to carry the right credentials for each power and to know which inspector is likely to care about which discrepancy.

The Meridian Verge

The Meridian Verge is the default starting frontier for Void Drifters campaigns, and the best explanation for why is simple: 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 sufficient cause to make the conflict much larger. The result was a neutrality treaty, maintained by mutual exhaustion, formalized by the Port Meridian authority, and enforced by the common understanding that burning the Verge down would cost everyone more than leaving it alone.

The population reflects that history. Irnan-aligned administrators run the official customs functions at Port Meridian. Funtari clan settlers hold agricultural and mining systems at Red Vale and along the western approach. Jaziri pilgrims and auditors move through Saint Orra's Rest, a Jaziri pilgrimage station and diplomatic post inside neutral space. Corporate concessions operate in the more commercially active 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 in the vicinity. Relay infrastructure that covers the main corridors reasonably well and fails completely in the outer systems. Old wreckfields from the contested period, most of them technically unclaimed and practically unguarded. A black market that is one of the most active in the region because three powers' black markets all converge here. Hirers who cannot involve official channels from any direction.

The Verge is connected enough that trade exists. It is unstable enough that a small crew still matters.

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 looking for people to help them protect it.

The Fringe

Beyond the borders of the five powers and beyond the edges of the Meridian Verge sits territory that nobody governs reliably. The fringe is not a single place. It is a condition: any system or region where the nearest authority's ships, laws, and nav beacons are too far away to matter most of the time.

Fringe space includes:

  • Unclaimed systems that no power has bothered to formally assert control over, usually because they are too far from useful corridors, too resource-poor to bother with, or too close to a disputed border to claim without triggering a problem
  • Disputed lanes where two powers both claim jurisdiction and neither enforces it consistently, leaving the actual governance to whoever happens to have a ship in the area
  • Freeports that exist in technical legal gray areas, providing services to everyone and formal allegiance to no one
  • Broken colonies where slipstream 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 is technically unclaimed and practically contested

The fringe is where crews go when they have warrants in three systems and need somewhere the relay does not reach. It is also where the most interesting jobs originate: the ones that cannot be posted through official channels, the cargo that cannot be declared, the person who cannot be on any manifest.

Working the fringe means accepting that the infrastructure is unreliable, the people are unpredictable, and the pay is either very good or very bad with little in between.

Travel: Slipstream Corridors

Faster-than-light travel in Void Drifters uses slipstream corridors: naturally occurring channels in folded space, anchored by the gravitational influence of distant black holes. They are not roads. They are rivers, and civilization learned to navigate them.

How it works from the crew's perspective: A ship wanting to leave a system moves to the outer system and locates the current position of the corridor's seam arc, the region where local gravity weakens the boundary between normal space and slipspace enough to allow safe transit. Navigation systems track the arc's position and movement. On an established route, this is routine; the seam has been used enough times that it is predictable and well-mapped. On a frontier route, finding the seam may require skill, updated charts, and careful piloting.

Once the ship enters slipspace, it travels through the corridor toward the destination seam. Travel times depend on the corridor and the ship's slipstream drive quality. Nearby connected systems can be reached in half a day to three days. A regional run typically takes three to ten days. Cross-border routes run one to three weeks.

The ship exits at the destination seam, emerging into normal space at the outer system. Standard exits are the safest and also the most monitored. Crews who need to avoid border controls sometimes attempt offset exits, emerging before or after the standard arc. Offset exits are harder and riskier the further from the established seam they are attempted.

What crews know practically: Corridors have reputations. A fast, stable spine route between two Irnan systems has predictable travel times, reliable nav beacon updates, and regular patrol coverage. A fading thread route to an outer Confederacy system may require a navigator good enough to find a seam that shifts unpredictably and has not been updated in two years. Some routes are slow. Some are turbulent. Some are shadowed enough that patrols cannot monitor them reliably, which makes them useful for the right kind of work.

Corridor access is not physically blocked, but authorities control the nav beacons that help ships find seams safely, the relay credentials that provide updated route data, and the patrol coverage that makes some exits more exposed than others. A ship without valid credentials can still make the run. It just has to navigate on older charts and emerge somewhere less convenient.

Communication: The Phased Relay Network

The Phased Relay Network is the interstellar communications infrastructure that keeps known space connected. Relay stations near established corridor seams transmit encrypted phase packets through the same corridor geometry used by ships, passing messages hop by hop across the network.

What this means in practice: News travels faster than ships in developed space. A crew that arrives at Port Meridian may find that events they witnessed three systems ago are already being discussed at the bar. Financial transfers, legal notices, shipping manifests, customs warrants, and diplomatic traffic all move through the relay network faster than any vessel.

This has limits. The relay network only reaches systems that have relay stations, and relay stations only exist near established seams. A system off the main corridors may receive delayed relay service, intermittent service, or no service at all. Damaged stations create communications shadows: regions where news arrives late or not at all. Censorship is possible: governments can delay or block specific traffic types through controlled relay nodes.

When the network cannot be trusted, physical couriers become valuable. A crew carrying a data drive between two systems where the relay chain has been compromised, censored, or simply broken is providing a service that cannot be replaced by the network.

What Your Character Knows

The detail in this chapter represents the public knowledge any experienced spacer has accumulated. It is the kind of background a character has from career experience, common port conversation, and general navigation training.

Your character almost certainly knows more than this chapter covers, in some directions. A character with strong Lore skill has deep knowledge of specific powers or regions. A character with strong Astrogation skill has detailed route knowledge beyond what any generic chart provides. A character with a background in Jaziri space or Shoiyan medicine has context this chapter cannot replicate.

Regional expertise, faction contacts, and detailed setting knowledge develop through play and skill investment, not just this chapter. Use this as the floor, not the ceiling.

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 in other frontiers entirely.

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, where slipstream corridors fail: empty volume, failed routes, ghost surveys, and the silence of real isolation
The Sepulcher Routes Far Shoiyan frontier: ancient stack vaults, lost cubes, medical piracy, and approaches that are 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

Each frontier has its own tone, its own primary tensions, and its own table of useful contacts and dangerous enemies. The GM Guide and Sector Atlas cover them in detail.