TEXT:  
  
  Table of Contents 
  Introduction                                                                                                                                                                    3 
   
  Chapter One:  Austrin-Ontis Unlimited                                                                                                                      6 
  Timeline                                                                                                                                                          7 
  People of Austrin-Ontis Unlimited                                                                                                               8 
    
   
  Social Outlook                                                                                                                                8 
  Government                                                                                                                                  14 
  Military                                                                                                                                           20 
  Power Players                                                                                                                               23 
  Major Systems of Austrin-Ontis Unlimited                                                                                               32 
  Powder                                                                                                                                           32 
  Logar                                                                                                                                             36 
  Leissia                                                                                                                                            38 
  Other Major Systems                                                                                                                   40 
   
  Chapter Two:  The Rigunmor Star Consortium                                                                                                      42 
  Timeline                                                                                                                                                        43 
  People of the Rigunmor Star Consortium                                                                                                44 
  Social Outlook                                                                                                                              44 
  Government                                                                                                                                  48 
  Military                                                                                                                                           52 
  Power Players                                                                                                                               54 
  The RSV Oneagle                                                                                                                                        59 
  Major Systems of the Star Consortium                                                                                                     70 
  Bazaar                                                                                                                                           70 
  Antares                                                                                                                                          73 
  Other Major Systems                                                                                                                   76 
  The Aleerin (Mechalus) Sector                                                                                                  79 
   
  Chapter Three:  The StarMech Collective                                                                                                               89 
  Timeline                                                                                                                                                        90 
  People of the StarMech Collective                                                                                                            91 
  Social Outlook                                                                                                                              91 
   
   
  Government                                                                                                                                  97 
   
   
  Military                                                                                                                                         101 
   
   
  Power Players                                                                                                                             102 
   
  Major Systems of the Collective                                                                                                              108 
   
   
  Delight                                                                                                                                         108 
   
   
  Nimrod                                                                                                                                         112 
   
   
  Songham                                                                                                                                     119 
   
   
  Other Major Systems                                                                                                                 123 
   
  Recreational Drugs of the Collective                                                                                                      126 
   
  Chapter Four:  The Union of Sol                                                                                                                             130 
   
  Timeline                                                                                                                                                      131 
   
  People of the Union of Sol                                                                                                                        132 
   
   
  Social Outlook                                                                                                                            132 
   
   
  Government                                                                                                                                136 
   
   
  Military                                                                                                                                         137 
   
   
  Power Players                                                                                                                             140 
   
  The USS Yamato                                                                                                                                       146 
   
  Major Systems of the Union                                                                                                                     149 
   
   
  Sol                                                                                                                                                149 
   
   
  Alpha Centauri                                                                                                                           155 
   
   
  Tau Ceti                                                                                                                                    158 
   
   
  Other Major Systems                                                                                                 163 
   
  Teasers of FreeSpace & Expansion Pentad                                                                                       166 
  
  Introduction to the Stellar Ring Netbook 
   
   
  Forward 
   
       Welcome to the Star*Drive Stellar Ring 
  Netbook.  This project reflects the efforts of many 
  contributors working directly with each other 
  over the course of many months.  But of course, 
  we could not have undertaken this task without 
  the inspiration of the men and women who 
  originally created the Star*Drive universe, 
  lending us their ideas and stories – encouraging 
  us to contribute to so fine a creation.  We hope 
  you'll join us in that passion. 
       This Netbook is not a replacement for the 
  Alternity 
  Star*Drive 
  Campaign 
  Setting 
  sourcebook, or any of the other supplements.  In 
  fact, we specifically designed the Stellar Ring 
  Netbook project to pick up where the Star*Drive 
  material leaves off.  To receive the full benefits of 
  the Netbook, you'll need to start with the core 
  book as a foundation, and then continue here to 
  explore the nations of the 26th century in further 
  detail.  Otherwise, you may lose the benefit of 
  exposure to the original material first.  We have 
  set the year of the Netbook at 2501, the same 
  year as the Star*Drive setting in the core book, 
  although, we did take into account all the 
  supplementary material published up to the 
  cancellation of the product line during the 
  writing process.  This work easily supplements, 
  and 
  builds 
  upon 
  the 
  setting, 
  without 
  contradicting the history or future of the 
  Star*Drive universe. 
       Due to the amount of time taken to fully 
  prepare each nation’s material, we decided to 
  release the Netbook in sections.  To cram 
  everything into a single resource would have 
  caused the book to be incredibly lengthy, and 
  the Star*Drive community would have had to 
  wait much longer to see any results.  Our current 
  plans call for us to produce the Stellar Ring 
  Netbook in four different releases, based off the 
  alliances of the Second Galactic War.  These 
  are:  The Profit Confederation, The FreeSpace 
  Alliance, The Expansion Pentad, and The 
  Galactic Concord.  While not all the nations of a 
  given alliance may remain close allies, they all 
  once shared qualities that brought them 
  together during the war, and so they make a fine 
  format for the Netbook’s presentation.  With the 
  Galactic Concord forming at the end of the war, 
  obviously we could not include them in any of 
  the three groupings.  Because of this, and 
  because of the Concord’s importance in the 
  Star*Drive setting, we set it aside as an 
  independent fourth release. 
       We hope you enjoy reading our work 
  as much as we enjoyed making it. 
   
       - John Yackel (Oneagle) 
   
   
   
  Project Members 
  For the Profit Confederation Release 
   
       Listed below are the contributing project 
  members to this Netbook as a whole.  Some 
  material was largely the work of one 
  member, while others were backed up by 
  another’s 
  contributions. 
   
  Lastly, 
  but 
  certainly not least, are our graphics people, 
  without whom the pages you now read 
  would be much bleaker, and our editor, 
  who spurred on the creative process for all 
  of us. 
   
  Project Leader                              John Yackel 
   
  Project Founder                               Len Savoy 
   
  Editing and Continuity                  Neil Spicer 
   
  Austrin-Ontis Unlimited          Mathew Steele 
   
  Rigunmor Star Consortium         John Yackel 
   
  StarMech Collective                      Daryl Blasi 
   
   
   
                John Yackel 
                                                     James Nostack 
   
  Union of Sol                       Thomas McCarthy 
   
   
   
                John Yackel 
   
   
   
   
    Len Savoy 
   
  Cover Design                            Terry Turnbull 
   
  Ship Graphics                          Juha Pesonen 
   
  Maps                                           Ronald Stepp 
   
  Other Internal Graphics   Michael Meechan
  
  Cartography of the Stellar Ring 
   
   
       As part of the Stellar Ring project, we wanted 
  to present our maps with data as close to reality 
  as possible, if only to help provide continuity.  As 
  it turns out, you can only get actual coordinates 
  within the local bubble of roughly 200 light years 
  (LY) around Sol.  After that, information on real-
  life star system placements are a combination of 
  science, conjecture and tradition.  In a few 
  cases, we based information on scientific data 
  and then deferred to what would match the 
  Star*Drive setting.  System planet information is 
  purely fictional, of course. 
       By mapping the Stellar Ring in three 
  dimensions, it is very difficult to relate 3D data to 
  the two-dimensional map presented on page 40 
  of the Star*Drive Campaign Setting.  That 
  resource only provides a rough measurement 
  scale, so we first had to locate the general 
  orientation of the Stellar Map to known 
  constellations or star systems, and let the 
  measurements fall out from there.  After many 
  checks, assumptions, and scaling, we managed 
  to get the orientation to match the original game 
  designers almost perfectly.  After that, the 
  borders fell in place and it became a simple 
  matter of locating what was out there and trying 
  to plot in three dimensions. 
       The data for the Solar Union accurately 
  translates into coordinates centered around the 
  real Sol system.  We let the local bubble mark 
  the natural limit of the stellar nation.  Outside the 
  Union of Sol’s 200 LY borders, all the data is 
  based on fact, but not factual.  I don’t even 
  promise to get it on the correct side of the 
  galactic plane (relative to Earth).  Parallax 
  information is not possible with these extreme 
  distances.  We attempted to find the position of 
  the other systems, and made our best guess at 
  distance, keeping the system above or below the 
  galactic plane as viewed from Earth. 
       So what do we know?  We are 98% confident 
  that we have the correct systems matched with 
  the Stellar Nations.  We believe too much of the 
  math as well as the look-and-feel correlates 
  positively to be random chance.  Below is a map 
  we modified by overlapping the Star*Drive 
  Campaign Setting map with a 500-parsec 
  artist’s view.  It looks as if the artist and the 
  game designers used the same maps.  Needless 
  to say, we were happy to have this final piece of 
  verification.  After all that, you might be 
  wondering… Just where is Kendai?  What type of 
  system is Kurg in?  What system is the moon 
  jungle planet of Sheya a part of?  You’re just 
  going to have to read further and find out 
  yourself, because I won’t spoil it here. 
   
       - Len Savoy 
   
   
   
     The borders between 
  all the stellar nations 
  are 1 parsec (3.26 LY) 
  thick.  This was set as 
  the 
  standard 
  length  
  measurement 
  during 
  the Treaty of Concord.  
   
       More detailed maps 
  of all thirteen stellar 
  nations can be found in 
  later 
  chapters, 
  and 
  provide 
  information 
  pertaining 
  to 
  sector 
  breakdown, 
  planetary 
  maps of several major 
  systems, 
  and 
  actual 
  sector maps in certain 
  areas. 
  
  The Milky Way Galaxy and The Stellar Ring 
   
       Shown here is the Milky Way Galaxy, 
  a type Sb spiral galaxy, home to the 
  nations of the Stellar Ring.  The Milky 
  Way contains more than 200 billion 
  stars, younger towards the arms, but 
  significantly older approaching the 
  globular clusters near the galactic 
  center.  Thousands of nebulae in the 
  spiral arms give birth to new stars over 
  millions of years, and rarely, these stars 
  pull planets into their orbit, capable of 
  spawning new life.  As you can see 
  below, humanity, its allies, and its 
  enemies have only explored a very 
  small portion of this 100,000 light year 
  diameter galaxy. 
   
       Let’s have a look at what they’ve 
  done.
   
   
   
   
  
   
   
   
   
   
   
   
  Chapter One 
   
   
   
   
  Austrin-Ontis 
  Unlimited 
   
   
   
   
   
   
   
   
  
   
   
  A Brief History of Austrin-Ontis Unlimited 
   
       2010:  Austrin Arms incorporates on 
  Earth as a provider of personal security 
  firearms. 
   
       2017: 
   
  Ontis 
  Ordinance 
  becomes 
  incorporated on Earth, primarily as a 
  manufacturer of military grade weaponry. 
   
       2112:  Austrin Arms succeeds in a hostile 
  takeover of Ontis Ordinance, becoming the 
  single largest arms manufacturer.  The 
  newly 
  formed 
  Austrin-Ontis 
  Unlimited 
  proceeds 
  to 
  crush 
  any 
  remaining 
  competition. 
   
       2160:  The first stardrive is invented as a 
  combination 
  of 
  human 
  and 
  fraal 
  technology, allowing for interstellar travel in 
  a matter of days. 
   
       2186:  A-O receives its first colonial 
  charter from Earth. 
   
       2194:  The Powder system is charted and 
  colonized under Austrin control. 
   
       2245:  A-O creates a massive Operations 
  Headquarters on Powder to handle most 
  colonial affairs, but leaves their official HQ 
  on Earth. 
   
       2297:  A-O relocates the rest of its central 
  management to Powder months before the 
  1st Galactic War breaks out. 
   
       2299:  The 1st Galactic War begins.  
  Austrin-Ontis Unlimited joins dozens of 
  other nations in declaring independence 
  from the Terran Empire. 
   
       2312:  The Treaty of Earth ends GW1, 
  fully recognizing Austrin-Ontis Unlimited as 
  a sovereign stellar nation. 
   
       2320:  The Logar system is charted, 
  sparking the last major colonization effort 
  before GW2. 
   
       2326:  The AOV Roland explores the 
  Algemron system in the Verge, splitting its 
  claim with the ITV Exploit. 
       2346:  The Mutant Uprising of Tau Ceti 
  sparks the 2nd Galactic War. 
   
       2347:  Austrin-Ontis begins military 
  action against the neighboring Leodal 
  States. 
   
       2355:  The Leodal States declare their 
  surrender to the Austrin Naval Command. 
   
       2361:  A-O joins the Rigunmor Star 
  Consortium, the StarMech Collective, and 
  the Union of Sol to form the Profit 
  Confederation. 
   
       2363:  The fortress ship AOV Wesson and 
  its accompanying task force are lost in the 
  Nariac Domain. 
   
       2366:  James Gates becomes CEO. 
   
       2367:  James Gates succeeds in defying 
  the Board of Directors and implements a 
  State of Crisis, earning the nickname of 
  “Crazy”. 
   
       2375:  The State of Crisis ends. 
   
       2401:  The Battle of Songham halts the 
  Expansion Pentad’s advance, also ending 
  the ‘gentleman’s agreement’ between the 
  Profit and FreeSpace alliances. 
   
       2402:  Hostilities with the Orion League 
  begin in force, to the detriment of Austrin 
  holdings. 
   
       2472:  The Treaty of Concord ends the 2nd 
  Galactic War. 
   
       2492:  James Gates retires from office 
  and dies shortly thereafter.  Karina Jahra 
  takes office as the new CEO of Austrin-
  Ontis Unlimited. 
   
       2497:  Contact with the Verge is 
  reestablished.  The Monitor Mandate 
  separates the colony world of Galvin from 
  Austrin-Ontis. 
   
       2501:  The present. 
  
   
   
  The People of Austrin-Ontis Unlimited 
   
       Austrin-Ontis (A-O) began on old Earth 
  as 
  two 
  separate 
  mega-corporations:  
  Austrin 
  Arms, 
  the 
  world’s 
  largest 
  manufacturer and dealer of small arms, 
  and Ontis Ordnance, the largest supplier of 
  heavy and military weaponry.  Both had 
  grown 
  immensely 
  rich 
  from 
  the 
  innumerable petty wars and minor conflicts 
  before humanity left the solar system.  They 
  united when Austrin Arms completed a 
  hostile takeover of its rival, Ontis Ordnance.  
  The new mega-corporation soon moved its 
  base 
  of 
  operations 
  and 
  corporate 
  headquarters to the colony world of 
  Powder.  A-O then became much more 
  than 
  a 
  simple 
  corporation 
  when 
  it 
  individually 
  sponsored 
  new 
  colonial 
  expeditions 
  in 
  exchange 
  for 
  system 
  management rights.  In time, A-O became 
  one of a dozen provincial authorities under 
  the Terran Empire, while continuing to 
  maintain 
  its 
  core 
  purpose 
  of 
  the 
  manufacture and sale of all ranges of arms 
  and equipment. 
       Austrin-Ontis also provided the much-
  needed function of arms manufacturing 
  outside the Sol system as humanity took to 
  the stars, supplying weapons to fledgling 
  colonists struggling for survival in the deeps 
  of space. In addition, this abundance of 
  cheap, reliable firearms did much to aid 
  those colonies when they revolted against 
  the Terran Empire. During and immediately 
  following the First Galactic War, A-O built 
  even more inroads into the stellar nations 
  by 
  selling 
  weapons 
  to 
  every 
  new 
  government scrambling to establish its 
  position among the stars.  The Austrins 
  wisely used their newfound wealth to invest 
  in the research and development of further 
  military technology and soon led the field in 
  production capacity for what they still 
  consider the most vital resource of all: 
  weapons. 
       During GW2 however, sales dwindled as 
  the other stellar nations (except for the 
  company’s Profit Confederation allies) cut 
  off relations with Austrin-Ontis.  Despite the 
  economic downturn, the Austrins made 
  great initial gains during the war as it 
  overran the fragmentary Leodal States. 
   
   
  Expansion abruptly stopped when they 
  encountered the Nariac Domain, however.  
  Long supported by their VoidCorp masters, 
  the Nariacs fiercely resisted A-O incursions, 
  gradually slowing and then stopping their 
  mighty military machine.  Eventually, the 
  mutual border between Austrin-Ontis and 
  the Domain became a strip of destroyed 
  systems where each side threw everything 
  they had at one another, overrunning the 
  same worlds time and time again.  Despite 
  these fluctuations, neither nation made 
  significant advances by the conclusion of 
  the war.  Finally, circumstances forced the 
  Austrins to donate most of the former 
  Leodal States to Concord Prime, keeping 
  only 
  the 
  more 
  developed 
  and 
  least 
  damaged systems closest to their original 
  border. 
   
   
  Social Outlook 
   
       Most outsiders stereotype an Austrin as 
  a gun-wise salesman who is perhaps a little 
  too eager to show off his wares.  A less 
  flattering interpretation would be that all 
  Austrins are insane gun salesmen who are 
  desperate to sell arms to anyone and 
  everyone, while demonstrating their use in 
  disruptive ways.  As in most things, neither 
  is completely accurate. 
       Austrins 
  tend 
  toward 
  strong 
  individualism, not anarchy.  They love their 
  guns, but use them responsibly, or soon 
  find that the Company removes their right 
  to bear them at all.  They consider 
  themselves rugged, but live in a highly 
  developed corporate world, supported by a 
  relatively benign Company attempting to 
  
   
   
  ensure each citizen’s standard of living 
  remains above average.  Because of this 
  paternal relationship, Austrins love their 
  Company and their way of life.  Less overall 
  conflict exists than one might expect from a 
  society where everyone packs a firearm. 
   
  Political Philosophy 
   
       Austrin politics hinge upon Company 
  stock – gaining, holding, and wielding it to 
  maximum effect.  There are “political 
  parties” but they form as simple collections 
  of everyday citizens who meet and decide 
  how to vote as a bloc.  Since A-O exists as 
  a corporation, there are no democratically 
  elected offices per se, but each citizen can 
  exercise his or her rights as a stockholder 
  and vote on a wide range of issues, 
  including 
  the 
  appointment 
  of 
  some 
  Company positions. A-O has also taken 
  steps to ensure that only citizens are 
  eligible to purchase stock, so that outside 
  parties cannot gain influence over local 
  politics. 
   
  Customs 
   
       Austrins love individualism and heroism. 
  They are descended from the hardy 
  colonists who answered the Company’s call 
  during the original exodus from Sol. This 
  spirit of freedom has endured and shows 
  itself in the typical Austrin love of adventure. 
  Coupled with A-O’s chief product, this also 
  brings out the mindset of the modern-day 
  Austrin hero and the widely-held belief that 
  one 
  individual 
  can 
  always 
  make 
  a 
  difference in any conflict. 
   
  The Right to Bear Arms 
       Austrin personal weaponry remains the 
  nation’s pride and joy.  Many keep the 
  same weapon for years, maintaining and 
  caring for it like a close family member until 
  long after its expected lifetime has passed.  
  Upon reaching the age of majority and 
  becoming a full stockholder, every Austrin 
  is issued a license to carry light side arms 
  in public and the right to own any military 
  grade weapons they wish as long as their 
  use is restricted to their private property.  
  (In  game  terms,  Austrins   may  carry  any 
  AOV Wesson 
   
       In 2363, only a few years after the fall of 
  the Leodal States, the Austrins, who until 
  that time had taken their successes for 
  granted, launched a massive offensive into 
  the Nariac Domain.  The CEO, who had 
  previously ridden waves of unparalleled 
  popularity due to his forays against the 
  Leodal States, decided to initiate one last 
  great offensive just as he retired.  He 
  ordered one of the Austrins’ most prized 
  fortress ships, the AOV Wesson along with 
  its entire task force, straight at a critical 
  Nariac border system. 
       Not a single ship returned. 
       The few reports that ever came back via 
  the grid indicated the fleet entered the main 
  system in good order, and was then 
  surprised by a massive fleet that had been 
  waiting for them.  Some reports indicated 
  that as many as three fortress ships may 
  have participated in the battle, along with 
  their accompanying armadas.  The Austrins 
  were, in short, massacred. 
       News of the loss proved devastating.  
  Never had an Austrin fleet suffered such a 
  defeat.  The Company swore revenge and 
  blamed Nariac spies and informers on the 
  loss.  The original mistrust and dislike of 
  Nariacs began to bloom into full-blown 
  hatred.  The Austrin citizenry simply could 
  not comprehend how ‘the greatest military 
  of all time’ could suffer such a blow.  The 
  public outcry forced the newest CEO to 
  resign 
  because 
  of 
  his 
  predecessor’s 
  mistake, triggering a succession of weak 
  interim leaders until James “Crazy” Gates 
  took the chair in 2366.  The disaster also 
  caused the value of A-O stock to drop at an 
  unprecedented rate, which in turn sparked 
  a slowdown in the overall Austrin economy.  
  The Nariacs, for their part, have remained 
  silent on how they knew of the incoming 
  fleet, and how they marshaled such 
  firepower on short notice. 
   
  ‘Common’ rated sidearm and may keep 
  anything up to “Military” at their home, 
  ship, or business).  If an Austrin wishes to 
  upgrade a sidearm, and many do, then a 
  simple test of responsibility given at the 
  local administration facility will allow them 
  
   
   
  to carry heavier weapons (up to a 
  ‘Controlled’ rating).  These upgraded 
  licenses also allow the bearer to conceal 
  the weapon in any way they wish, whereas 
  the basic license allows only for fully visible 
  sidearms. 
       During the Nariac and Orion incursions 
  into their space, A-O instituted a policy 
  stating that all households must maintain at 
  least one rifle or heavy weapon (of 
  “Controlled” grade or higher). This policy 
  continues today and such weapons are 
  intended to defend against future invasions 
  by enemies of A-O Unlimited. If an 
  individual household cannot afford such a 
  weapon, it will be provided free of charge, 
  yet remain the official property of the 
  government. Also, regardless of whether 
  Austrins plan to serve in the national 
  military, all citizens must complete 6 weeks 
  of basic military training at age 17. If an 
  Austrin refuses the training, his or her right 
  to bear arms is permanently forfeited. 
       An Austrin may also have their license 
  revoked or downgraded for criminal or civil 
  infractions, or for company employees 
  failing to meet assigned quotas.  At any 
  given time, approximately 7% of the adult 
  population has suspended or revoked 
  licenses.  Other Austrins look down upon 
  these unfortunate people with scorn and 
  pity. 
   
  Charity 
       The average Austrin possesses a well-
  defined sense of honor and a charitable 
  spirit.  The Company also hosts the largest 
  concentration 
  of 
  Old 
  Earth 
  religions 
  anywhere, many of which encourage 
  donations and charitable giving. 
       Charity also exists in more secular forms 
  through numerous relief organizations for 
  the victims of tragedies and accidents. 
  Helping those who have suffered misfortune 
  appeals to the heroic side of many Austrins, 
  and they often give generously. 
       A somewhat practical type of charity 
  used quite often in Austrin society is what is 
  commonly referred to as a “stock drive.” 
  Members of the community donate a share 
  of stock or two to a particular organization, 
  who then sells it, usually at a discount price, 
  and    gives   the   proceeds   away    to   the  
  community it serves. 
       A welfare system also exists for those 
  who have not yet decided on Company 
  work or are engaged in ‘freelancing.’ This 
  entitles a citizen to a modest sum of 
  Concord dollars per share from the ages of 
  17 to 22. After the 5-year transition period, 
  they must either find their own job or have 
  their stockholder privileges suspended. A 
  person can also draw upon this welfare 
  assistance if they become disabled or 
  crippled, but only if the injury occurred 
  while working for the Company. They may 
  draw the funds for as long as a doctor 
  confirms their inability to work. 
       It should also be noted that Company 
  employees may draw upon this money after 
  60 years of service, but the sum is quite low. 
  Therefore, many Austrins serve for at least 
  120 years when their benefit packages 
  become more substantial. 
   
  Community Service 
       Despite the strong independent spirit of 
  most Austrins, they also have an equally 
  strong desire to help those around them, 
  leading to a sense of loyalty and service.  
  As a consequence, many Austrins regularly 
  take time off from their normal jobs to 
  volunteer, clean, and otherwise help keep 
  their particular community healthy. 
      To 
  encourage 
  such 
  activities, 
  the 
  Company gives vouchers for lower priced 
  stock to those in a community who give 
  extraordinary amounts of time and effort to 
  their fellow citizens. If a deed is especially 
  noteworthy or heroic, a person may simply 
  be given stock outright as a reward for 
  exceptional service. 
   
  Company Employment 
       Even with the many benefits of corporate 
  employment, 
  such 
  as 
  an 
  attractive 
  retirement package, disability protection, 
  and access to fantastic equipment, not all 
  of its citizens work for Austrin-Ontis 
  Unlimited or one of its many subsidiaries.   
  Several Austrin citizens work independently 
  (called ‘freelancing’ by corporate workers) 
  for businesses and trading concerns based 
  in other stellar nations.  A rough estimate 
  would place about 95% of the Austrin 
  citizenry working directly for A-O Unlimited 
  or one of its subsidiary companies, but this 
  
   
   
  number is dropping as more young 
  Austrins leave for foreign lands at the 
  urging of government leaders. Upper 
  management 
  hopes 
  that 
  these 
  entrepreneurs will help to open new 
  markets for Austrin goods. However, these 
  freelancers are still Austrin citizens, and in 
  order to work outside the Company they 
  must first register and promise not to 
  engage in activities that could seriously 
  harm Austrin interests. 
       In addition, many citizens do not work for 
  the actual Austrin-Ontis Corporation either. 
  Quite a few find employment with the 
  subsidiary companies and holdings that 
  are independently operated, but technically 
  owned by the primary corporation. 
       All citizens are given the option upon 
  reaching the age of majority, to join either 
  corporate or military service.  If they 
  decline, they must supply within 5 years 
  proof of crippling disability or must register 
  as a freelancer.  The Company frowns upon 
  freeloaders as unnecessary burdens to its 
  welfare system.  Failure to provide such 
  proof or arrange for work as a freelancer 
  results in the loss of one’s right to bear 
  arms and the loss of stockholder privileges 
  until the situation is resolved. 
   
  Cyberware 
       The Austrins harbor a deep-seated 
  hatred of all things cybernetic due to their 
  conflicts with the Nariac Domain during 
  GW2. As such, citizens in possession of 
  cyberware must register with the Company, 
  and obtain a license for its use. Any visitors 
  to A-O territory must also declare their 
  cyberware or face stiff fines and penalties. 
  Also, any individual openly displaying such 
  devices will become the subject of constant 
  surveillance by the police, harassment by 
  the locals, and may even attract unwanted 
  dueling challenges if they overstay their 
  welcome. 
       Despite this prevailing attitude, Austrins 
  do make use of cyberware in a limited 
  capacity, mostly by those who work on 
  upgrading the national Grid-systems. While 
  many of these workers are foreigners, or 
  Mechalus, a few Austrin employees also 
  labor alongside them. To avoid the public’s 
  ire, most  of  these  grid-pilots  use  wireless 
  Subsidiary Companies 
   
       While 
  Austrin-Ontis 
  is 
  a 
  corporate 
  government, it did not choose the path of 
  VoidCorp, where a lone monolithic entity 
  rules overall.  Instead, A-O allows for the 
  creation of small businesses and concerns 
  within its territory.  These companies are 
  operated by their individual company 
  officers, but all companies based within 
  Austrin space are technically owned and 
  controlled by the parent company: Austrin-
  Ontis Unlimited.  This means the Company 
  automatically owns a 50.1% stake in all of 
  its subsidiaries. Collecting dividends off this 
  stock is the prime source of income for A-O, 
  with other taxes making up only a minority 
  of its income.  This ownership is usually no 
  more than a formality, as the Austrin 
  government cares little for how a subsidiary 
  conducts business so long as it brings profit 
  to the Company as a whole. 
       These 
  smaller 
  companies 
  usually 
  remain free to conduct their own affairs, 
  and need only submit an annual earnings 
  and profitability report to the Finance 
  Division.  However, if annual audits indicate 
  an unprofitable subsidiary, the Company 
  may take corrective action such as buying 
  more of the subsidiary’s stock and thereby 
  infusing more capital into their business 
  initiatives.  Or, if the subsidiary is a lost 
  cause the subsidiary may find itself 
  liquidated and its assets seized by another 
  division in the parent Company that needs 
  them more.  This has on occasion sparked 
  infrequent 
  duels, 
  but 
  most 
  of 
  the 
  stockholders of the now-defunct subsidiary 
  gratefully accept the Company’s buyout of 
  their failed endeavor. Also, during the 
  Second 
  Galactic 
  War 
  the 
  Company 
  occasionally incorporated some of the 
  larger, more important subsidiaries directly 
  into 
  the 
  main 
  corporate 
  structure, 
  rewarding them for contributing to the 
  wartime economy.  This consolidation 
  usually resulted in great profit to the 
  existing shareholders on both sides of the 
  acquisition. 
   
  NIJacks, and conceal any external evidence 
  of their profession. The Company quietly 
  pays these few grid-pilots VERY well, in an 
  
   
   
  attempt to upgrade what is, quite simply, 
  one of the worst Grid-systems in the Stellar 
  Ring. It is with some embarrassment that 
  senior officials admit that even the Hatires 
  have better Grid-systems (often donated 
  and maintained by their Thuldan allies no-
  less).  These leaders continue to have little 
  success in recruiting their own employees 
  for such positions, and routinely have to 
  contract outside the Company to acquire 
  such expertise, typically from the Rigunmor 
  Star Consortium, but Insight has also 
  entered into the Austrin Grid-market. 
       A curious exception to the Austrin 
  aversion to cybertechnology is the grid-
  gladiator. 
  Their 
  sport 
  can 
  be 
  found 
  extensively throughout A-O territory. These 
  grid-pilots wage simulated combat while 
  sometimes millions of devoted fans watch 
  from grid caster helmets or holodisplays. 
  These ‘cyber-warriors’ are considered one 
  of 
  the 
  few 
  ‘acceptable’ 
  occupations 
  involving implanted cyberware. 
   
  Dueling 
       Austrin-Ontis is home to one of the most 
  old-fashioned customs in the entire Stellar 
  Ring:  the pistol duel.  Laws governing duels 
  are universally held across the Company 
  as follows: 
       If a duel is agreed upon in front of no 
  less than 4 witnesses, the two combatants 
  are allowed to pick a time and place.  A 
  Company employee from any division must 
  supervise the duel and act as judge, but will 
  take no action as long as both parties 
  properly follow the rules. 
       Participants often carry out their duels 
  with stutter weapons, or other non-lethal 
  technologies, but many are also held using 
  live ammunition.  The combatants pace off 
  to a pre-determined distance, turn, and fire 
  one shot apiece.  If one or both are hit, the 
  duel is over.  If both miss, they fire again 
  until someone is struck.  Regardless of 
  whether any participant actually dies, the 
  duel immediately ends when someone 
  suffers an injury.  The witnesses and judge 
  then declare the winner. 
       If the duel resulted in any kind of foul 
  play, including the use of cyberware, 
  outside interference, or any dishonorable 
  behavior, 
  the 
  duel 
  ends 
  with 
  the 
  combatants losing the law’s protection.  In 
  such cases, they can and often are fully 
  prosecuted for their actions. 
       It should be noted that duels using other 
  firearms, and even melee weapons, occur, 
  but are far less frequent than pistol duels.  
  The pistol duel carries a sense of personal 
  honor and intimacy that many Austrins 
  prize. 
       The Austrin military discourages duels 
  between active personnel in order to 
  preserve morale.  Austrin custom dictates 
  that the commanding officers of both 
  participants must be witness to the duel. If 
  either disapproves or fails to attend, the 
  duel is disallowed and called off.  Duels 
  between officers and the enlisted almost 
  never occur, as very few CO’s would want 
  to deal with the fallout and decreased 
  morale caused by such an incident. 
      It should also be noted that the rules 
  described above appropriately follow the 
  Austrin legal system. Illegal and non-
  sanctioned duels are also quite common in 
  the lesser-developed regions of A-O space 
  due to a lack of local law enforcement. 
  Such duels usually have quick, violent, and 
  often deadly, outcomes.  They have no 
  official supervision and often employ less 
  than honorable tactics by both parties. 
   
  Holidays 
       Individual Austrins hold a large number 
  of minor religious holidays, as well as 
  events commemorating major victories 
  during GW2.  In addition, the Company 
  celebrates several other holidays across all 
  of A-O space. Since most Austrins receive 
  these as days off from work, large public 
  gatherings are common.  Sometimes they 
  take the form of a local festival in a 
  particular city, or occasionally as massive 
  planet- or system-wide fairs. 
   
       “Day of Merger” - This is the day that 
  celebrates when Austrin Arms and Ontis 
  Ordnance officially merged to become 
  Austrin-Ontis Unlimited.  This is the biggest 
  holiday in Austrin space, usually resulting 
  in the early closing of schools and 
  Company 
  offices, 
  and 
  large, 
  noisy 
  celebrations. 
   
   
  
   
   
  Nariac and Austrin Atrocities 
   
       During GW2, the Austrins and Nariacs 
  frequently traded territory across the same 
  star systems time and again.  Eventually, 
  both sides abandoned all pretenses and 
  employed 
  any 
  tactic 
  they 
  deemed 
  necessary to break down their opponent’s 
  defense.  Weapons of mass destruction 
  entered the equation, and neither stellar 
  nation held any reservations about using 
  them if warranted by the wartime situation. 
       Because of their expertise with chemical 
  compounds, 
  the 
  Austrins 
  garnered 
  a 
  reputation for using such weapons to force 
  the Nariacs from heavily defended worlds.  
  Then, armed with counteragents and 
  antidotes, their marines would land and 
  occupy the abandoned planets, clearing 
  out any remaining pockets of sickened 
  resistance along the way.  Eventually, a 
  team of terraformation engineers would 
  initiate a project to cleanse the landscape 
  for future use, without the need for 
  breathing masks and environmental-suits. 
       The Nariacs would often respond in kind 
  to these Austrin atrocities.  Through the 
  marvels of cybertechnology, they first 
  developed the means to withstand such 
  chemical 
  agents 
  by 
  incorporating 
  rebreathers and special filters into their 
  ground 
  forces. 
   
  The 
  Domain 
  troops 
  employed similar tactics to overcome high 
  radiation zones, improving that technology 
  until they could turn the tables on their 
  enemy.  By using nuclear weapons to 
  irradiate worlds to the point that only their 
  specially-cybered combat troops could 
  survive, they struck back and the fires of 
  war raged ever higher with A-O. 
       Both sides soon forgot about the civilians 
  living on the planets they so easily 
  devastated.  Eventually the contested 
  systems became useless except as staging 
  grounds for further assaults into the next 
  star system.  Concord investigators working 
  in the former Leodal States have privately 
  noted that there is enough evidence to try 
  hundreds of officers on both sides of the 
  war for crimes against humanity, but they 
  fear 
  the 
  flood 
  of 
  accusations 
  and 
  heightened tensions that would follow if 
  they fully prosecuted such crimes. 
  “They weren’t civilians, Sir.  They were 
  Nariacs.” 
   – 1st Sergeant Max Sterling,  
  254th Tactical Space Marines, 2438 
   
       “Victory Day” - This day originally 
  marked when the last Leodal system 
  officially surrendered to Austrin control. It 
  was the nation’s last major triumph before 
  settling into a long, bitter war with the 
  Nariac 
  Domain. 
  The 
  holiday 
  actually 
  originated during GW2 soon after the fall of 
  the Leodal States, but has grown into 
  something far different over the intervening 
  years. Few people remember the Leodal 
  States as anything more than a dim, distant 
  memory. Victory Day is now used as a 
  general celebration of the Austrin Armed 
  forces, including their victories in GWI as 
  well as GW2. The day’s events are usually 
  marked 
  by 
  speeches 
  commemorating 
  various major battles in which Austrin 
  forces participated, along with parades 
  and all manner of public fairs, many paid 
  for on the Company’s expense account. 
   
       “Remembrance Day” - This is a very 
  solemn occasion for Austrins. It marks the 
  day the nation remembers its fallen soldiers 
  and heroes, as well as a day to reflect on 
  the devastation wrought upon their systems 
  by the hated Nariacs. All Austrins take this 
  day off from work and practically nothing 
  transpires inside their borders except 
  religious activities and memorial services. 
  Many Austrins hold the view that it’s very 
  poor taste to duel on Remembrance Day, 
  since it seeks to remember the dead rather 
  than create new losses to mourn. 
   
  Religion 
       As a whole, Austrins tend to hold religion 
  in very high regard.  Aside from the 
  theocratic states of the Orlamu and Hatire, 
  as well as the fast-spreading Inseer religion 
  in Insight territory, Austrin-Ontis has the 
  lowest percentage of atheists in the Stellar 
  Ring; just 13%.  Over half the population 
  remains staunch believers of Old Earth 
  faiths.  This figure reaches far and above 
  that of any other stellar nation, including 
  the birthplace of most religions: the Union 
  of Sol.  As a result, A-O remains one of the 
  few places where one can find Old Earth 
  
   
   
  holidays still celebrated by large numbers 
  of people.  Christianity, in all manner of 
  denominations, as well as Islam and 
  Judaism can be found here.  Hinduism 
  exists, albeit in a much-altered form, as the 
  rigid caste system does not lend itself well 
  to the Austrin sense of personal freedom. 
  The Old Earth meditative religions such as 
  Buddhism, Taoism, and Confucianism are 
  present as well, but have had to adapt in 
  the face of A-O’s near universal obsession 
  with violence. 
       While religious wars were common in 
  the Sol system before the advent of the 
  stardrive, much of this mutual hatred was 
  lost during A-O’s initial colonization when 
  settlers banded together, and during GW2, 
  when the entire nation put aside its 
  differences to support the war efforts. 
  However, the last decades of peace have 
  seen a general focus on rebuilding within 
  Austrin space, and this has triggered an 
  awakening within the Austin religious 
  community. This has also heightened 
  tensions in some cases, but little violence 
  beyond dueling and verbal arguments. 
  Nevertheless, some worry the recent trend 
  could grow out of control and full-scale 
  violence could erupt between rival religious 
  groups.  
   
  Psionics 
       Austrins view mindwalkers with a slight 
  amount of suspicion, mostly because of 
  their 
  presumed 
  mind-reading 
  abilities.  
  Mindwalkers in Austrin space must register 
  with the Company, but need not submit to 
  any form of supervision, unless convicted of 
  criminal activity.  Actual training schools for 
  mindwalkers remain very rare however, as 
  A-O citizens tend to emphasize the more 
  martial aspects of life rather than the 
  introspection demanded by many of the 
  disciplines. 
       However, Austrins do consider some 
  mindwalkers useful, especially those that 
  can enhance their own natural fighting 
  abilities. Those mindwalkers who alter their 
  body through biokinesis are viewed with 
  outright hostility, however, because of their 
  similarities to the cybered Nariacs and 
  mutant Thuldans, both enemies during 
  GW2. 
   
  Government 
   
       There are three major entities that make 
  up the A-O political landscape.  The two 
  most powerful are the CEO and the Board 
  of Directors.  The CEO is the head of state 
  and the de-facto leader of the entire nation, 
  controlling almost all aspects of the 
  Company’s operation.  The CEO can direct 
  the military, dismiss Board members and 
  generally do whatever she wants…as long 
  as a majority of the Board agrees and 
  backs her decisions.  The Board of 
  Directors basically serves to check her 
  power.  They also help run the Company 
  and handle many routine matters.  With 
  much less tangible power, but still wielding 
  enormous influence, are the stockholders of 
  Austrin-Ontis. 
       While Austrin space is divided into 
  sectors like most other stellar nations, these 
  sectors have little political meaning.  They 
  are used mostly by the military as borders 
  to determine patrol regions.  They also 
  serve a judicial purpose, with each sector 
  having a high court and a sector-wide 
  prosecutor’s office.  Instead of sector 
  governments, however, Austrin political 
  power falls to system Administrators, who 
  report 
  directly 
  to 
  a 
  single 
  Chief 
  Administrator.  This results in a massive 
  bureaucracy since each individual system 
  handles its own internal matters unlike the 
  sector administrations of other nations.  The 
  advantage to this is that each system can 
  handle its own affairs, a useful trait in GW2 
  when a system could find itself unable to 
  contact a higher authority during a crisis or 
  invasion. 
       The Chief Administrator actually serves 
  a mostly bureaucratic purpose, helping to 
  coordinate trade and human services, 
  while wielding little direct power.  It is very 
  common, 
  however, 
  for 
  a 
  Chief 
  Administrator to be selected to the Board 
  after many years of dedicated service.  
  Also, all corporate outposts without a 
  military 
  purpose 
  report 
  to 
  a 
  Chief 
  Administrator, albeit one with much less 
  prestige.  These outposts are usually 
  outside of A-O space and serve as focal 
  points for distribution and sales in other 
  stellar nations. 
  
   
   
  The CEO 
   
       The head of Austrin-Ontis is its Chief 
  Executive Officer, Karina Jahra.  She has 
  the final say on many issues, including 
  appointments to the Board of Directors.  
  She easily comes across as the most visible 
  representative of the Company to other 
  stellar nations. 
       The CEO’s chief powers are as follows: 
   
     (1) She may dismiss any Director for any 
  reason.  This may be overridden if 6 out of 9 
  of the Directors vote against her. 
     (2) The CEO has full veto power over 
  individual decisions made by the various 
  Directors. 
   
  Her 
  veto 
  may 
  also 
  be 
  overturned, but only by a two-thirds vote 
  majority.  However, during a formal State of 
  Crisis, her decisions cannot be overruled 
  by anything less than a unanimous decision 
  by the Board.  This allows for strong, 
  politics-free leadership during times of 
  emergency.  A State of Crisis has 
  happened only once, during GW2 as A-O 
  overextended itself and had to fall back 
  from the combined pressure of the Orions 
  and Nariacs.  The CEO declares powers in 
  effect and the stockholders and Board must 
  consent.  The crisis powers remain in effect 
  for one-year periods, and consent must be 
  re-obtained every year. 
     (3) The CEO is entrusted with most major 
  decisions that affect the Company as a 
  whole.  This includes directing general 
  research, 
  finance, 
  and 
  the 
  military. 
  However, she will occasionally poll the 
  stockholders when an issue involves a 
  major shift in policy. These votes are 
  binding and so are usually only called 
  when the CEO is confident the vote will go 
  her way. 
     (4) The CEO appoints members to fill 
  positions on the Board when a vacancy 
  opens up. These appointments are always 
  subject to stockholder approval. 
     (5) When a CEO dies, resigns, or is forced 
  from 
  her 
  position, 
  the 
  sitting 
  Board 
  members recommend a new candidate, 
  almost always drawn from the Board itself.  
  This requires a 7/9-vote majority of the 
  Board members.  The new CEO then takes 
  her position as soon as a majority of the 
  stockholders 
  also 
  consent 
  to 
  the 
  appointment.  CEOs are rarely forced out, 
  but to do so, seven Board members must 
  agree, and they must obtain the additional 
  consent of 2/3 of the stockholders. 
   
  Legislature 
   
       The Board and the CEO hold all 
  legislative powers of the Company.  No 
  independent governing bodies exist outside 
  their control in Austrin space. 
       The Board of Directors and the CEO 
  draft the laws.  Any Board member can 
  propose a law, and the Board then votes on 
  it. If the law in question affects only the 
  Director’s own division, then the law is 
  typically considered to be in effect unless 
  vetoed by the CEO.  Any laws issued by the 
  CEO are considered immediately in effect, 
  unless the Board overrules her through a 
  majority vote. 
      In reality, only very minor laws are issued 
  autocratically.  The CEO almost always 
  ensures she has the Board’s consent before 
  issuing major legislation, as she would not 
  want to suffer the humiliation of having it 
  overturned.  The CEO and the Board have 
  been known to act without one another, but 
  this usually precipitates a political crisis 
  with each struggling for dominance.  These 
  situations 
  often 
  call 
  for 
  polling 
  the 
  individual stockholders to gauge public 
  opinion.  Likewise, the Board runs most 
  legislation past the CEO before issuing a 
  law directly. 
   
  The Board of Directors 
       Board members are lifetime servants of 
  the Company that have worked their way 
  up the corporate or military ladder.  Many 
  of 
  them 
  started 
  out 
  as 
  lowly 
  sales 
  associates, and rose accordingly.  Due to 
  their many years of service, all Board 
  members 
  have 
  considerable 
  stock 
  holdings, and wield massive influence 
  within the Company as a whole. 
       Each Director heads up a large chunk of 
  the Company and takes responsibility for 
  the day-to-day operations of his or her 
  division.  They make most of the routine 
  decisions, and many of the not-so routine 
  decisions   as   well.     The   truly   important 
  
   
   
  State of Crisis 
   
       During GW2, just after the fall of the Leodal States, the Orions launched a massive assault on 
  A-O’s borders to reclaim areas of space taken earlier in the war.  At the same time, the Austrins 
  began to feel the weight of VoidCorp-supported Nariac fleets that “smelled blood in the water” 
  after the loss of the AOV Wesson in 2363.  The Austrin leadership could not allow the situation to 
  continue.  Their economy remained weak, and they could no longer afford to fight such a war 
  on two fronts.  The military, however, insisted on staying the course, refusing to give up one inch 
  of captured territory.  A succession of five CEO’s in three years all failed to stem the tide.  
  Finally, in late 2366, two of the factions within the Board compromised, elevating the young 
  James Gates from Director of Finance to CEO.  He soon proved resistant to their manipulation, 
  losing support among his former allies.  Gates knew the money and resources simply didn’t 
  exist to continue the war in its current state, and wrangled for months with a now hostile Board, 
  especially the Director of Military Operations, over military policy before taking decisive action. 
       In 2367, Gates made a shocking declaration.  Instead of fighting a two-front war, the military 
  would shift resources from the Nariac to Orion border.  The net result would be to lose some of 
  the newly captured Leodal systems to the Nariacs in order to hold the Orions and prevent them 
  from taking pre-GW2 Austrin territories.  When Gates made the announcement at the annual 
  Board meeting, Director of Military Operations Brandon Waters immediately opposed it and 
  demanded a veto.  He received support from everyone except Belra Jerlousch, Director of 
  Research.  Confident that he had enough support, Waters prepared to remove Gates and 
  install himself as CEO.  In a more radical move, “Crazy” James made another declaration 
  before Waters could initiate such a coup.  As CEO, Gates invoked an official State of Crisis, 
  using his emergency powers to dismiss every Board member but Belra. 
       Blind shock reverberated throughout A-O space.  His enemies accused Gates of making a 
  power grab of the highest order.  During this time, Gates also earned his political nickname of 
  “Crazy.”  Gates, nothing if not a consummate politician and orator, embraced the label 
  attributed to him by his opponents, turning it into an asset.  He held debates and public forums 
  daily for three months, leading up to the shareholder votes that would determine the course of 
  Austrin history.  Gradually, he convinced the population that if they did not sacrifice a few of the 
  captured Leodal systems to the Nariacs, the whole nation would fall.  Since the Board’s 
  dismissal, they technically could not hold a session to oppose Gates during those months.  
  Thus, he essentially ran the Company as a full-fledged dictator, allowing him to accomplish 
  decision-making on his own without the unnecessary delay of consulting the Board.  His 
  leadership during that troubled time may have saved his career and the Company.  In short, the 
  State of Crisis allowed Gates to convince the Austrin population that his policies and decision-
  making could not only save the Company, but also return it to prominence. 
       On October 25th, 2367, the polls opened to determine whether the dismissal of the Board 
  members would be confirmed.  When the dust cleared, 7 Board members lost their seats, most 
  by less than a few hundred thousand votes.  The 8th originally dissenting Director – Karina Jahra 
  – survived only by promising to abstain from the Crisis vote when it came before the Board, and 
  this unspoken support would later gain her the CEO’s chair upon Gates’ retirement.  “Crazy” 
  James rode his wave of victory by appointing new Board members who promised to support his 
  decisions for the remainder of GW2.  The State of Crisis was officially approved 1 month later 
  after a succession of appointments and shareholder votes.  Gates held onto these powers for 
  the next eight years, until he felt confident in the continued success of his plans.  Even after 
  relinquishing his emergency powers in 2375 he remained CEO throughout GW2 and did not 
  retire until 2492 when his age and failing health finally forced him from office.  He died shortly 
  thereafter at the age of 173 and was buried with full honors at the national cemetery on Powder.  
  James “Crazy” Gates lives on, however, in the hundreds of monuments dedicated to him, in 
  history textbooks which describe him as the greatest Austrin leader of all time and extol him as 
  the embodiment of every Austrin ideal: aggressive, independent, innovative, honorable, and 
  perhaps most importantly, successful. 
  
   
   
  judgments get passed to the CEO, who sets 
  the course for the Company, and then 
  ensures the Director enforces her decision. 
       The Board of Directors concerns itself 
  with the daily operations of the Company.  
  The nine Directors oversee the most 
  important tasks of keeping the Company 
  viable, strong, and profitable. 
       The Directors all hold equal rank, but 
  differ in influence.  The current Directors, 
  along with their separate departments, are 
  listed below, roughly in order of their 
  current importance and prestige: 
   
       Director 
  of 
  Sales 
  Justin 
  Waters 
  (Hm/Austrin/DCS-14] 
  heads 
  the 
  most 
  prestigious of the directorates; the Sales 
  Division. He controls all sales associates, 
  all corporate stores located throughout the 
  Stellar Ring, and all exports with other 
  nations involving armaments or any other 
  goods manufactured by A-O Unlimited.  
   
       Peiter Gates (Hm/Austrin/FA-7) holds the 
  position of Director of the Colonial Authority 
  (CA), and handles the colonization and 
  administration of new Austrin worlds.  
  Eventually, as the colonies become more 
  developed, he transfers their administration 
  to the Department of the Interior.  Gates 
  also handles Austrin interests in the Verge. 
   
       The Director of Military Operations, 
  General George Ober (Hm/Austrin/CS-19), 
  was chosen directly from within the military 
  ranks, a traditional occurrence for most 
  Directors of the division.  He oversees A-O’s 
  vast military machine.  As Director, he 
  wields considerable influence to determine 
  who receives military promotions and who 
  manages each branch of the armed 
  services.  Reporting directly to him, are the 
  Supreme Admiral of the Navy and the Army 
  Chief of Staff. 
   
       As 
  the 
  Director 
  of 
  Research 
  and 
  Development, Belra Jerlousch (Hf/Austrin/-
  TO-17) controls the direction of all scientific 
  breakthroughs.  Some consider her the 
  most important of all the Directors, since A-
  O’s superior weapons technology has 
  consistently kept the Company afloat. 
  Members of the Sales Division protest this 
  claim, 
  arguing 
  that 
  the 
  innovations 
  delivered 
  by 
  R&D 
  would 
  remain 
  meaningless unless someone properly 
  marketed them to the consumer. This has 
  led to an intense rivalry between the two 
  divisions, which upper management often 
  encourages 
  as 
  a 
  means 
  for 
  driving 
  Company profits higher. The negative 
  aspects of the rivalry rarely outweigh the 
  advantages, resulting in little more than 
  heated arguments, legal duels, and violent 
  sporting 
  events. 
  Also, 
  as 
  head 
  of 
  Development, Belra has control over all 
  manufacturing concerns within A-O space. 
   
       As the Director of the Interior, Serina 
  Berrot 
  (Hf/Austrin/DFA-8) 
  oversees 
  the 
  careful administration of all developed 
  systems, worlds, and corporate outposts. 
  She coordinates extensively with Corporate 
  Security, deferring to them in courtroom 
  and police matters, while controlling the 
  underlying bureaucracy herself. 
   
       The Director of Public Relations is 
  Harash Justar (Hm/Austrin/DMW-11).  This 
  is the diplomatic wing of the Austrin-Ontis 
  government.  It handles all routine external 
  affairs, as well as the choosing of A-O 
  delegations to the Concord and other 
  nations. He also assists the CEO with 
  matters of international law and helps the 
  Sales 
  Division 
  with 
  their 
  marketing 
  campaigns. 
   
       Director of Corporate Security Matrie 
  Courth (Hf/Austrin/DCS-11) presides over 
  all non-military police forces and the 
  Austrin judicial system.  She holds the 
  position of Chief Justice in Austrin territory, 
  as well as the top law enforcement title 
  among the police force. 
   
       Director of Finance Gerald Merkolth 
  (Hm/Austrin/DFA-10) oversees all incoming 
  funds generated by the Sales Division, as 
  well as all other sources of revenue.  He 
  ensures 
  the 
  money’s 
  distribution 
  as 
  necessary, and as directed by the CEO. 
   
       The Director of Intelligence at Austrin-
  Ontis 
  Unlimited 
  is 
  Vicor 
  Maravian 
  (Hm/Austrin/FA-10). Most Austrins tend to 
  look down upon espionage and spies due 
  to their dishonorable nature.  Nevertheless, 
  
   
   
  Austrin-Ontis maintains a spy network both 
  within the Stellar Ring, and a very small, but 
  effective counter-intelligence network within 
  its own space to watch for internal 
  problems and Nariac subterfuge. 
   
       The Directors enjoy a large amount of 
  latitude 
  in 
  how 
  they 
  run 
  their 
  own 
  departments, but always remain subject to 
  veto by the CEO.  Serious dissent very 
  rarely occurs at Board meetings, since 
  most members have only the well being of 
  their beloved Company at heart.  This 
  ensures that they are at least civil to each 
  other. 
       The Board holds regularly scheduled 
  meetings, though the CEO or a Director can 
  call a special session at any time.  The 
  special sessions usually arise when the 
  CEO has an important announcement, or 
  needs advice.  Board members usually call 
  special meetings only when they strongly 
  disagree with a decision made by the CEO 
  and wish to override it, or discover new 
  information 
  that 
  calls 
  for 
  immediate 
  attention.  Otherwise, they stay content to 
  run their own divisions and leave the others 
  to their own business. 
   
  The Stockholders 
       The politics of Austrin-Ontis Unlimited 
  are the politics of stock.  All citizens are 
  issued one share of corporate stock upon 
  birth, but control over this stock and its 
  voting rights rest with the guardians of the 
  child until it reaches the age of 17, the age 
  of majority.  In fact, it is this share that 
  determines one’s citizenship.  As long as a 
  person holds a single share, they are 
  legally considered an A-O citizen.  To leave 
  the Company, one must sell all their shares. 
  In 
  the 
  opposite 
  situation, 
  i.e., 
  when 
  someone immigrates into A-O, a new 
  citizen must first purchase an initial share 
  of stock. 
       When stockholders are called to a vote, 
  adults take proof of stock holdings, as well 
  as any their underage children might own, 
  and express their opinions via the Grid.  
  These grid-voting sites are quite possibly 
  the most secure in Austrin space and have 
  been heavily upgraded recently by the 
  Mechalus 
  as 
  a 
  service 
  from 
  A-O’s 
  Rigunmor allies. 
       Many parents also set up trust funds for 
  their children, using their own cash 
  reserves to purchase a few more shares in 
  the child’s name.  These few additional 
  shares are often useful when entering 
  Company 
  employment, 
  by 
  giving 
  an 
  advantage in job placement and further 
  educational opportunities. 
       To obtain more shares, an Austrin can 
  exercise three different options.  They can 
  be 
  purchased 
  outright 
  from 
  another 
  shareholder.  They can be awarded for 
  outstanding civic or Company service.  Or 
  they can be earned through continuous 
  employment with the Company.  The first 
  and last are by far the most common and 
  faster methods, and are often combined by 
  someone wishing to attract the attention of 
  upper management and climb into a higher 
  position within the A-O government.  Most 
  people wishing to move up the corporate 
  ladder also do so by taking their paychecks 
  and sinking them heavily into the purchase 
  of more stock.  While ability is the most 
  important consideration for determining 
  promotions, it never hurts to have that little 
  extra clout behind you, especially when 
  entering the upper levels of the Company. 
  Those who heavily invest their time in stock 
  politics, buying, selling, and getting people 
  to vote one way or another on an issue, are 
  the Austrin equivalent of politicians. 
       Stockholders have very little formal 
  power.  Most of the important political 
  positions are achieved by working through 
  the ranks, not just by the number of stock 
  shares 
  one 
  holds. 
   
  However, 
  the 
  stockholders are polled whenever the 
  Board or CEO wishes to get a sense of how 
  the general population feels about a certain 
  issue. 
       The polls are usually held in a “Yes or 
  No” format, either supporting or rejecting a 
  resolution. The results are binding, since 
  the vote represents the wishes of the Austrin 
  people. Also, these polls actually supersede 
  any previous vote by the Board of Directors. 
  Usually, these polls are called only when 
  the person wishing to do so feels certain the 
  outcome will go their way.  As such, polls 
  are usually called no more that 4 or 5 times 
  a year.  In these matters, the Board and 
  CEO still wield enormous influence over the 
  outcome due to their amassed stock 
  
   
   
  holdings.  Roughly, the breakdown of 
  Company stock is as follows: 
   
  CEO – 5% 
  Board of Directors as a whole – 25% 
  Upper 5% of wealthy citizens – 20% 
  Everyone else – 50% 
   
       There are only three times when the law 
  mandates that a poll must be held: (1) A 
  Declaration of a State of Crisis, (2) the 
  appointment or dismissal of a CEO, and (3) 
  the appointment of a new Board member. 
  However, it is very common for a poll to be 
  called when the CEO attempts to dismiss a 
  Board member. An ally of the threatened 
  Director 
  usually 
  calls 
  for 
  the 
  poll. 
  Alternatively, if the CEO is certain that the 
  stockholders will support her decision, she 
  may call a poll herself in order to ensure 
  that a hostile Board cannot override her 
  decision. It is considered a sign of great 
  public displeasure if no one on the Board 
  will bother to call a poll in defense of 
  another member. It shows that they were 
  unpopular enough not to be worth the time.  
       These polls support the importance of 
  stock holdings as a useful method of 
  personal 
  advancement. 
   
  Pledging 
  to 
  support a particular candidate can gain 
  one the favor of his/her underlings in the 
  corporate ladder. Of course, supporting the 
  wrong person can get one transferred to 
  dead end positions as well. In the Sales 
  Division, this often means selling weapons 
  to Borealins or Hatires, locations where not 
  even the greatest sales representative can 
  meet their assigned quotas. These poor 
  souls often find their “Right to Bear Arms” 
  revoked as punishment. 
       It is important to note that stock can be 
  passed on via a Last Will and Testament, 
  but between 50-90% of an individual’s stock 
  is reclaimed by the Company upon death. 
  All other wealth remains relatively untaxed. 
  The Company carefully monitors all stock 
  sales between citizens to ensure that no 
  one attempts to cheat the system. 
       Also, like modern-day stock, A-O shares 
  do occasionally split, and their value will 
  rise and fall accordingly. The stock price 
  usually does not fluctuate more than a few 
  Concord dollars in a given year, and stock 
  splits are a somewhat rare occurrence. The 
  last 
  split 
  occurred 
  during 
  the 
  years 
  between GW1 and GW2 when A-O made a 
  tremendous amount of money. Since then, 
  the value of corporate shares has waned, 
  and has only recently begun to rise again in 
  light of mounting tension in the Verge. 
       So far, this corporate environment has 
  led to a concentration of power in the upper 
  levels of the Company.  Fortunately, the 
  strongly embedded culture of national 
  pride and loyalty has ensured that this 
  power rarely gets abused.  The result is a 
  strong, relatively benign government that 
  attempts to ensure its citizens’ happiness 
  through a strong profit line. 
   
  Judiciary 
   
       Austrin Corporate Security (ACS) is both 
  the police and judicial system of Austrin-
  Ontis Unlimited.  They maintain a large, 
  well-trained 
  police 
  force, 
  occasionally 
  calling upon military personnel to augment 
  their ranks if the situation demands it.  
  Thankfully, necessity rarely dictates such a 
  decision as most members of the ACS have 
  already had prior military experience. 
  Since the majority of the population has 
  armed itself, ACS prefers to allow citizens 
  to settle minor problems on their own, 
  intervening 
  only 
  when 
  it 
  becomes 
  necessary.  Most Austrins prefer it this way, 
  as it puts distance between themselves and 
  the judicial system, which is not known for 
  its sympathy towards troublemakers. 
       The Austrin police force provides two 
  major functions. One involves what most 
  consider normal police work, and is 
  handled by the usual law enforcement 
  agents. The other is called the Department 
  of the Internal Auditor General. This 
  department investigates and prosecutes 
  white-collar crime, usually involving stock 
  fraud as well as other forms of deception 
  within the numerous subsidiaries of A-O, 
  such as embezzlement. 
       A panel of judges, ranging from three at 
  the lowest level, to the Chief Arbitration 
  Board, which has eleven members, hears 
  all civil trials.  The CAB is the highest court 
  in Austrin space, and chaired by the 
  Director of Corporate Security. 
   
  
   
   
       Austrin courts are known for their 
  fairness during trials and their harshness 
  when meting out punishment.  Capital 
  punishment remains quite common for high 
  profile crimes, and lower offenses often 
  impose lengthy prison terms, confiscation 
  of stock, and revocation of the “Right to 
  Bear Arms”.  The Company has no 
  toleration for those who would disrupt 
  business operations, or threaten the profit 
  margin. 
       Military trials are held internally.  A 
  panel of five officers of superior rank tries 
  each of the accused.  They carry out 
  punishments 
  almost 
  immediately, 
  as 
  appeals stand little chance for reversals of 
  the verdict.  Only the Supreme Admiral, 
  Army Chief of Staff, Director of Military 
  Operations, or the CEO can overrule a 
  military panel, most of which don’t bother to 
  intervene in such affairs. 
   
   
  Austrin-Ontis Military 
   
       Perhaps more than any other stellar 
  nation, the Austrins stand proud of their 
  armed forces, approaching warfare with 
  zeal nearly unmatched throughout the 
  Stellar Ring.  They have two principal 
  branches, the Army and the Navy. 
   
  The Austrin Army 
   
       Many count A-O’s army as the best in 
  the Stellar Ring, and only the Thuldan 
  Legions or the Concord Marines could 
  contest the claim.  The Austrins have 
  unmatched technological superiority on the 
  ground and arm their troops with only the 
  best equipment.  These abundant resour-
  ces, the enormous numbers of citizens that 
  join the army, and an individual Austrin’s 
  desire to find glory through combat, make 
  them a terror when landing troops and 
  storming enemy ships. 
       A-O also remains one of the few stellar 
  nations to view its army as more important 
  than its interstellar navy.  Austrins take 
  great delight in landing and boarding 
  operations, and use them with near suicidal 
  recklessness at times.  This has allowed 
  them to capture many systems relatively 
  intact, but also requires massive garrison 
  forces 
  in 
  order 
  to 
  pacify 
  planetary 
  populations.  Also, by storming enemy 
  warships, the Austrins have managed to 
  enhance their weapons research programs 
  with the capture of foreign technologies. 
       The desire to capture planets also has 
  its downside, a fact strongly driven home 
  during GW2 along the Nariac front.  While 
  the Austrins admit that repeated landing 
  attempts and the accompanying fleet 
  actions took their toll on a few systems, they 
  contend it was the Nariacs who would 
  scorch a planet before allowing it to fall. 
  The reality is that both nations engaged in 
  horrific acts of violence as the war dragged 
  on. 
       The Austrin Army maintains a massive 
  military presence, with several branches 
  under its umbrella. These include the 
  regular army, used for homeland defense, 
  garrisoning of occupied territory, and 
  outright invasions. They also have an 
  Austrin Marine Corps, and a number of 
  Special Forces units. 
        The regular army consists of all planet-
  based defenses: aquatic navies as well as 
  routine ground and air forces. These units 
  all have their own branches, each with a 
  specialized purpose, such as defense, 
  invasion, securing a ship after the marines 
  form a beachhead, and many others. 
      The Austrin Marines present themselves 
  as an elite ground force, always the first to 
  land on a planet or board an enemy ship. 
  The 
  Marine 
  Corps 
  contains 
  several 
  divisions, each tailored to very specific 
  operations. The casualty rate in all divisions 
  is quite high, and a large degree of 
  competition exists between them, with 
  score being kept by the number of kills in 
  any engagement. 
        The Austrin Special Forces include elite 
  combat squads, infiltration teams, and 
  saboteurs. Special forces are usually 
  applied in a very surgical manner, to board 
  a ship and capture a specific person or 
  destroy a specific target. They are also 
  used to prepare a system for invasion by 
  stealthily 
  landing 
  and 
  attacking 
  key 
  defensive systems. 
       A Chief of Staff, selected by the Director 
  of Military Operations, heads the Austrin 
  Army.  The Chief leads a council composed  
  
   
   
  The Austrin Marine Corps 
   
       The Austrin Marine Corps is a highly 
  regimented division of the much larger Austrin 
  Army, with several branches covering a wide 
  range of specialties in combat.  In general, the 
  marines are used to establish beachheads that 
  allow the regular army a more controlled entry 
  point into any battle zone.  The Marine Corps 
  divides itself into two parts, Ground and Space, 
  each maintaining numerous sub-divisions. 
       A low ranking general leads each branch 
  and sub-division of the marines, and a higher-
  ranking general commands the entire Austrin 
  Marine Corps. This latter general also sits on the 
  Army Chief of Staff’s Council. Currently, the 
  Corps is under the capable leadership of 
  General Aldrik Jones (Hm/Austrin/CS-19).  Jones 
  is a decorated combat veteran, having served 
  over 35 years of active service including 5 years 
  in the Assault Space Marines.  Many consider 
  him next in line for the Chief of Staff position. 
   
  Ground-Marines 
       The Ground Corps has only two sub-divisions. 
    
  Tactical Division 
       Austrin Tactical marines are conventional 
  troopers, albeit skilled far and above the 
  average soldier in most stellar nations.  They use 
  heavy armor, either combat or occasionally light 
  powered-armor.  They usually carry assault 
  rifles, such as the 11mm charge weapon or a 
  sabot system, and a few members of each team 
  will always carry heavy-grade weapons for 
  greater fire support. 
   
  Heavy Division 
       Austrin Heavy marines are some of the most 
  awe-inspiring ground forces in the modern 
  armies of the Stellar Ring.  They almost always 
  employ body tanks in their ground operations 
  and often enter battle through low-orbit space-
  to-ground insertions.  Usually, they do not drop 
  until the Tactical squads have given them some 
  form of cover, since they are very vulnerable 
  during atmospheric re-entry.  But, they have 
  been known to insert without cover if merited by 
  the situation, or if the intensity of a Tactical 
  squad’s ground fight requires extra firepower. 
   
  Space-Marines 
       The Space Marines enjoy even higher 
  prestige than their Ground counterparts.  This 
  major division of the marines comprises four 
  sub-divisions.: Tactical, Heavy, Assault, and a 
  very small Space Force unit. 
   
  Tactical Division  
       The Tactical space marines resemble the 
  ground Tactical units in armament and purpose, 
  with 
  additional 
  training 
  in 
  zero-gravity 
  conditions.  They are the standard Space 
  Marine and participate in boarding actions on 
  crippled ships with the intent of capturing them.  
  When dealing with a large vessel, Tactical 
  space marines can prepare a beachhead to 
  carry the fight to the interior of an enemy ship. 
   
  Heavy Division 
       The Heavy space marines are similar to 
  Heavy ground marines in that they also use body 
  tanks.  However, these tanks are usually much 
  lighter than the ones employed by ground 
  troopers in order to allow better mobility in the 
  tighter confines of starships.  They usually back 
  up Tactical Marines when taking larger ships 
  with more sophisticated internal defenses. 
   
  Assault Division 
       Assault space marines participate in actions 
  called “hot-boarding.”  They are highly trained 
  troopers in vacuum-sealed combat armor that 
  board enemy ships even while they remain 
  operational.  They wear vacuum armor because 
  it is not unusual for the hulls of their armored 
  boarding pod to be breached while attempting 
  to lock onto a targeted ship, catapulting them 
  into the void of space.  They also use zero-g 
  webs to facilitate movement around the outer 
  hull of an enemy ship or to reorient themselves if 
  they have to abandon their pod.  Once aboard 
  an enemy vessel, the Assault marines embark 
  on a search-and-destroy mission in an attempt 
  to disable the ship from the inside and aid their 
  naval comrades in winning any overall fleet 
  action.  These units have given the Austrin 
  Marine Corps its most fearsome reputation.  
  Many combat veterans remember the sounds of 
  a boarding pod hitting their hull and running 
  gun-battles in the halls, followed by explosive 
  charges 
  destroying 
  their 
  engineering 
  compartment.  These marines are also equally 
  proud of their motto: “Take No Prisoners.” 
   
  Space Force Division 
       The Austrin Space Marines also incorporate 
  a small unit consisting of elite pilots chosen from 
  the naval fighter wings and trained to effectively 
  pilot boarding pods.  The skills of these men and 
  women are often the only thing that keeps the 
  pods intact long enough to be effective in ship-
  to-ship combat.  A few of these marine pilots are 
  also assigned to heavier assault fighters in order 
  to provide escort for the boarding pods when the 
  engagements are especially fierce, or a mission 
  is deemed especially important. 
  
   
   
  of senior generals from the regular Army, 
  the Marine Corps and Special Forces. 
       In addition to the regular branches, the 
  Austrins maintain a Reserve Militia. The 
  Militia is composed of unpaid volunteers 
  who use their own equipment when called 
  to duty. Militiamen are not considered the 
  equal of trained Army soldiers, but they are 
  accorded a certain amount of respect all 
  the same. The Militia may lack continuous 
  training, but since well over 15% of the non-
  military population is in the Militia, it makes 
  up for such deficiencies with the overall size 
  of its ranks. Normally, Austrin leaders call 
  upon the Militia only when a homeworld 
  suffers a direct attack by an invasion force. 
  These units train for a total of six weeks out 
  of every year in order to maintain some 
  semblance of military order and expertise. 
  Candidates with more promise are invited 
  to a special 2-week program in order to 
  qualify as “officers” in the militia. These 
  ranks apply only when the militiamen go on 
  active duty, but most regular army officers 
  accord them courtesy when they are in 
  uniform. A 
  Brigadier-General 
  currently 
  heads the Militia, reporting directly to the 
  Army Chief of Staff, but does not hold a seat 
  on his military advisory council. 
   
  The Austrin Naval Command 
   
       Not nearly as feared as the Army, the 
  Austrin Navy still gains the grudging 
  respect of other stellar nations.  The 
  Company constantly refits its ships with the 
  latest weaponry and shielding, and has a 
  dedicated pool of young recruits from 
  which to draw.  Unfortunately, the same 
  traits that make Austrins good ground 
  troops 
  tend 
  to 
  hamper 
  their 
  fleet 
  organization.  This often forces naval 
  commanders to conduct operations using 
  smaller groups of ships.  Most Austrins 
  ruefully shake their heads and acknow-
  ledge it was this lack of overall organization 
  that 
  allowed 
  the 
  Nariacs 
  and 
  their 
  VoidCorp allies to stall them during GW2. 
       The Austrin desire for individual heroics 
  does not lend itself well to large naval 
  vessels, but it does go quite well with 
  starfighter pilots.  Austrins  love  to  fly small 
  craft  and  employ swarms  of  them against 
  Austrin Task Forces 
   
       The following is the basic deployment of 
  the Austrin Naval Command.  All Task 
  Forces can be further broken down into 
  Battle Groups and Combat Wings.  The 11th 
  and 13th Task Forces are half the size of the 
  others. 
   
  1st Task Force 
       Fortress ship AOV Lexington 
       Supreme Admiral James O’Brien 
       Issil Sector 
   
  2nd Task Force 
       Fortress ship AOV Rubicon 
       Sector Admiral Mattias Lieber 
       Roulette Sector 
   
  3rd Task Force 
       Fortress ship AOV Valkyrie 
       Sector Admiral Bragish Ja’tok 
       Vulcan Sector 
   
  4th Task Force 
       Fortress ship AOV Rommel 
       Sector Admiral Jeorge Naler 
       Ronin Sector 
   
  5th Task Force 
       Fortress ship AOV Patton 
       Sector Admiral Jordan Reverus 
       Warhold Sector 
   
  6th Task Force 
       Fortress ship AOV Lee 
       Sector Admiral Eric Cudworth 
       Rothdel Sector 
   
  7th Task Force 
       Fortress ship AOV Glory 
       Sector Admiral Jared Futsyko 
       Tombstone Sector 
   
  8th Task Force 
       Fortress ship AOV Viking 
       Sector Admiral Sacha Wyan 
       Semperis Sector 
   
  9th Task Force 
       Fortress ship AOV Martyr 
       Vice Admiral Melaine Dulack 
       Union of Sol border 
  
   
   
  Austrin Task Forces (continued) 
   
  10th Task Force 
       Fortress ship AOV Gettysburg 
       Vice Admiral Katrin Ober 
       Orion League border 
   
  11th Task Force 
       Fortress ship AOV Hannibal 
       Commodore Merith Janeson 
       Exploration beyond Austrin space 
   
  12th Task Force 
       Fortress ship AOV Indomitable 
       Rear Admiral Jerrim 
       Concord Prime border 
   
  13th Task Force 
       Fortress ship AOV Red Horseman 
       Commodore Borys Vonebe 
       Exploration beyond Austrin space 
   
  enemy fleets.  Their fighter tactics mimic 
  their philosophy on the ground: great 
  equipment mixed with suicidal reckless-
  ness.  Many an Austrin pilot has gone 
  ‘kamikaze’ in the middle of a battle to gain 
  personal honor, sometimes to the great 
  detriment of the opposing fleet.  Large 
  numbers of fighters also serve to tie up 
  enemy capital ships, preventing them from 
  shooting down the numerous boarding 
  pods used by Austrin Marines. 
       A Supreme Admiral heads up the Naval 
  Command, appointed by the Director of 
  Military Operations, and with oversight 
  approval from the CEO, herself.  
       Thirteen fortress ships fly the Austrin 
  flag, each commanding an entire naval 
  task force. Eight of these are assigned to 
  defense sectors, while the remaining five 
  roam at will.  Some explore and secure 
  deep space, while others engage in military 
  exercises and augment defenses during 
  periods of heightened tension along the 
  Austrin borders.  The AOV Lexington leads 
  the Austrin Navy as its flagship, which 
  receives the routine assignment and honor 
  of defending the capitol Issil Sector. 
   
  “And in 121 hours, we shall hand defeat to 
  these cybernetic freaks.” 
  - AOV Wesson, 2363 
  Austrin Intelligence Division 
   
       The 
  A-O 
  spy 
  network 
  is 
  pitifully 
  undermanned when compared to most 
  other stellar nations.  The Austrins have 
  attempted to overcome a basic lack of 
  duplicity by using the best spy equipment, 
  but the result rarely proves very effective.   
       Still, the Austrin counter-intelligence 
  network is a different matter, remaining 
  quite healthy out of simple necessity. 
  During the Second Galactic War, Nariacs 
  used their superior intelligence gathering 
  assets to great effect against the Company. 
  They often hit the Austrins where they least 
  expected it, ambushing their fleets with 
  alarming ease. To oppose this, the Austrins 
  poured money into their counter-espionage 
  efforts and have achieved modest success. 
  Eventually, they learned how to minimize 
  the damage caused by the Nariacs, at least 
  compared to the earlier debacles of the 
  war. 
   
   
  Power Players of 
  Austrin-Ontis Unlimited 
   
       Below are a handful of the most powerful 
  and influential personalities in Austrin 
  space. 
   
  Austrin Concerns 
   
  CEO Karina Jahra 
       Karina Jahra (Hf/Austrin/DTO-15) took 
  over the top position at Austrin-Ontis 
  Unlimited in 2492 after serving as Director 
  of the Interior when CEO James “Crazy” 
  Gates finally retired after his record 126-
  year tenure as CEO.  She has the difficult 
  task of continuing to guide Austrin-Ontis 
  away from a wartime economy and 
  opening up trade with former enemies.  She 
  has adopted a rather aggressive trading 
  stance, one that has earned her more than 
  a few condemnations on the consulate floor 
  of the Galactic Concord when terrorists, 
  Verge pirates, and other criminals are 
  caught with Austrin weaponry.  Karina 
  protests that many people buy Austrin arms 
  from sources outside of her control. 
   
  
   
   
  The Waters Agenda 
   
       Justin Waters hardly typifies the normal 
  Austrin psyche.  He favors secret deals and 
  backroom 
  conversations 
  to 
  direct 
  confrontation, 
  and 
  has 
  even 
  refused 
  opportunities for an occasional duel here 
  and there!  What drives him is a burning 
  desire for revenge, a trait seen all too often 
  in Austrins lately, but unlike most of his 
  compatriots, Waters’ hatred has nothing to 
  do with the Nariac Domain.  A long time 
  ago, James Gates once humiliated Justin’s 
  father and he intends to undo that indignity 
  by first becoming CEO and then destroying 
  Karina Jahra, Peiter Gates, and Belra 
  Jerloush if she’s still alive. To accomplish 
  this goal, he will stop at nothing. 
       Justin currently makes deals with several 
  pirate groups in the Stellar Ring, Verge 
  terrorists, and other undesirables.  He also 
  maintains a private deal with General Ober 
  to support future border actions with the 
  Concord should he become CEO.  He 
  skims money from the Company, and 
  diverts stock from unsuspecting employees 
  into his personal portfolio.  But, Justin’s 
  darkest secret is the money he receives 
  from Rigunmor Guilder Joseph Varcan 
  (Hm/Rigunmor/DTO-24).  Varcan supplies 
  money and ‘fatherly’ advice to Justin, who 
  frequently uses it to buy even more stock 
  and influence.  Varcan hardly lends this 
  money out of a charitable spirit, and 
  expects a return on his investment with 
  interest when Justin becomes CEO. 
       Justin’s over-reaching plan is to gain 
  enough influence within the Board to 
  dismiss Karina over a minor incident then 
  use the situation to ensure the stockholders 
  support him.  Indeed, if Karina fails to 
  significantly 
  increase 
  sales 
  and 
  the 
  Company’s stock value soon, the Board 
  may become impatient and dismiss her 
  without Justin’s prompting.  He would face 
  stiff opposition from Peiter Gates however, 
  and has tried to maintain a façade of 
  wooing his support instead.  Justin hopes 
  this will keep Peiter off guard long enough 
  for him to become CEO.  After that, Peiter 
  will become the next target; making it 
  unlikely he would hold his current post for 
  very long. 
       In reality, Karina knows exactly where 
  undesirables are purchasing her arms – 
  from smugglers under her indirect control.  
  She hopes to spread Austrin weapons into 
  the Verge as a major new market, using 
  any means necessary to eventually control 
  all arms traffic in that region of space.  
  Meanwhile, Karina has also authorized 
  rock bottom prices in the former FreeSpace 
  and Expansion territories in order to 
  improve A-O’s market share in foreign 
  economies. 
   
  Director Justin Waters 
       Justin only recently took control of the 
  Sales Division when the former Director 
  resigned over a scandal.  He is a 
  competent leader and once held a position 
  as sales associate operating in StarMech 
  territory during the war. People also know 
  him as the grandson of the ousted Military 
  Director, Brandon Waters. His family has 
  never forgotten Gates’ betrayal, or those 
  that helped him like Karina Jahra and Belra 
  Jerlousch. 
       Director Waters has recently diverted 
  small, but still significant, amounts of funds 
  in order to bolster his stock portfolio when 
  he attempts to gain the CEO chair for 
  himself.  He is years away from this goal, 
  and has few allies, but as a young man he 
  can still afford to wait. 
        Currently, he counts General Ober as 
  his only real ally, since pledging to support 
  the General’s plans for Concord Prime.  
  Rumors also suggest that he receives 
  unofficial political support from somewhere 
  within the Rigunmor Star Consortium. 
   
  Director Belra Jerlousch 
       Belra 
  represents 
  something 
  of 
  an 
  institution on the Board.  She has served for 
  almost 120 years now, and has no plans to 
  retire anytime soon.  In late 2501 she will 
  celebrate her 190th birthday.  Director 
  Jerlousch established a reputation as a 
  researcher of great skill before ascending 
  to her current position.  She pioneered 
  several of the techniques currently used in 
  a variety of products, including personal 
  deflector screens and higher-yield Matter 
  Reaction Burst missiles. 
       Belra still works in the lab every day, 
  despite the fact that she no longer performs 
  
   
   
  most of the research on her own.  Her mind 
  stays forever sharp with an immeasurable 
  amount of experience upon which to draw. 
  But her body has finally reached the limits 
  of modern medicine.  Many no longer 
  expect Belra to last more than another year 
  or two, but then, people have said that for 
  almost 50 years now and she’s still going 
  strong – a fact that makes her extremely 
  popular 
  with 
  the 
  independent-minded 
  Austrins.  She inspires them as a true 
  patriot and “one tough old bird”. 
       Belra also stays quite involved in Board 
  politics.  She was one of the few spared 
  when James “Crazy” Gates shook up the 
  Board, and this gave her considerable input 
  into his policies.  She currently supports his 
  son, Peiter, with her remaining influence 
  and knows she will pass away soon, 
  preferring to see another Gates hold the 
  CEO position in the days that will follow. 
   
  Director General George Ober 
       George Ober is an old, tired war veteran 
  from a long line of distinguished officers.  
  His sister currently leads the entire 10th 
  Task Force.  In addition, Ober Island, the 
  Austrin holding on Bluefall in the Verge, is 
  named after his grandfather, who held the 
  same military position for over 20 years at 
  the onset of GW2.  George started as a line 
  officer 
  leading 
  infantry 
  platoons 
  and 
  advanced up the ranks during the long 
  years of GW2.  At the war’s end, he held the 
  position of Army Chief of Staff, and former-
  CEO James “Crazy” Gates eventually 
  named him to the Board to lead all military 
  operations.  Unfortunately, he sees very 
  little for him to do now, and feels obsolete 
  away from his troops.  He also worries that 
  the Austrin Army may begin to lose its edge 
  without seeing serious action soon.  Lately, 
  he has agitated for CEO Jahra to commit 
  more troops to the Verge, and to press the 
  Concord to allow Austrin support of the 
  Federal State of Algemron. 
       It is no secret that General Ober wants 
  more action in the Verge, but he also feels 
  that A-O could look closer to home.  He 
  perceives the loss of the hard-won Leodal 
  States territory to the Concord as a raw 
  deal for the Austrins.  Director Ober has 
  taken recent action to deliver arms and 
  military advisors to freedom fighters in that 
  territory, hoping enough agitation will 
  spread that he can justify garrisoning (and 
  hopefully annexing) some of the systems for 
  the ‘protection’ of A-O’s border. 
       Perhaps more importantly, Ober also 
  funds money and arms to the T’sa Cluster 
  in order to support disgruntled t’sa who feel 
  that the Cluster can manage its own affairs 
  without Concord interference. These t’sa re-
  pay the General by sharing some of the 
  Cluster’s 
  unique 
  technology 
  with 
  the 
  Austrins, a clear violation of interstellar law 
  that gives the Concord exclusive trade-
  rights with the ‘protected’ species. Finally, 
  Ober also maintains a small network of 
  supporters within Concord Prime and other 
  stellar nations to aid him in this cause.  
  Karina knows something is up, but looks the 
  other way because of the increased sales 
  and research capabilities that the activity 
  has brought the Company. If Ober’s efforts 
  succeed, he may well destabilize the 
  Concord enough to win back a mutual 
  border with the Nariac Domain so he can 
  resume what he perceives as unfinished 
  business leftover from GW2. 
   
  Director Peiter Gates 
       Peiter is the only son of the late CEO 
  James “Crazy” Gates.  He used his father’s 
  fortune and stock holdings to engineer a 
  meteoric ascent through the ranks of the 
  Colonial Administration.  Once he reached 
  the Director’s chair, however, he became 
  somewhat more relaxed in his position.  
  Billions love Director Gates, both because 
  of his father, and because he heads the 
  high-profile Colonial Administration, which 
  many 
  Austrins 
  still 
  look 
  upon 
  with 
  romanticism.  Peiter also wields consid-
  erable 
  personal 
  power 
  as 
  he 
  holds 
  authority over all colonial worlds and their 
  millions of citizens. 
       Director Gates has come to love his 
  position, and though many would like to see 
  him follow in his father’s footsteps, he has 
  no real desire to become CEO.  Director 
  Waters sought his support in his own bid for 
  the position, but Peiter refused to become 
  any further entangled in corporate politics 
  than his current position allows. This may 
  change if Director Waters gains more 
  influence and Peiter senses the man’s 
  unscrupulous nature. If that happens, Peiter 
  
   
   
  would likely join simply to exercise his own 
  subtle influence from within Waters’ inner 
  circle and ensure he doesn’t abuse such 
  power. 
       Gates is more concerned about Ober 
  and 
  his 
  rather 
  aggressive 
  plans, 
  reminiscent of the philosophy his father had 
  to fight during GW2.  Currently, he has no 
  idea of Waters’ involvement with Ober, but 
  if he ever discovered it, the issue would 
  force him to take action out of a deep-
  seated loyalty to the Austrin people and his 
  father’s legacy.  Such a move would 
  undoubtedly precipitate a full-blown stock 
  war.  Regardless of what happens, he 
  knows he has Director Jerloush’s full 
  support in the matter.  
        Director Gates is also very active within 
  his division and constantly visits A-O’s 
  backwater systems in order to improve 
  things there. He has a reputation for 
  recruiting people off the streets if they seem 
  competent enough for a task he has in 
  mind. This ‘down-to-earth’ style has only 
  gained him even more popularity. He has 
  also pressed for increased colonization of 
  the uninhabited worlds of the Verge, quietly 
  organizing groups of people to visit various 
  systems and investigate the feasibility of 
  sending mass expeditions there. If these 
  scouting missions prove successful, Peiter 
  may himself go to the Verge, and would 
  become the first Director in the Company to 
  ever do so. 
   
  Mira Ledopolis 
       Mira (Ff/Austrin/FA-12) is considered by 
  many to be the single greatest sales 
  associate ever employed by Austrin-Ontis.  
  A Fraal from one of the older Builder 
  families that settled in Austrin space, she 
  began as a lowly clerk for a small trader 
  based on a backwater Austrin system 
  during GW2.  When the war ended, her 
  employer fired her due to a massive influx 
  of ex-soldiers that he assumed would make 
  better employees.  Desperate for a job, 
  Mira turned to the Sales Division, which 
  gave her a posting in a newly formed 
  emporium in VoidCorp territory.  After a few 
  years, she posted a sales increase in 
  excess of 150%, a record still unmatched in 
  the Austrin-VoidCorp marketplace. 
       The Company quickly reassigned Mira 
  to a more lucrative position, and soon she 
  found herself at the front of the pack.  
  Currently, she manages all arms sales to 
  Earth itself, a very rewarding position.  She 
  still takes a hand in daily transactions and 
  uses her empathic mindwalking abilities to 
  get a near perfect “read” on potential 
  customers.  Her underlings report that there 
  are few things that escape her notice.  
  Rumors 
  suggest 
  she 
  has 
  received 
  consideration for the next Sales Director 
  position on the Board should Justin Waters 
  leave or attain the title of CEO. 
       Unknown to most, Mira owes her 
  success to more than just her good sales 
  skills.  She is certainly a superb diplomat 
  and negotiator, but early in her career, she 
  found the monolithic VoidCorp shell an 
  almost impossible nut to crack without an 
  extra edge.  So she made an illegal deal 
  with a high-ranking VoidCorp manager, 
  who arranged for several shipments of 
  arms to be purchased and diverted to his 
  own use for climbing higher in the 
  VoidCorp hierarchy.  She lives in fear that 
  one day someone will find out, or worse, 
  that she might have to return the favor that 
  boosted her career so high. 
   
  Bane 
       Bane is the latest leader of the violent 
  terrorist group called the Stockholder’s 
  Defense League.  His real name is 
  unknown and Bane is the only name he 
  ever gives.  The Stockholder’s Defense 
  League is an outlawed group that demands 
  immediate war against the Nariac Domain.  
  They do not believe the war should have 
  ended in anything other than the absolute 
  annihilation of the Domain and its members 
  resent the Concord’s interference.  They 
  use terror and violence to coerce senior 
  administrators who disagree with them, 
  harass users of cybertech, and make 
  general mischief. 
       The SDL was outlawed several years 
  ago when its members attempted to kill the 
  Director of Intelligence, but still receives 
  sympathy and support from a good portion 
  of the Austrin population.  This has allowed 
  the SDL to create an impressive network of 
  contacts, donators, and supporters.  They 
  often use this network to further their own 
  
   
   
  political goals, but they have recently 
  begun to secretly aid General Ober in his 
  endeavors – so secretly, in fact, that he 
  himself 
  remains 
  unaware 
  of 
  his 
  benefactors.  Bane funnels large sums of 
  money to several of Ober’s slush funds and 
  also left evidence incriminating several of 
  the General’s political opponents for him to 
  find.  It is doubtful that the General would 
  reject the group’s assistance even if he 
  knew the source, sharing much the same 
  philosophy as the SDL. 
       While the SDL enjoys public notoriety, 
  little is known about the man that leads 
  them.  Bane has guided the SDL since 
  shortly after the group’s formation at GW2’s 
  end.  He has never appeared on the Grid 
  and has never given his real name. 
       Bane hides his identity for a good 
  reason:  he is a fraud. He does not believe 
  in war with the Nariacs.  He is in fact a 
  member 
  of 
  the 
  Nariac 
  Intelligence 
  Directorate, serving as a spy within Austrin 
  territory. He discovered and infiltrated the 
  group as a protégé of its founder and 
  remains a member of the group as long as 
  he can maintain his cover. Very few even 
  inside the Domain know of Bane’s status as 
  an undercover agent, and no one in Austrin 
  space suspects him to be anything other 
  than a radical Austrin patriot.  Bane 
  continues to use his position to pass 
  information from his network along to his 
  superiors, and more subtly to influence 
  important company employees and stock 
  polls to further the Domain’s goals. He 
  hopes that his influence over Ober may 
  eventually allow him to twist the General 
  away from the Domain and turn his gaze 
  fully toward the Verge. 
   
  Aliens 
       Austrin citizens, as a whole, hold no 
  significant 
  prejudices 
  against 
  other 
  species, even though many aliens avoid 
  them because of their violent nature. The 
  fraal and mechalus have a particular 
  dislike of the Austrin psyche, and live in 
  small numbers in A-O space. 
       On the other hand, weren are definitely 
  attracted to the Austrin way of life, 
  emphasizing violence as a reasonable 
  method of problem solving.  They also cater 
  to 
  the 
  Austrin 
  sense 
  of 
  honor 
  that 
  complements the native weren culture. 
       A sizeable number of t’sa also live in A-O 
  territory due to both the T’sa Cluster’s 
  proximity and the independent spirit of the 
  Austrins.  The sight of a sesheyan, however, 
  would typically send many citizens in 
  search of the authorities to report a 
  VoidCorp spy. 
   
  Stellar Nations 
   
  Borealis Republic 
       The Austrins had little contact with the 
  Borealins during the war, and so no serious 
  ill feelings grew between the two nations.  
  But the Austrins are allied with the 
  Rigunmors, and the Borealins fought a 
  border war with the Rigunmors not too 
  recently, so they maintain an outward 
  appearance of neutrality towards the 
  Republic. 
       Despite this public policy, the Austrins do 
  see a massive market opportunity in the 
  Borealins’ weak military. The Borealins 
  desperately need to import a number of 
  military grade weapons to compensate for 
  their inherent weaknesses, and the Austrins 
  are more than happy to provide them.  They 
  also strive to educate the Republic on the 
  benefits of deterring aggression through 
  armament in the hopes of getting them to 
  engage in an arms race that will drive up 
  Austrin-Ontis’ profits. 
       The relationship still remains cool, and 
  draws closer to contempt since both reject 
  the other’s philosophies on war and 
  violence. But, since a legitimate need 
  actually does exist, they continue to explore 
  business opportunities with one another 
  while looking the other way. 
   
  Hatire Community 
       The Austrins hold rather odd views about 
  the Hatire.  While they had little direct 
  contact, A-O’s Solar allies did fight the 
  Hatire and their Thuldan-supported fleets.  
  Also, the Community looks with disdain 
  upon the high-tech weaponry in which 
  Austrins revel, making them a horrible 
  sales market.  Some Austrins sympathize 
  with the conservative Hatires however, 
  while others cry out for the ‘oppressed’ 
  
   
   
  Community, which appeals to the heroic 
  side of Austrin culture. 
       Of course, it doesn’t hurt that some of the 
  Hatires fully believe in “conversion by the 
  sword,” a philosophy which gets along well 
  with the Austrin mindset. Still, the Hatires’ 
  technophobia has kept them a dismal 
  market 
  prospect 
  and 
  the 
  Thuldans 
  dominate their economy.   They still dislike 
  each other, but a few Austrins seem to want 
  more, regardless of popular opinion. 
   
  Insight 
       Although grounded in open rebellion 
  against corporate rule, Insight’s beginnings 
  appeal 
  to 
  the 
  Austrins. 
   
  They 
  see 
  justification of their idea that conflict and 
  strength of arms can allow people to 
  achieve their goals.  It doesn’t hurt that they 
  rebelled against VoidCorp, the Nariac 
  Domain’s chief sponsor. 
       Also in Insight’s favor is their growing 
  relationship with one of the Company’s few 
  allies, the Rigunmor Star Consortium.  This 
  has led to tentative arrangements between 
  the two, as both nations attempt to market 
  their 
  goods 
  to 
  one 
  another. 
   
  The 
  relationship is new, but continues to grow 
  and develop at a rapid pace as the Inseers 
  need weapons and the Austrin’s sorely lack 
  decent Grid technology of their own. 
   
  Nariac Domain 
       The Nariacs hold the position of most-
  hated enemy of Austrin-Ontis Unlimited.  As 
  bitter rivals during GW2, they have no 
  common ground and any Austrin that 
  remembers those years will proudly tell you 
  they fought the bloodiest front of the war 
  against the cyber-soldiers.  The Austrins 
  continue to nurse their bitterness over the 
  fact that they could never manage to break 
  the Domain.  They hunger for a chance at 
  revenge, but the Concord prevents any 
  border skirmishes. 
       In addition, the Nariacs remain the only 
  stellar nation with which Austrins refuse to 
  directly sell arms.  They have only the 
  smallest diplomatic staff in Domain space 
  and usually present an openly hostile 
  stance toward the Nariacs themselves.  
  They have no desire to form treaties or even 
  attempt to understand their wartime enemy.  
  All  of   this   is  despite  a  total  lack  of  like 
  Insight Independence 
   
       February 4th, 2460.  The Director of 
  Intelligence received word:  Something was 
  happening, and it was BIG.  The next day, 
  Insight declared its independence from 
  VoidCorp, taking 7 fortress ships and escort 
  fleets along with them.  The sounds of 
  champagne bottles opening could be 
  heard echoing throughout the Powder 
  system.  The rebellion would force a 
  welcome redeployment of VoidCorp units 
  and reduce the Nariacs to fighting on their 
  own for a while.  
       Four months later, on May 10th, the 
  cheers of approval for Insight’s rebellion 
  turned to screams of joy.  VoidCorp’s Grid 
  had crashed, and the severe damage to 
  their infrastructure would surely leave the 
  hated Nariacs out in the cold.  CEO James 
  Gates ordered an immediate and massive 
  invasion. 
   
  With 
  their 
  economy 
  near 
  collapse, Austrin-Ontis needed to crush the 
  Nariacs now.  All remaining restrictions on 
  warfare were removed.  Commanders were 
  told to break the Nariacs or die trying.  This 
  is when both sides, fueled by desperation, 
  committed their worst atrocities of the war, 
  causing entire systems and billions of 
  people to pay the price for Austrin hatred.  
  Even so, only a few systems actually fell as 
  the Nariacs gave everything in their 
  defense. 
   
  minded sentiment from the Nariacs and 
  their repeated peace overtures as they 
  seek to escape VoidCorp. 
   
  Orion League 
       Relations with the League are strained at 
  best, but still remain somewhat civil. Heavy 
  conflict against the Orions occurred during 
  the opening years of GW2, entanglements 
  that forced the Austrins to abandon their 
  first major offensives against the Nariacs. 
  The two did however cease hostilities 
  during 
  the 
  ‘gentleman’s 
  agreement’ 
  between their respective alliances. 
       Major conflict did not occur again until 
  after the collapse of the mutual support 
  agreement following the Battle of Songham.  
  After that, the Austrins alternated between 
  renewed conflict and peace as the war with 
  
   
   
  the Domain caused resources to fluctuate.  
  The Orion-Austrin border saw little major 
  warfare when compared to the Nariac 
  front, and many Austrins are as willing as 
  the League’s diplomats to leave those 
  matters in the past. 
       The only remaining bone of contention 
  between the two nations is the League’s 
  repeated attempts to diplomatically handle 
  all disagreements. Not only do Austrins feel 
  that 
  conflicts 
  stemming 
  from 
  such 
  disagreements are healthy expressions of 
  mankind’s changing nature, they also 
  provide great marketing opportunities. A-O 
  remains eager to sell their wares to Orion 
  citizens, but have little desire to form any 
  long-term partnership with the League. 
   
  Orlamu Theocracy 
       The Orion League separated Theocracy 
  space from Austrin-Ontis, so only rarely did 
  the two ever meet during the war, usually in 
  the form of a joint Orlamu-Orion fleet 
  action.  As such, hostilities rarely linger 
  between the two nations. 
       The Austrins naturally desire only the 
  best 
  equipment 
  and 
  often 
  purchase 
  stardrive 
  systems 
  from 
  the 
  Orlamu 
  Theocracy.  Sales associates have also 
  made some gains in selling Austrin arms to 
  the Orlamu, who had little access to A-O 
  products during the latter years of the war. 
       The Theocracy’s weren population also 
  provides a decent market for Austrin wares.  
  This usually takes the form of weapons 
  involving simpler technology – the same 
  products that remain popular in the Hatire 
  Community – rather than the high-priced 
  items A-O prefers to sell.  Still, the overall 
  Orlamu-Austrin 
  relationship 
  is 
  best 
  described as business-like. 
   
  Rigunmor Star Consortium 
       The Rigunmors remain good friends and 
  staunch allies with the Austrins, even as the 
  other members of the Profit Confederation 
  drift apart.  The Austrins’ heavy emphasis 
  on interstellar trade has brought many 
  Rigunmor 
  merchants 
  a 
  healthy 
  profit 
  margin as they act out the role of 
  distributor. 
       Also, the Consortium happily carries A-O 
  arms across the galaxy to new prospective 
  buyers.  This makes the Austrins happy to 
  see that another nation supports them in 
  their mercantile ways when many condemn 
  their wanton selling of weaponry.  The two 
  nations would very likely maintain a mutual 
  defense pact should war break out. 
   
  StarMech Collective 
       These former allies have begun to drift 
  away as the post-war market has forced 
  them to compete in a variety of ways.  The 
  Austrins and StarMechs have purposefully 
  dismantled most of the old arrangements, 
  leaving only token support for each other.  
  Officially, they remain friends, but in reality, 
  they have become distant. 
       The two nations maintain a brisk trade, 
  however, as both seek to rebuild their 
  battered militaries.  Austrins buy up naval 
  vessels and Starmechs acquire weaponry 
  from the vast A-O arsenal for inclusion in 
  many of their robotic and ship-borne 
  systems. 
    
  Thuldan Empire 
       Many Austrins view the Thuldans with 
  suspicion, chiefly for their connection to the 
  Expansion Pentad, and thus the Nariac 
  Domain.  In addition, the Algemron system 
  has sent the Empire and A-O to the brink of 
  war a number of times as both sides 
  attempt to aid their former colonies. A-O 
  has lodged numerous protests against the 
  Empire due to incidents stemming from the 
  system and its war. Therefore, little trade or 
  diplomatic dialogue occurs between the 
  two nations.  
        
  Union of Sol 
       The Solar Union and Austrin-Ontis 
  Unlimited were once strong allies, but 
  without the war to keep them together, they 
  have little in common.  Both nations sell 
  their goods aggressively in each other’s 
  markets.  The Solars need weapons and 
  food, but also compete with the Austrins 
  when it comes to terraforming technologies. 
  The Solars seem to find more in common 
  with 
  the 
  Thuldan-hating 
  StarMech 
  Collective, while the Austrins find the 
  Rigunmor Star Consortium more in tune 
  with their profit-minded needs. 
   
  “On my mark … Draw!” 
  Austrin Dueling Official, 2501 
  
   
   
  VoidCorp 
       Although not as hated as the Nariacs, 
  many Austrins remember all too often how 
  VoidCorp intervention and support helped 
  the Nariacs during the war.  They dislike 
  and distrust VoidCorp for their invasive 
  ways, but recognize them as one of the 
  primary manufacturing centers of the 
  Stellar Ring.  Thus, the Austrins find it 
  impossible not to trade with VoidCorp.  Both 
  companies are somewhat competitive on 
  the open market in some commodities, but 
  they mostly confine themselves to their 
  areas of expertise when trading with one 
  another. 
   
  The Galactic Concord 
       Seen as both a thief and very privately 
  as a savior, the Concord holds a love-hate 
  relationship with many Austrins.  The 
  Company 
  contributed 
  not 
  only 
  ships, 
  troops, and arms when the Concord 
  formed, but also the majority of A-O’s 
  territorial gains during GW2; the defunct 
  Leodal States.  This allowed Austrin-Ontis 
  to dump many of their war-ravaged 
  systems, allowing someone else’s economy 
  to take the hit in trying to rebuild them. 
       Many Austrins realize the war actually 
  threatened to destroy their economy since it 
  largely cut off external trade and turned 
  their customers against them.  That, and 
  the peace that the Concord provides have 
  proven a great boon for business.  Austrin 
  coffers once again overflow with funds from 
  interstellar sales. So, the two have settled 
  into an uneasy relationship as the Austrins 
  use the consulate to fight hard against 
  Concord efforts to place greater restrictions 
  on weapons sales, and to criticize the 
  Concord’s handling of the Verge. But it 
  remains a fact that without the increased 
  trade brought by the Concord, the Austrins 
  would not have recovered nearly as well as 
  they have from the ravages of the war. 
    
  Verge Concerns 
   
  Aegis 
       Like all stellar nations, A-O Unlimited 
  maintains an embassy island on Bluefall.  
  The Austrins control Ober Island, the sixth 
  largest island on the planet.  Most of their 
  operations 
  involve 
  the 
  funneling 
  of 
  clandestine arms sales to the Federal State 
  of Algemron. 
   
  Algemron 
       Austrin-Ontis has great interest in the 
  Federal State of Algemron (FSA), a former 
  colony world.  The Company secretly sells 
  arms and supplies to the FSA in hope that 
  when the independent entity is finally 
  victorious, the Concord will repeal the 
  Monitor Mandate and allow them to reclaim 
  the system, fully vaulting them back into 
  position as a major player in controlling the 
  Verge. 
   
  Coulomb 
       The Austrins also have some interest in 
  the Coulomb system, a former Leodal 
  States colony.  A-O feels that since it 
  defeated the Leodal States, and that since 
  all 
  their 
  territories 
  were 
  officially 
  surrendered to them during GW2, that the 
  surrender should include Coulomb as well.  
  The Concord took a different perspective. 
  Since Concord Prime controls the vast 
  majority of the former Leodal States, they 
  have inherited the system instead.  The 
  Concord has a claim pending, which is 
  being resisted by the hereditary rulers of 
  Coulomb and by Austrin diplomats.  A-O 
  wants the colony, and thinks it has a good 
  chance of absorbing it if the Concord’s 
  claim is rejected. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Austrin Strike Fighter 
   
       The AOV Sigma043 is a typical heavy fighter aboard the Austrin carrier Battalion.  A perfect 
  example of the Austrin penchant for heroics, this Storm Raider-class starfighter comes 
  equipped with a bare minimum of defense, communications, and sensors – all sacrificed to 
  make room for a single devastating matter torpedo.  Storm Raiders generally carry out attack 
  runs on cruiser-sized vessels or larger, escorted by standard fighters or frigates for protection.  
  In fact, their mass reactor cannot maintain the necessary power level to run every system 
  during a torpedo deployment.  As a result, Austrin pilots must shut down all but their forward 
  sensors during the final approach to their target. 
   
   
  AOV Sigma 043 
  Storm Raider - Class Heavy Fighter 
   
  Target Mod:  +3 
  Armor:  LI d6+1/ HI d6+1/ En d6+1 
  Crew Quality:  Trained 
  Toughness:  Small Starfall:  none 
  Crew Check:  12 
  Maneuver:  4 
  Acceleration:  2 megameters / turn 
  Total Crew:  1 
   
   
   
   
  Stun:  8 
   
   
   
  Wound:  8 
   
   
   
  Mortal:  4 
   
   
   
  Critical:  2 
   
   
   
   
   
   
   
  Point Defense Gun 1 step accuracy bonus    1/2/3 Range HI/Gd    Grade 
  d4s/d4w/d4+2w 
  Matter Torpedo 
  0 accuracy bonus            2/4/8 RangeEn/M     Grade 2d6s/ 2d6w/ d6+3m
   
   
   
   
  TYPE 
  SYSTEM 
  HULL POINTS POWER POINTS
  Hull: 
  Military Strike Fighter 
   
   
  Armor: 
  Medium Neutronite 
  1 
  0 
  Power: 
  Mass Reactor  (rated for 10.5 pp) 
  3 
  * 
  Engine: 
  Induction Engines 
  1.5 
  1.5 
  Defenses: 
  Point Defense Gun 
  1 
  0 
  Weapons: 
  Matter Torpedo 
  5 
  7 
  Command: 
  Cockpit 
  0.5 
  0 
   
  Laser Transceiver 
  1 
  1 
  Sensors: 
  Multiband Radar (4 arcs) 
  2 
  4 
   
   
   
   
  Totals: 
   
  15 
  13.5 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Major Systems of A-O Unlimited 
   
       Austrin-Ontis Unlimited has many well 
  established and powerful systems, full of 
  expanding 
  Austrin 
  economy, 
  and 
  an 
  energetic citizenry.  Many of these systems 
  are excellent settings for adventure in 
  Austrin space.  The following are some of 
  the most important or interesting systems of 
  the Star Consortium. 
       These systems discussed here are in 
  general terms, and GMs are expected to 
  flesh them out at their own discretion for 
  more intimate campaign use; population 
  break-downs, topography and other details. 
   
  Powder 
   
       Colonized as an industrial system during 
  the formation of the Terran Empire, Powder 
  produced 
  vast 
  amounts 
  of 
  materials 
  needed to further humanities expansion 
  through the stars.  Over time, Austrin-Ontis 
  Unlimited turned its gaze to the system so 
  near its colonies.  By 2271,   A-O set up 
  numerous 
  manufacturing 
  facilities 
  in-
  system, and moved several thousand 
  Austrin colonists to the central planet. 
       In 2297, shortly before the 1st Galactic 
  War, Austrin-Ontis moved almost its entire 
  corporate structure to Powder, as it was the 
  most highly developed world under their 
  control.  When wars broke out in 2499, 
  corporate forces swarmed over the Terran 
  loyalists with little trouble and much 
  enthusiasm, securing the system as A-O’s 
  capitol.  Over 200 years and two galactic 
  wars later, the Power system remains the 
  center of Austrin power and pride. 
       Powder is the name of both the second 
  planet in the system and common name for 
  the system at large.  The primary, Tonis, is 
  an F3 class green star, owing its name to 
  the original system cartographer:  John 
  Tonis. 
       The system is itself is a veritable 
  fortress, 
  protected 
  by 
  innumerable 
  drone satellites and system patrol craft.  
  Coupled 
  with 
  immense 
  planetary 
  defenses, only Sol and Thuldan Prime 
  can challenge Powder’s claim as the 
  best defended system in space. 
       In addition, the 1st, 9th and12th task forces 
  patrol the Issill sector, lending a strong 
  navel presence to the system.  Under the 
  command of Supreme Adm. James O’Brian 
  (Hm/Austrin/TO-17) 
  and 
  AOV 
  Flagship 
  Lexington, the 1st fleet often puts in 
  appearances to Powder.  This massive ship 
  was built during GWII, shortly before the 
  dissolution of the gentleman’s agreement 
  between 
  the 
  Profit 
  and 
  FreeSpace 
  Alliances.  It is of StarMech design and has 
  recently been re-fitted with an Orlamu 
  stardrive.  The Lexington features the latest 
  in defensive and offensive equipment and 
  was responsible for the destruction of 
  numerous Nariac capitol ships. 
    
  Rust 
   
       As the innermost planet of the system, 
  Rust is a large blasted rock, long ago 
  mined for what few resources it contained.  
  It stands empty except for a single sensor 
  post.  Its two moons are useless rocks. 
   
  Powder 
   
       Powder is the capital world of Austrin-
  Ontis Unlimited.  As a massive city world 
  colonized in the early days of the Terran 
  Empire, A-O bought the administrative 
  rights and used it as their base of 
  operations in space.  It has been the center 
  of Company bureaucracy since before 
  GWI.  Almost the entire surface area of the 
  planet is given over to administrative duties, 
  necessitating food to be shipped in from 
  Nalus and Tonum further out. 
       From Corporate Headquarters here on 
  Powder, the CEO and Board of Directors 
  plan and carryout the affairs of Austrin-
  Ontis Unlimited.  An elite division of Austrin 
  Marines patrols the Headquarters at all 
  times.  On no other planet of A-O is the 
  corporate 
  mindset 
  more 
  evident.  
  Thousands of bureaucrats and corporate 
  employees negotiate deals with each other 
  every day.  Even citizens of other stellar 
  nations partake in the activity through their 
  embassies, except the Nariac Domain, 
  which is allowed none. 
  
   
   
   
  Tonum and Nalus 
   
       Tonum and Nalus were both terraformed 
  from Class 2 planets to viable Class 1 
  inhabitable worlds centuries ago by slower, 
  less refined methods.  Due to early colonial 
  needs, however, large sections of their 
  surface were zoned for massive farming 
  efforts.  Although both planets now have 
  populations in the billions, approximately 
  40% of each world remains dedicated to 
  agricultural production.  Of Nalus’ three 
  moons, only Heos merits mention. 
   
  Riatian 
   
       Riatian, the fourth planet, was also a 
  major industrial planet before A-O took 
  over the system.  But unlike Powder, it 
  retained its heavy industry and remains one 
  of the largest arms producers in the nation.  
  Director of Research & Development Belra 
  Jerlousch 
  maintains 
  an 
  office 
  and 
  experimental arms production facility on 
  the planet. 
   
  Heos 
   
       The only atmospheric moon of Nalus, 
  Heos recently upgraded from a class 2 to 
  class 1 world with the completion of a 
  lengthy terraforming process.  Its primary 
  purpose is to serve as a training ground for 
  the Austrin Armed Forces.  Austrin Army 
  personnel 
  and 
  Marine 
  candidates 
  constantly learn, train and engage in war 
  games.  As such, Heos is a heavily 
  restricted    world,    requiring    the    proper 
  
   
   
   
  military clearance to gain access to its 
  airspace.  Thousands of young Austrin men 
  and women pass through the moon every 
  year, joining perhaps the greatest army of 
  the Stellar Ring. 
       Major 
  General 
  Alexander 
  Renardi 
  (Hm/Austrin/CS-18) in the ranking officer of 
  the Heos Planetary Academy.  He takes the 
  rigorous training of the next generation of 
  the Austrin Army very seriously, admitting 
  only the best recruits to his facility. 
   
  Manus Belt 
   
       Several AU past Nalus lies the Manus 
  Asteroid Belt.  Once an immensely rich 
  source of minerals, the belt has provided 
  untold amounts of wealth to A-O over the 
  years.  It continues to be mined to this day, 
  albeit not nearly at previous levels. 
   
  Bullseye 
   
       Finally, marking the system’s edge, is the 
  gas giant Bullseye.  Not very large as gas 
  giants go, Bullseye’s rapid rotation has 
  resulted in few moons, but a well developed 
  ring structure.  The moons contain well 
  defended communication and drivespace 
  detection relays, as well as small ship 
  facilities. 
   
   
   
  
   
   
   
   
   
   
   
   
   
  Rust 
   
   
  Powder  
   
  Tonum 
  Primary  
   
   
  Tonis 
   
   
  Tonis 
   
   
  Tonis 
  Planetary Class  
   
  Class 4  
   
  Class 1  
   
  Class 1 
  Gravity  
   
   
  G4 (2.3g) 
   
  G2 (1.1 g) 
   
  G2 (1.24 g) 
  Radiation 
   
   
  R2 (17 rem/wk)  
  R1 (10 rem/yr)  
  R2 (15 rem/yr) 
  Atmosphere 
   
   
  A4 (S, SO2) 
   
  A2 (N2, O2) 
   
  A2 (N2, O2) 
  Pressure 
   
   
  P4 (6.1 atm) 
   
  P3 (1.3 atm) 
   
  P3 (1.8 atm) 
  Heat 
   
   
   
  H5 (649 C) 
   
  H2 (16 C) 
   
  H1 (-54 C) 
  Orbital Distance 
   
  0.4 AU  
   
  0.7 AU  
   
  1 AU 
  Diameter 
   
   
  9,547 km 
   
  9,368 km 
   
  22,543 km 
  Year 
   
   
   
  60 days  
   
  293 days 
   
  327 days 
  Day 
   
   
   
  64 days  
   
  38 hours 
   
  26 hours 
  Axial Tilt 
   
   
  0 degrees 
   
  20 degrees 
   
  19 degrees 
  Density  
   
   
  2.8 
   
   
  0.9 
   
   
  1.2 
  # Satellites 
   
   
  2 
   
   
  0 
   
   
  0 
   
   
   
   
  Riatian  
   
  Nalus  
   
  Heos 
   
   
  Primary  
   
   
  Tonis 
   
   
  Tonis 
   
   
  Nalus 
  Planetary Class  
   
  Class 1  
   
  Class 1  
   
  Class 1 
  Gravity  
   
   
  G2 (1.13 g) 
   
  G2 (0.9 g) 
   
  G2 (0.8 g) 
  Radiation 
   
   
  R2 (14 rem/wk)  
  R2 (50 rem/yr)  
  R1(10 rem/yr) 
  Atmosphere 
   
   
  A2 (N2, O2) 
   
  A2 (N2, O2) 
   
  A2 (N2, O2) 
  Pressure 
   
   
  P3 (2.1 atm) 
   
  P3 (3.5 atm) 
   
  P3 (1.7 atm) 
  Heat 
   
   
   
  H2 (7 C) 
   
  H3 (64 C) 
   
  H1 (-52 C) 
  Orbital Distance 
   
  1.5 AU  
   
  2.1 AU  
   
  5,281 km 
  Diameter 
   
   
  7,435 km 
   
  10,153 km 
   
  943 km 
  Year 
   
   
   
  754 days 
   
  910 days 
   
  41 days 
  Day 
   
   
   
  17 hours 
   
  14 hours 
   
  12 hours 
  Axial Tilt 
   
   
  25 degrees 
   
  23.5 degrees 
   
  10 degrees 
  Density  
   
   
  1 
   
   
  1.5 
   
   
  0.7 
  # Satellites 
   
   
  2 
   
   
  3 
   
   
  0 
   
   
   
   
   
  Bullseye 
  Primary  
   
   
  Tonis 
  Planetary Class  
   
  Class 5 
  Gravity  
   
   
  G4 (3.1 g) 
  Radiation 
   
   
  R3 (35 rem/wk) 
  Atmosphere 
   
   
  A1 (H2, He) 
  Pressure 
   
   
  P5 (gas giant) 
  Heat 
   
   
   
  H0 (-271 C) 
  Orbital Distance 
   
  12.4 AU 
  Diameter 
   
   
  73,914 km 
  Year 
   
   
   
  42 years 
  Day 
   
   
   
  85 hours 
  Axial Tilt 
   
   
  45 degrees 
  Density  
   
   
  0.09 
  # Satellites 
   
   
  5 
   
   
   
  
   
   
  Logar 
   
       Charted in 2320, the Logar system was 
  the last major colonization efforts before the 
  2nd Galactic War.  At the time, it was one of 
  the farthest colonized system in Austrin 
  space.  When war exploded twenty-six 
  years later, Logar was deep enough within 
  A-O territory to be assured of relative 
  safety.  In fact, it soon became a center for 
  fleet actions protecting colonies further out.  
  Orion League forces raided the system 
  several times between 2414 and 2420, but 
  Logar survived the war largely intact. 
       Due to its distance from the core worlds, 
  Logar marks the beginning of what some 
  Austrins call “The Frontier.”  Past this 
  system, there are no first world or 
  developed second world systems.  Only 
  modest second world and, more commonly, 
  third world and colony systems lay beyond.  
  This positioning makes Logar a center of 
  trade between the core of Austrin space 
  and their frontier. 
       With only two small planets circling its 
  Class G1 yellow star, the Logar system 
  represents something of a stellar anomaly.  
  The commonly accepted theory works off 
  the presence of a black hole less than 800 
  AU away.  At one time, the black hole would 
  have been a middle-range star.  Over 
  millions of years, the destructive effect of 
  entering its giant phase, as well as the 
  immense pull generated by its eventual 
  transformation into a black hole erased all 
  evidence of other planets, leaving only 
  Aldril and Nedra locked safely within 
  Logar’s gravitational hold. 
   
  Aldril 
   
       The first planet in the System, Aldril was 
  once a harsh lifeless desert world, but The 
  Corporation have terraformed it to the point 
  of supporting terran life.  Even so, the 
  climate remains still quite hot and carries a 
  dense 
  oppressing 
  atmosphere. 
   
  The 
  population lives primarily in large cities 
  around the poles, surrounded by immense 
  industrial coolant units continuing the 
  terraforming process.  The large number of 
  arid plant and animal life introduced to the 
  planet attract numerous tourists from the 
  Core worlds.  Adril also houses sizable 
  mining operations to harvest large deposits 
  of rare heavy metals, which were the 
  original reason for terraforming the planet. 
   
  Nedra 
   
       Nedra is a very Earth-like world and 
  required little effort to colonize.  For the first 
  hundred or so years of colonization, Nedra 
  has the only habitable world in the system, 
  but now stands with Aldril as a center for 
  trade in the outer systems.  Its capitol city of 
  Vereas Bay houses the Corporation’s 
  bureaucratic center for the Warhold sector.  
  The bulk of the system’s eight billion 
  population lives here on Nedra as opposed 
  to the more rugged Adril.  Analysts predict 
  the system’s promotion to a first world 
  system within the next 4 decades. 
   
   
   
   
  Aldril 
   
   
  Nedra  
   
  Anith 
  Primary  
   
  Logar  
   
  Logar  
   
  Nedra 
  Planetary Class  
  Class 1  
   
  Class 1  
   
  Class 2 
  Gravity  
   
  G2 (0.96 g) 
   
  G2 (1.04 g) 
   
  G2 (0.8 g) 
  Radiation 
   
  R1 (8.7 rem/yr)  
  R1 (4 rem/yr) 
   
  R2 (9 rem/wk) 
  Atmosphere 
   
  A2 (N2, O2) 
   
  A2 (N2, O2) 
   
  A2 (N2, O2) 
  Pressure 
   
  P3 (3.8 atm) 
   
  P3 (1.26 atm) 
   
  P4 (5.1 atm) 
  Heat 
   
   
  H2 (38 C) 
   
  H2 (15 C) 
   
  H2 (6 atm) 
  Orbital Distance 
  0.7 AU  
   
  1.2 AU  
   
  4,684 km 
  Diameter 
   
  7,610 km 
   
  10,286 km 
   
  1,034 km 
  Year 
   
   
  210 days 
   
  352 days 
   
  17 days 
  Day 
   
   
  103 hours 
   
  20 hours 
   
  8 hours 
  Axial Tilt 
   
  26.8 degrees 
   
  17 degrees 
   
  0 degrees 
  Density  
   
  1.3 
   
   
  1.1 
   
   
  0.6 
  # Satellites 
   
  0 
   
   
  1 
   
   
  0 
  
   
   
   
   
   
   
   
   
   
   
  
   
   
  Anith 
       Anith is Nedra’s only moon.  Once little 
  more than a barren rock, but has been 
  slowly improved over the years.  A person 
  needs only a breather and heavy clothing in 
  order to survive, and Paradise Terraforming 
  Ltd. is currently working on improving the 
  moon to Class 1 status over the next few 
  decades.  Right now, it serves as the 
  Headquarters for the 5th Task Force under 
  the command of Sector Admiral Jordan 
  Reverus (Hm/Austrin/CS-20).  From here the 
  5th Task Force patrols the entire Warhold 
  Sector. 
   
   
  Leissia 
   
       The Leissia system is a typical third 
  world colony system of Austrin space.  The 
  system was discovered in 2431 during the 
  2nd Galactic War while chasing pirates.  
  After the Captain of the AOV light cruiser 
  Montgomery had finished arresting the 
  surviving pirates, he conducted a brief 
  survey of the system.  Little did he expect 
  the A2 blue star to hold a class 1 planet 
  housing only a small pirate base.  The 
  system was brought to the attention of the 
  Colonial Authority, but not truly developed 
  for colonization until after the war’s end. 
       Since then, it has seen a massive influx 
  of people, mostly to Poler.  Leissia now 
  stands as the most advanced system in the 
  Tombstone Sector, which may not be 
  saying much considering its frontier nature.  
  As such, it serves as home to the 7th and 11th 
  Task forces.  The 7th patrols the Tombstone 
  Sector under the command of Sector Adm. 
  Jared Futsyko (Hm/Austrin/DCS-15), and the 
  11th is currently exploring in deep space, 
  beyond the A-O border.  However, being 
  home-base for these Task Forces, doesn’t 
  mean there’s more than a moderate naval 
  presence.  The Tombstone Sector is a large 
  place.  Leissia is still a colony system, and 
  thus 
  appears 
  completely 
  undefended 
  compared to the core Austrin systems. 
   
  Rildbel 
   
       Rildbel, the first planet in the system, 
  was swiftly surveyed and then largely 
  forgotten.  It is little more than a blasted, 
  irradiated 
  rock 
  with 
  few 
  redeemable 
  qualities.  The only attention ever given to 
  Rildbel is the massive prison complex being 
  built underneath its surface.  The prison is 
  expected to hold 50,000 prisoners with 
  space for 4,000 heavily armed guards.  
  Inmates will spend their time mining the 
  heavily 
  buried 
  resources 
  of 
  Rildbel.  
  Overseen 
  by 
  Sterling 
  and 
  Sons 
  Construction, the installation is expected to 
  reach completion in 2504. 
   
  Nethral Belt 
   
       In between Rildbel and Poler is a small 
  asteroid belt rich in nickel, iron and several 
  other metals.  The presence of these metals 
  leads many planetologists to believe that a 
  planet once sat here, but was destroyed in 
  a cataclysm long ago.  Regardless, the 
  Nethral Belt is full of minor league 
  prospector companies swiftly depleting its 
  resources. 
    
  Poler 
   
       Poler is the jewel of the system.  As a 
  natural Class 1 planet, it has attracted 
  millions from the inner systems of Austrin 
  space.  Its native life was still in the 
  unicellular phase as A-O terraformers 
  seeded the ecosystem with a variety of 
  plants, which have quickly taken to the new 
  planet in the last decades.  The Company 
  plans to use Poler as a springboard and 
  supply stop for future expeditions into deep 
  space.  Indeed, several explorers have 
  already departed from its small spaceport. 
   
  Lyeen 
   
       Lyeen 
  is 
  a 
  burning, 
  toxic 
  world.  
  Surveyors believe there to be a wealth of 
  untapped resources here, but the cost of 
  operating within the corrosive atmosphere 
  volcanic environment currently outweigh 
  desired gains.  No company has yet come 
  forward to purchase the claim. 
   
  “We know the truth.  There can be no peace 
  with the Nariac Domain.” 
  Bane, 2500
  
   
   
   
  Manaxi 
   
       Manaxi is a massive gas giant, common among star systems.  It would be of little note if not 
  for its numerous moons.  Most are little better than asteroids, but many hold valuable resources 
  to be tapped.  In addition, its two largest moons, Toral and Jinem, are class 2 worlds.  Austrin-
  Ontis is currently in the process of contracting terraformers to make the worlds more livable.  In 
  addition to A-O subsidiary companies, several Solar firms, and even a Rigunmor company have 
  entered the fray.  The contract for both moons is valued at billions of concord dollars and 
  competition is fierce. 
   
   
   
   
  Rildbel  
   
  Poler 
   
   
  Lyeen 
  Primary  
   
  Leissia  
   
  Leissia  
   
  Leissia 
  Planetary Class  
  Class 3  
   
  Class 1  
   
  Class 3 
  Gravity  
   
  G1 (0.7.5 g) 
   
  G2 (1.04 g) 
   
  G4 (3.6 g) 
  Radiation 
   
  R3 (94 rad/day)  
  R1 (6 rem/yr) 
   
  R3 (86 rad/day) 
  Atmosphere 
   
  A3 (CO2, SO2)  
  A2 (N2, O2) 
   
  A4 (SO2, S2) 
  Pressure 
   
  P2 (0.6 atm) 
   
  P3 (1.3 atm) 
   
  P4 (6.27 atm) 
  Heat 
   
   
  H4 (123 C) 
   
  H2 (19 C) 
   
  H4 (167 C) 
  Orbital Distance 
  1 AU 
   
   
  2.7 AU  
   
  3.4 AU 
  Diameter 
   
  5,543 km 
   
  6,261 km 
   
  9,189 km 
  Year 
   
   
  241 days 
   
  916 days 
   
  5.98 years 
  Day 
   
   
  35 hours 
   
  18 hours 
   
  10 hours 
  Axial Tilt 
   
  5 degrees 
   
  20 degrees 
   
  3 degrees 
  Density  
   
  2.3 
   
   
  0.8 
   
   
  5.3 
  # Satellites 
   
  0 
   
   
  0 
   
   
  2 
   
  
   
   
   
   
  Manaxi  
   
  Toral 
   
   
  Jinem 
  Primary  
   
  Leissia  
   
  Manaxi  
   
  Manaxi 
  Planetary Class  
  Class 5  
   
  Class 2  
   
  Class 2 
  Gravity  
   
  G5 (5.7 g) 
   
  G2 (1.2 g) 
   
  G2 (0.81 g) 
  Radiation 
   
  R1 (5 rem/yr) 
   
  R1 (9 rem/yr) 
   
  R1 (8.4 rem/yr) 
  Atmosphere 
   
  A1 (H2, He) 
   
  A2 (N2, O2) 
   
  A1 (He, N2, O2) 
  Pressure 
   
  P5 (gas giant)  
  P3 (3.7 atm) 
   
  P2 (0.57 atm) 
  Heat 
   
   
  H0 (-200 C) 
   
  H1 (-56 C) 
   
  H1 (-71 C) 
  Orbital Distance 
  10 AU  
   
  3,646 km 
   
  6,718 km 
  Diameter 
   
  74,653 km 
   
  3,481 km 
   
  6,182 km 
  Year 
   
   
  51.1 years 
   
  1.2 years 
   
  3.5 years 
  Day 
   
   
  11 hours 
   
  8 hours  
   
  27 hours 
  Axial Tilt 
   
  15.6 degrees 
   
  8 degrees 
   
  6 degrees 
  Density  
   
  0.52 
   
   
  1.1 
   
   
  1.05 
  # Satellites 
   
  21 
   
   
  0 
   
   
  0
   
   
  Other Major Systems 
  of Austrin-Ontis 
   
  New Havana 
   
       As one of the first colonized claims in this 
  arm of space, New Havana has been one of 
  the core worlds of the Stellar Ring nearly as 
  long as Powder.  It is best known for its 
  massive 
  manufacturing 
  centers, 
  which 
  produce almost 8% of exported arms in 
  Austrin space.  It has 4 terraformed worlds, 
  each 
  of 
  which 
  requires 
  constant 
  maintenance to cope with the enormous 
  amounts of industrial pollutants produced 
  on them.  The 2nd Task Force operates out 
  of New Havana in its patrol of the Roulette 
  sector under the command of Sector Adm. 
  Mattias Lieber (Hm/Austrin/DCS-13).  There 
  is always a full battle wing of the Task 
  Force in-system. 
   
  Hyperion 
   
       The principal system of the Vulcan 
  sector, Hyperion serves as A-O’s chief 
  shipbuilding center.  No other system in 
  Austrin 
  space 
  even 
  approaches 
  its 
  capacity.  Four massive shipyards operate 
  in-system, all theoretically capable of 
  handling a dreadnought or fortress ship if 
  needed, though full capacity has never 
  been tested.  The system served as the 
  chief repair center for Austrin ships during 
  GW2, and attracted a handful of raids at 
  the height of the Nariac offensive.  The 
  raids never succeeded in destroying the 
  shipyards, but did bombard several of the 
  inhabited planets, resulting in horrific 
  civilian 
  casualties. 
   Austrin-Ontis 
  has 
  constructed several domed colonies on the 
  fourth planet, Lupin, while the process of 
  repairing the planets continues. 
       Hyperion is also the home of the 
  Stockholder’s Defense League, the radical 
  terrorist organization that agitates for 
  immediate war against the Nariac Domain.  
  Although outlawed, the SDL continues to 
  receive widespread sympathy within the 
  Corporation.  Their primary resistance cell 
  runs the movement from the new system 
  capitol of Durett Dome. 
       The system is protected by elements of 
  the 3rd Task Force under the command of 
  Sector Admiral Bragish Ja’tok (Tm/Austrin/-
  DTO-17) 
  and 
  the 
  fortress 
  ship 
  AOV 
  Valkyrie, assigned to patrol the Vulcan 
  sector Also, the 10th task force under  Vice 
  Adm. Katrina Ober (Hf/Austrin/DCS-14), 
  patrols the Orion border from its base here.  
  Katrina Ober is sister to Director Ober and 
  is closely aligned with him in is plans to 
  incite Concord Prime.  
   
  Dahawk 
   
       The Dahawk system was named for the 
  ship that discovered her in 2235, the Terran 
  Battlecruiser 
  Dahawk. 
   
  The 
  cruiser’s 
  engines suffered a cataclysmic accident 
  during a solar storm which precluded its 
  return to earth.  Stories abound as to how 
  
   
   
  long it took the crew to die.  An second 
  expedition eventually found the Dahawk, 
  and Earth sold the colonization rights to the 
  newly 
  formed 
  Austrin-Ontis 
  Unlimited 
  Colonial Authority.  When the early Austrin 
  colonists arrived, they repaired the mass 
  reactor and used the ship to keep pirates 
  away. 
   
  The 
  outpost 
  is 
  now 
  largely 
  ceremonial, as the battered hulk cannot 
  handle further re-fitting and is armed with 
  increasingly dated defensive systems.  It 
  has been rumored that the engines on the 
  Dahawk were repaired a long time ago 
  and could conceivably be reactivated.  
  Other than the ship itself, the system is 
  known for little else than its enormous first 
  world population and four class 1 planets 
  and moons. 
       The Dahawk system is protected by 
  Captain David Bryner (Hm/Austrin/DCS-9), 
  commanding a detachment of the 4th Task 
  Force.  His armada, including a battleship 
  and two carriers, answers to Sector 
  Admiral Jeorge Naler (Hm/Austrin/DCS-17) 
  of the AOV fortress ship Rommel. 
   
  Jenrii 
   
       Colonized during the 2nd  Galactic War, 
  Jenrii is a second world system of three 
  billion people.  This makes it one of the 
  most developed systems in the entire 
  Rothdel sector.  It serves as the fleet base 
  for the 6th fleet under Sector Adm. Eric 
  Cudworth and judicial center for the 
  surrounding systems, but otherwise has 
  little to offer.  Jenrii has several planets, all 
  of which are useless except for Naveronne, 
  the second planet out.  It has a pleasant 
  climate perfect for crop cultivation, but no 
  other major industry.  Still, this allows Jenrii 
  to feed several nearby mining systems, and 
  has 
  promoted 
  immigration 
  from 
  the 
  crowded inner systems. 
   
  Denteris 
   
       Denteris is the only second world system 
  in the entire Semperis sector.  Many of the 
  systems in this sector were battlegrounds 
  during the war when Austrin-Ontis fought 
  the Orion League.  This prevented the 
  sector from gaining much ground in the 
  way of infrastructure and population until 
  the war’s end.  In order to provide logistical 
  support to Internal Affairs and Colonial 
  Authority, this system was promoted to 
  second world classification only nine years 
  ago.  Denteris still retains much of its ‘rough 
  around the edges’ colonial atmosphere.  
  Corporate Security struggles to crack down 
  on many of the illegal activities that became 
  prevalent during the system’s colonial 
  years.  Along with its promotion to sector 
  center, the Denteris system has become the 
  base of operations for the 8th and 13th task 
  forces.  The 8th patrols the Semperis Sector 
  under Sector Admiral Sacha Waylan 
  (Hf/Austrin/CS-15) while the 13th assists the 
  11th in exploring deep space. 
   
   
  “If there is no further business, then I will 
  take this opportunity to welcome our new 
  employees.” 
  -CEO Akutagawa Chieko of Austrin Arms, 
  following her hostile takeover of Ontis 
  Ordinance, 2112 
   
  “Belra, you stay.  The rest of you are fired.” 
   –CEO James “Crazy” Gates declares a 
  State of Crisis, 2367 
   
  “What?!  Are you crazy!?” 
  -Brandon Waters, then recently fired 
  Director of Military Operations, 2367 
   
   
       “The Author would like to gratefully 
  acknowledge everyone who helped him 
  during the project.  He would especially like 
  to thank Neil Spicer and John Yackel, who 
  provided 
  immeasurable 
  amounts 
  of 
  editorial advice and corrections.  Without 
  them, this simply wouldn’t have been 
  possible.” 
  - Matthew Steele, 2004 
  
   
   
   
   
   
   
   
   
   
   
  Chapter Two 
   
   
  The Rigunmor Star 
  Consortium 
   
   
   
   
   
   
  
   
  A Brief Timeline of the Rigunmor Star Consortium 
   
       2057:  The Rigunmor Consortium forms 
  to allow smaller businesses to survive in the 
  face of mega-conglomerates. 
   
       2100:  The Consortium has grown large 
  and successful.  Members enjoy economic 
  prosperity under the Rigunmor system. 
   
       2230:  The Rigunmors take to space with 
  the rest of humanity, providing efficient and 
  cost effective interstellar trade. 
   
       2241:  Foreseeing the conflict between 
  the Terran Empire and stellar nations, The 
  Rigunmor Consortium begins colonization 
  of its own systems. 
   
       2243:  Bazaar becomes the Rigunmor 
  capitol system/world. 
   
       2250:  The Antares system is settled in a 
  second wave of colonization. 
   
       2273:  First contact is made with the 
  mechalus.  Within weeks, a treaty is signed 
  incorporating them into the Consortium. 
   
       2299:  The Rigunmor Star Consortium 
  joins the Thuldan Empire in declaring 
  independence from the Terran Empire.  The 
  1st Galactic War begins. 
   
       2301:  The Consortium abandons rule by 
  the United Guilder Conclave to become a 
  plutocracy; rule by the wealthy. 
   
       2303:  Ellis Shaula, the first executive 
  guilder never to serve as a Guildmaster, 
  enters office after the first national audit. 
   
       2312:  The Treaty of Earth officially ends 
  the 1st Galactic War.  The Rigunmor Star 
  Consortium is recognized as one of 26 
  independent nations. 
   
       2319:  The Consortium claims the Verge 
  system of Oberon. 
   
       2346:  The Mutant Uprising at Tau Ceti 
  sparks the onset of the 2nd Galactic War. 
   
       2349:  OGAM Inc. is hostilely bought out 
  by the Star Consortium. 
   
       2361:  Executive Guilder Adlai contacted 
  the Union of Sol, Austrin-Ontis Unlimited, 
  and the StarMech Collective to form the 
  Profit Confederation in the interests of both 
  surviving and winning the war. 
   
       2378:  The Rigunmors join the Profit 
  Confederation 
  in 
  a 
  non-aggressive, 
  cooperative “gentleman’s agreement” with 
  the FreeSpace Alliance to push back the 
  forces of the Expansion Pentad. 
   
       2380:  The Rigunmor Navy destroys the 
  Dreth Commonwealth’s flagship fleet and 
  begins to conquer system after system. 
   
       2381:  The RCV Rheosky (now Oneagle) 
  enters active service as the new center of 
  bureaucracy.  All top government officials 
  are moved aboard from Bazaar. 
   
        2386:  A more vigorous Rigunmor-
  VoidCorp conflict begins in old Dreth 
  territory. 
   
       2404:  The Beta Arae system in sacked 
  by VoidCorp forces. 
   
       2461:  The Consortium minimizes fleet 
  engagement with Insight to focus on 
  VoidCorp. 
   
       2465:  Executive Guilder Breel joins the 
  leaders of the other great alliances at 
  Alkaid to begin peace negotiations. 
   
       2472:  The Treaty of Concord ends the 2nd 
  Galactic War.  The Rigunmor fleet secures 
  its borders. 
   
       2481:  The Rigunmor 1st and 8th fleets 
  attack the Borealis Republic in an effort to 
  gain territory disputed in the Treaty of 
  Concord.  The Rigunmor-Borealin Border 
  War is ended by the Galactic Concord 
  within months. 
   
       2501:  The present. 
  
   
  The People of the Rigunmor Star Consortium 
   
   
       The 
  Rigunmors 
  have 
  earned 
  a 
  reputation throughout the Stellar Ring as 
  businessmen, traders, thieves and con 
  men.  The pursuit of wealth has been taken 
  to the ultimate height in the Consortium, 
  reflected in the minds and attitudes of its 
  citizens.  This mindset built a nation 
  supported by a vigorous economy and the 
  industrial strength to challenge more 
  militaristic nations when needed. 
   
       Originally founded in the 21st century, 
  the Consortium was a safe haven for 
  smaller businesses and corporations from 
  the superpower corporations of Earth.  
  Constant internal competition and natural 
  inclination kept the Consortium rich and 
  stable.  When mankind took to the stars the 
  Rigunmors 
  followed, 
  escaping 
  the 
  economic powers of Earth to supply the 
  needs of colonists everywhere. 
       By the late 23rd century they recognized 
  the conflict to come between the Terran 
  Empire and its children, and colonized their 
  systems and worlds as well.  The Guilders 
  located a system with multiple Class 1 and 
  2 planets, swiftly laid claim to them, and 
  went about settling their new capitol of 
  Bazaar.  Thus did the Rigunmor Star 
  Consortium move from the capitalistic 
  arena of business to the much larger 
  national scale. 
       The first Galactic War solidified their 
  independence, and the Second Galactic 
  War expanded their borders and wealth.  
  Many believe that if the last war had 
  continued, 
  the 
  Rigunmors 
  may 
  have 
  become the closest thing to a winner.  
   
   
  Social Outlook 
   
       Where other nations value the rights of 
  freedom and self determination above all 
  others, the Rigunmors know them as simple 
  necessities allowing the most important 
  thing in life: the pursuit of profit.  Citizens of 
  the Consortium are capitalists to the core.  
  Money is the only way to advance in 
  society,   and   Rigunmors    learn    how    to  
   
   
  handle money at an early age.  This 
  attitude has led to a fairly neutral view of 
  other nations.  Why hold a grudge when 
  you can make money by doing business 
  with them? 
       The capitol of Bazaar personifies the 
  Rigunmor philosophy, as it contains none of 
  the government bureaucracy found in other 
  capitol systems, instead opening itself up 
  as the busiest and most extensive center of 
  commerce in the known galaxy. 
       Rigunmors are always looking for new 
  approaches to the deal and new buyers in 
  the market.  This doesn’t mean that every 
  citizen of the Consortium is a stockbroker 
  or a merchant.  Even the biologist and the 
  secretary can look for ways to get a raise 
  and skim a little off the top. 
       Naturally, a society based on the pursuit 
  of wealth inevitably results in the existence 
  of a poverty-stricken lower class: those that 
  fail to keep up with the greed and success 
  of others.  Sometimes these individuals find 
  a way to climb the ladder on their own, but 
  more often they are exploited by the 
  wealthy, and never accumulate enough 
  earnings to escape the poverty into which 
  they are born. 
   
  Political Philosophy 
   
       The only acceptable form of government 
  to 
  the 
  Rigunmor 
  citizenry 
  runs 
  the 
  Consortium: a plutocracy, or rule by the 
  rich.  Auditors assess the net worth of every 
  citizen annually.  The results determine 
  status in the Consortium on a general basis 
  and within the bureaucracy.  Nowhere else 
  does the saying “politics is money” hold 
  more true. 
  
   
       Rigunmors know there’s no such thing 
  as a free lunch, and they don’t expect 
  anyone to handout assistance without 
  something in return.  Stemming from this, 
  corporate and often social loyalty is not 
  guaranteed, and internal competition in 
  business and politics is the status quo.  
  After all, progress stems from competition, 
  and competition leads to profits.  Therefore, 
  progress can be measured by a society’s 
  profitability. 
   
  Customs 
   
       The people of the Consortium value their 
  economic freedom, and this is reflected in 
  their day-to-day life.  Rigunmor society is 
  entrepreneurial to the core.  Everyone is out 
  for what they can get and the smart person 
  only expects a good deal if they can make it 
  happen. 
   
  Charity 
       Most 
  outsiders 
  would 
  say 
  that 
  Rigunmors don’t know the meaning of the 
  word 
  charity, 
  but 
  they’re 
  wrong.  
  Consortium citizens know what charity is, 
  they simply consider it absurd.  Why should 
  they give something away?  Earn it or deal 
  for it, but don’t expect it out of the goodness 
  of their heart.  This mindset, however, does 
  not mean that charitable organizations do 
  not exist in the Consortium. 
       The lower class to poverty ratio of 
  Consortium citizens is approximately 10% 
  of the population, perhaps the lowest in the 
  Stellar Ring, while the middle class makes 
  up nearly 50% of the Consortium, and the 
  upper class another 40%.  The lower 
  classes are kept to a minimum by 
  government charities and certain judicial 
  practices.  The government maintains a 
  large number of charitable organizations 
  for the purpose of keeping the lowest levels 
  of citizenry from cluttering the Consortium.  
  Middle and upper class citizens commonly 
  donate reasonable amounts of money to 
  these charities in return for government tax 
  breaks.  In this fashion, the Consortium 
  keeps its poverty level from exploding, but 
  its citizens aren’t asked to give up their 
  money for nothing in return. 
       On a much smaller scale, a number of 
  citizens once belonging to the defunct 
  Dreth Commonwealth run non-profit social 
  programs to aid the impoverished.  These 
  programs are not very numerous, and are 
  often community-based. 
   
  Community Service 
       Considered as ludicrous as charity by 
  most Rigunmors, community service is 
  almost nonexistent in the Consortium.  It 
  exists only as punishment to work off a debt 
  that cannot be repaid. 
       If someone falls into such a debt with an 
  individual 
  citizen 
  rather 
  than 
  the 
  government, the maximum penalty is an 
  indentured status to the lender, until such 
  time as the debt is considered repaid.  It is 
  not unheard of for this form of sanctioned 
  ‘slavery’ to last the debtor’s lifetime if the 
  deficit is large enough.  In this fashion, 
  thousands of poverty stricken Rigunmors 
  that would otherwise be filling Consortium 
  cities with homeless are instead living and 
  working in comfort.  It may take them years, 
  but they won’t die on the street, and it saves 
  the government money that would have 
  been spent on charity programs. 
   
  Indentured Servitude 
   
       In a nation where money and greed 
  represents the only way of life, the 
  existence of massive debt does not rest well 
  between citizens and corporations.  When 
  an individual falls into enormous debt, or 
  fails to come due on a sizeable loan, he or 
  she may be sentenced to serve out the debt 
  they cannot repay.  The individual becomes 
  bound to the payee of their debt by a 
  servitude-contract until the judicial system 
  considers their liability paid in full. 
       A large number of lower-class Rigunmor 
  citizens 
  live 
  under 
  such 
  contracts.  
  However, they are considered indentured 
  servants, not slaves.  Consortium law does 
  not hold with one person owning another.  
  They do believe that the existence of debt 
  binds an individual to his or her financial 
  responsibility.  Something owed will be 
  collected upon, with interest for time 
  elapsed. 
  
   
       If the debtor has useful job skills, the 
  court determines a monetary amount per 
  year as payment to the contract holder.  
  Others may have little or no useful skills, 
  and must acquire them in order to pay off 
  the contract.  This education often costs 
  additional money, which their contract 
  holder can pay and then add to the sum of 
  the original debt.  While some servants pay 
  off their contracts within a decade, others 
  barely keep up with the payable interest.  
  Rough estimates place 25% of servitude 
  contracts paid off within the first decade, 
  25% fulfilled within 10-30 years, 15% paid off 
  in 30-60 years, 15% fulfilled within 60-100 
  years, 10% paid off only after 100 years, and 
  10% still obligated to their holder upon 
  death.  In this final bracket, the deceased’s 
  family continues to assume the debt. 
       Indentured servants still enjoy the full 
  protection of Rigunmor laws and maintain 
  their citizenship status.  Responsibility for 
  the ethical care of the debtor and any of 
  their dependants still lies with the contract 
  holder.  If no one else can care for a 
  debtor’s minor dependants (<18 yrs), they 
  also fall under the contract holder’s care.  
  This 
  also 
  includes 
  their 
  educational 
  responsibilities, and again, these costs get 
  added to the originally contracted sum. 
       The owner of a servitude contract may 
  sell it to a new holder in much the same 
  way that other loans can be sold and 
  refinanced.  Although the practice is not 
  widespread, some contract holders would 
  rather sell their rights to the indentured 
  rather than pay for further care or 
  education of a servant’s family.  In any 
  case, when such an exchange occurs, the 
  indentured citizen often receives a 1-5% 
  discount on their debt for the trouble of 
  relocating with the new contract holder. 
   
  Holidays 
       The Star Consortium has a large 
  number of holidays, and although many of 
  them 
  commemorate 
  historical 
  events, 
  almost all have become commercialized.  
  Some of the more prominent holidays are 
  discussed below. 
   
       “Return to Profit Day” is the anniversary 
  of The Treaty of Concord.  Following the 
  2472 treaty, the Rigunmor economy was 
  able to refresh itself through interstellar 
  trade again, and the money started flowing 
  soon after.  Although only a few decades 
  old, it has become very popular in the 
  Consortium and many businesses conduct 
  ‘discount sales’ for the occasion. 
   
       “Pirsk Day” commemorates the 2273 
  treaty when the Mechalus joined the 
  Rigunmor Star Consortium.  The Pirsk was 
  the first mechalus ship contacted by the 
  Consortium.  For the rest of the Consortium, 
  this day represents one of their most 
  lucrative deals.  For the mechalus, it 
  recognizes a turning point in their history 
  towards peace with other species, and the 
  abandonment of the name ‘Aleerin’ for 
  ‘Mechalus’.  Although many mechalus still 
  refer to themselves as Aleerin, especially in 
  home systems, the name is not commonly 
  used in stellar society, and this day is a 
  reminder to billions of mechalus. 
       Parades and other celebrations run 
  throughout all the major worlds of the 
  Consortium, 
  and 
  computer 
  technology 
  companies use the day to unveil newer 
  faster models. 
   
       “Executive Guilder Day” generally gives 
  most Rigunmor citizens a day off from work 
  to look over their finances and aspire to a 
  higher fiscal status.  As the office changes, 
  the holiday relocates to suit the new 
  Executive Guilder’s birthday. 
   
  Language 
       The Star Consortium is among only four 
  stellar nations to possess its own language 
  in addition to Galactic Standard.  It started 
  as a pidgin of various Earth languages 
  when the Rigunmor Star Consortium was 
  just an interstellar trade organization 
  between the first colony worlds.  It later 
  developed into a complete language, 
  though it still bears similarities to Old Earth 
  Germanic and Asiatic languages. 
       All Consortium schools teach their 
  students both Rigunmor and Galactic 
  Standard from early in the curriculum, 
  ensuring a largely bilingual population.  
  Most 
  public 
  displays 
  carry 
  Galactic 
  Standard translations beneath or after 
  Rigunmor. 
  
   
   
  Religion 
       The Rigunmor Star Consortium contains 
  the third largest percentage of atheists 
  among the stellar nations.  It may sound 
  callous, 
  but 
  most 
  religions 
  do 
  not 
  encourage the accumulation of wealth, and 
  what good will an afterlife of reward do for 
  a Rigunmor in the 26th century?  Freedom 
  of religion, however, remains common 
  practice throughout Consortium space, 
  though they are not immune to taxes. 
       Of the 40% of the Rigunmor population 
  practicing religion, the largest percentage 
  by 
  far 
  is 
  the 
  Church 
  of 
  Humanity 
  Reformation, which focuses more upon self-
  improvement, and hence money, than upon 
  worship.  The Large portions of the defunct 
  Dreth Commonwealth absorbed into the 
  Consortium 
  have 
  nearly 
  doubled 
  the 
  Reformationist 
  movement 
  in 
  the 
  past 
  century.  Lastly, those Mechalus who have 
  adopted human religions prefer Buddhism 
  or the Insightful doctrine first introduced by 
  the Inseers. 
   
  Psionics 
       In Rigunmor society, as with the other 
  nations, mindwalkers are a fact of life.  
  Medical testing during childhood and 
  adolescence detects and registers most 
  mindwalkers.  Mindwalking schools exist 
  throughout the Consortium to educate 
  these exceptional psions and talents for an 
  inflated price.  The government also has 
  programs to train mindwalkers for military 
  and intelligence purposes, with top-notch 
  salary and benefits.  Though admittance 
  into these programs cost less, the training 
  must be repaid through years of service to 
  the Rigunmor government. 
       Much like other nations, the Consortium 
  also maintains laws that protect against 
  unlawful use of mindwalking abilities, 
  whether violent or peaceful in nature.  The 
  strictest laws prohibit use of telepathic and 
  ESP powers in financial espionage.  A 
  Rigunmor talent who assaults someone 
  with a mind blast will receive a fine far less 
  than a talent who probes the mind of a 
  business competitor to discover the details 
  of his newest product release.  Such 
  financial crimes carry exorbitant fines for 
  loss of revenue as well as serious jail time. 
  New Career 
   
  Finance Seer 
       While telepathic intrusion on competitors 
  in the business world is considered a 
  capitol 
  crime 
  in 
  the 
  Consortium, 
  mindwalkers can still be invaluable in other 
  legal uses.  The most prominent of these 
  jobs is the finance seer.  Finance Seers use 
  a 
  combination 
  of 
  precognitive 
  and 
  computer linking powers to predict market 
  fluctuations and stock prices.  Sometimes 
  they even predict outcomes of the yearly 
  population audit.  Suffice to say, almost 
  every high ranking official employees a 
  finance 
  seer 
  on 
  some 
  basis, 
  be 
  it 
  permanent or merely before exceptionally 
  risking deals. 
       Core Skills  (41 points):  Business-
  corporate; ESP-precognition 3; Telepathy-
  datalink 2; 
   
  Gambling 
       There are some societies in the galaxy 
  where gambling is considered immoral and 
  illegal.  Rigunmor society is not one of 
  them.  Rigunmors love to play with their 
  money.  They love to win, and they hate to 
  lose, but they keep coming back. 
   
       Government Gambling: Rigunmors know 
  a good deal when they see it.  If you play 
  long enough, the house always wins, and 
  the government is the biggest house in the 
  Consortium.  They own almost 40% of the 
  gambling establishments in the nation: 
  casinos, racing tracks, sports odds, etc. 
       Perhaps the most practiced form of 
  gambling by the common Rigunmor citizen 
  is the lottery.  The payoffs for these lotteries 
  start modestly, but range up to the millions, 
  and occasionally the billions.  In fact, the 
  lottery of 2500 paid 105,300 trillion guilders, 
  the equivalent of over 100 billion concord 
  dollars, and rocketed an already wealthy 
  businessman to the head of a common 
  committee after his next audit. 
   
  “Proposition 48B?  Hhhmm.  You’ll have to 
  ask my assistant what I think about that.  
  Now then, what’s that you’re drinking?” 
  - Infrastructure Chairman, Guilder 
  Milan Rhodes, 2501 
  
   
  New Flaw 
   
  Servitude Contract 
  +2/+4/+6 Bonus Skill Points, PER 
   
       This flaw marks a Rigunmor hero as 
  having 
  fallen 
  into 
  excessive 
  debt 
  to 
  someone in the Consortium.  The hero now 
  finds himself bound by law to the holder of 
  his contract.  The player and GM should 
  agree on the details of the contract during 
  hero creation.  The more bonus points 
  taken from this flaw determines the size of 
  the hero’s debt, as well as how long of a 
  leash his contract holder allows.  In 
  addition, this flaw imposes a penalty to all 
  Personality-based skills of +1/+2/+3 when 
  interacting with wealthy Rigunmors.  This is 
  due to the social stigma of being held in a 
  servitude contract. 
       (Note: If a hero wants to remove this flaw, 
  he must settle his accounted debt in 
  addition to paying double the cost in skill 
  points as an Achievement.) 
       For 2 bonus skill points, a hero acquires 
  a debt of under $100,000 Concord dollars.  
  A monthly payment of $500-1500 could 
  easily fulfill the contract within 10 years. 
       For 4 bonus skill points, a hero owes 
  between $100,000 and $500,000 Concord 
  dollars.  A monthly payment of $1500-5000 
  could possibly fulfill the contract in 10-20 
  years. 
       For 6 bonus skill points, a hero must 
  work off a debt of well over $500,000 
  Concord dollars, perhaps even millions.  
  Such a contract has little hope of being 
  paid off in a timely manner, if ever. 
   
       Private 
  Gambling: 
  Corporate-owned 
  business makes up the rest of the 
  Consortium’s legalized gambling circuit.  
  Huge cities throughout Rigunmor space are 
  dedicated to highly successful gambling 
  establishments, and the government makes 
  a profit off of them by levying taxes against 
  their owners. 
   
       Basement Gambling: While there is no 
  real need for black market casinos due to 
  the total legality of the enterprise, some 
  people 
  do 
  not 
  want 
  to 
  pay 
  the 
  entertainment taxes on their profits.  Most of 
  these businesses are small-time, however, 
  as the larger ones eventually draw too 
  much attention. 
   
   
  Government 
   
       The government of the Rigunmor Star 
  Consortium 
  cannot 
  be 
  described 
  as 
  anything other than a plutocracy.  It is, 
  however, not the unofficial plutocracy of 
  Earth’s 
  ancient 
  past, 
  where 
  powerful 
  merchants ruled false republics.  The 
  Consortium’s stance is official.  There are 
  no elections held for office.  Those citizens 
  wishing to serve in the bureaucracy have 
  their positions dictated by the annual audit.  
  The wealthiest choose their positions first, 
  starting with the Executive Guilder, and 
  then going on down the line.  Most jump at 
  the chance to control the purse strings of 
  the nation so they can maintain their 
  position and individual economic status. 
       In the Consortiums earliest years, these 
  positions 
  were 
  held 
  by 
  the 
  highest 
  members of various guilds.  As time 
  progressed, however, and a new society 
  emerged, the plutocracy became official, 
  and guilds began to loose their posts to 
  wealthier members of other guilds.  The 
  Consortium Guilds still exist, and continue 
  to affect Rigunmor business at high levels, 
  indeed, many high level bureaucrats have 
  membership in guilds.  But rule by the 
  guilds has been gone for hundreds of 
  years.  The wealthiest rule now, regardless 
  of guild allegiance. 
       Many would think such a government 
  would 
  collapse 
  under 
  the 
  weight 
  of 
  corruption and incompetence.  It has not, 
  and shows no signs of doing so in the 
  future.  The constant competition keeps 
  government incompetence to a minimum, 
  as the incapable would lose profits, 
  become overshadowed by others, and thus 
  lose their position the following year.  
  Corruption is much more prevalent, but to 
  the Rigunmors it’s not corruption; it’s 
  acceptable business practice.  Of course 
  people in power use their money to get 
  things done.  Money is how they got in 
  power and how they stay in power, and the 
  Rigunmor people recognize that their 
  
   
  leaders use money and probably have to 
  make underhanded deals to get things 
  done.  It the average citizen was in their 
  place, he’d do the same thing. 
   
  The Hold 
   
       The concept of the Hold plays a key role 
  in Rigunmor culture.  In the world of the 
  Star Consortium, where the pursuit of 
  money is a way of life as well as a measure 
  of 
  personal 
  status, 
  finance 
  always 
  dominates the Rigunmor mind.  A Hold is 
  both a figurative and a literal term, 
  measuring a family’s worth as well as the 
  size and importance of the physical 
  locations used to store their valuables. 
       In the figurative sense, a Hold represents 
  an eyeball judgment of self-worth.  If most 
  of a family’s money remains tied up in a 
  business, then the company assets are the 
  family Hold.  In the same sense, an 
  individual’s personal savings balance or 
  stock portfolio can also become their Hold.  
  Or a combination of all these things may 
  contribute to the audit of a Rigunmor’s life. 
       In the literal sense, the Hold is also a 
  physical location or even multiple locations.  
  After all, a wealthy Rigunmor cannot 
  possibly transfer all of his valuables across 
  a simple data stream.  Many families 
  maintain a physical Hold, or vault, in which 
  to store hard assets, including: art, jewelry, 
  various commodities and maybe even 
  emergency funds.  The best security 
  equipment the owners can afford, often a 
  substantial 
  amount 
  for 
  a 
  Rigunmor, 
  protects these Holds at all times. 
   
  Political Parties 
   
       Only .05% of Rigunmor citizens belong to 
  a political party.  Most of these parties are 
  federalist, democratic, and republican to 
  varying degrees.  The Star Consortium 
  government 
  recognizes 
  these 
  organi-
  zations, but they have few members in the 
  bureaucracy and insufficient monetary 
  backing to rise high enough to change the 
  system.  Citizens of Dreth descent founded 
  close to half of the Consortium’s political 
  parties within the last century. 
   
  Legislature 
   
       The Executive Guilder is the head of all 
  legislative procedures in the Consortium.   
  Beneath this position is an Advisory Board 
  of ten Guilders.  The Advisory Board 
  members 
  are 
  those 
  ten 
  individuals 
  possessing the most wealth after the 
  Executive Guilder.  These ten Guilders are 
  appointed to lead the Capitol Committees 
  that essentially run the Consortium.  The 
  richest among them chooses first each 
  year, then the second wealthiest, and so on. 
       Other 
  Guilders 
  head 
  up 
  Common 
  Committees and often serve on both 
  Capitol and Common Committees.  The 
  committees get to decide policy in their 
  respective fields.  The Executive Guilder 
  holds veto power over their decisions, but 
  can be overruled by a 3/5 majority of the 
  Advisory Board. 
       There are 200 guilders in total.  Guilders 
  may serve on up to five different committees 
  if they so choose, though this limit does not 
  include subcommittees a guilder may rule 
  over as chairman of a larger committee. 
   
  Capitol Committees 
       The members of the Advisory Board 
  head the Capitol Committees.  These are 
  the wealthiest, and most powerful political 
  entities in the Star Consortium. 
   
       The 
  Committee 
  of 
  Scientific 
  Advancement:  This department oversees 
  technological research and development 
  within the Consortium.  The Rigunmor 
  innovations of the next century begin here, 
  prioritized and partially funded according 
  to potential profit margin. The current head 
  of the committee is Guilder Krelias Dovin 
  (Hf/Rigunmor/DTO-12), a late middle-aged 
  woman content with her position in the 
  Consortium. 
   
       Foreign Relations Committee: Guilder 
  Marcus Tambrin (Hm/Rigunmor/DFA-14) 
  leads this committee and acts as the official 
  voice of the Consortium to other nations in 
  most instances.  Tambrin has done a fine 
  job of patching up relations with most of the 
  Consortium’s wartime adversaries, allow-
  ing trade to reopen with them.  VoidCorp is 
  
   
  the only true exception, as the two nations 
  are competitors on the open market.  
  Tambrin owns 1% of stock in Celestial 
  Entertainment Limited, and sits on its board 
  of directors.  This has led some to question 
  his possible connections to the Coreeno 
  crime family. 
       Guilder Tithan Veers (Hm/Rigunmor-
  /DFA-9) also serves on this committee under 
  Tambrin, and has lately taken an interest in 
  Verge affairs.  Many believe he has his 
  sights on the committee chair and intends 
  to replace Tambrin in the near future. 
   
       Territorial 
  Assets 
  Committee: 
  The 
  Consortium’s territorial assets consist of all 
  twenty sectors of Rigunmor space, as well 
  as other holdings.  The Committee focuses 
  primarily upon Stellar Ring fringe colonies, 
  Star 
  Consortium 
  systems 
  still 
  under 
  reconstruction from severe damage in 
  GW2, 
  and 
  Verge 
  holdings, 
  including 
  Ruhlesport Island on Bluefall and various 
  embassies.  Guilder Serena W. Riordan 
  (Hf/Rigunmor/DFA-13) also maintains an 
  active interest in the United Lison State of 
  Oberon. 
   
       The Military Appropriations Committee: 
  Holding the rank of Admiral in the 
  Rigunmor Navy as a bonus of his position, 
  Guilder Russel Xar (Hm/Rigunmor/DCS-16) 
  heads this committee.  The group oversees 
  the Consortium military and naval forces.  
  The Military Appropriations Committee 
  coordinates 10 task forces, 20 defense 
  sectors, and 14 fortress ships.  Russel, 
  though wily and hardened by GW2, is 182 
  years old, and numerous guilders are lining 
  up for his position. 
   
       Social Services Committee: The Social 
  Services 
  Committee 
  primarily 
  handles 
  matters of health and education for the 
  citizens of the Consortium.  Although there 
  are numerous common committees for 
  departments analogous to social services 
  (such 
  as 
  public 
  health, 
  education, 
  infrastructure, and the census bureau), they 
  all answer to Guilder Jorras Terrinus 
  Beronin (Hm/Rigunmor/DTO-12).  Jorras is a 
  middle-aged man whose family-owned 
  construction 
  corporation 
  amassed 
  an 
  incredible amount of wealth in the years 
  following 
  the 
  Treaty 
  of 
  Concord 
  by 
  rebuilding war-torn systems. 
   
       Energy Management Committee: This 
  department directs the construction and 
  expenditure of power plants and grids 
  throughout the Consortium.  They have a 
  central control center in each modern 
  system to ensure the Consortium does not 
  waste energy, and thus money.  Guilder 
  P’rachus Phaecius (Fm/Rigunmor/DFA-15) 
  chairs the Energy Management Committee 
  largely through the use of knowledgeable 
  subordinates.  His large stock percentage 
  in Steiner-Quasar Designs, a starship 
  engineering 
  corporation, 
  is 
  a 
  large 
  percentage of what keeps him on the 
  Advisory Board.  The Energy Management 
  Committee also receives funds to research 
  energy sources beyond the mass reactor. 
   
       The Communications Media Committee: 
  This committee maintains the entire Grid 
  system of the Consortium.  Guilder Colin 
  McCombas (Hm/Rigunmor/DTO-13) holds a 
  tyrannical grip on his position, as he fully 
  realizes the power and opportunities at his 
  disposal.  In the 26th century, the Grid is 
  everything to corporations, and the money 
  to be gained in pandering to them can keep 
  a Guilder secure in his or her position for a 
  very long time. 
   
       The Agricultural Production Committee:  
  This committee oversees the development 
  of new food products for Rigunmor citizens, 
  and 
  manages 
  the 
  distribution 
  of 
  government-grown foods.  The newest 
  member of the Advisory Board, Quinn 
  Steele (Hm/Rigunmor/TO-10) chairs the 
  Agricultural Production Committee.  He has 
  shown a fair amount of competence in his 
  position so far, but rumors persist that he 
  continues to risk his profit margins in a 
  grand investment scheme involving crop 
  futures. 
   
       Internal 
  Evaluation 
  Committee: 
  The 
  Internal Evaluation Committee safeguards 
  the concerns of the Consortium government 
  from both foreign and internal assault.  
  They are the equivalent of Old Earth’s FBI 
  and KGB organizations, and the Nariac 
  Domain’s Ministry of State Security, though 
  
   
  not as well feared as the latter.  Riggis 
  Olantron (Mm/Rigunmor/DFA-17) is the 
  head of the IEC.  He is an overly cold 
  Mechalus with absolutely no qualms about 
  demanding 
  audits 
  from 
  the 
  Finance 
  Committee 
  on 
  anyone 
  suspected 
  of 
  subversion.  He has held his post with both 
  the current Executive Guilder Oneagle, as 
  well as the late Executive Guilder Breel. 
   
       Finance Committee: By far the most 
  powerful and prestigious of the capitol 
  committees, the Finance Committee is led 
  by Guilder Joseph Varcan (Hm/Rigun-
  mor/DTO-24).  He and the guilders under 
  his leadership maintain the Rigunmor Stock 
  Index (RSI) and monitor the financial status 
  of the Rigunmor Guilder, which is worth .01 
  Concord Dollars.  Despite the rest of the 
  Stellar Ring conceding to the Concord 
  Dollar as the standardized currency, the 
  Consortium demanded, and still uses the 
  Rigunmor Guilder as legal tender. 
       Guilder Varcan controls the Auditor 
  Subcommittee, which is responsible for 
  polling 
  the 
  entire 
  population 
  of 
  the 
  Consortium annually.  Luissa Komorov 
  (Hf/Rigunmor/DFA-12) is the head of the 
  Auditor Subcommittee.  She owns a 
  respectable 
  percentage 
  of 
  Scorpio 
  Industries, and has her sights set on the 
  Finance seat of the Advisory Board.  
  Guilder Varcan realizes this and does little 
  to slow her advancement, as she makes a 
  fine pupil, and he’ll likely die of old age 
  before she becomes a real threat. 
       The Finance Committee also manages 
  the inflation rate of the guilder, although it 
  is currently stable, leaning towards a rise in 
  value soon. 
   
  Common Committees 
       A few of the common committees 
  include: Transportation, Culture, Aleerin 
  Affairs, 
  Public 
  Health, 
  Infrastructure, 
  Census Bureau, and Education. 
   
  Enforcement 
   
       The Rigunmor Police Force (RPF) is the 
  branch of the government responsible for 
  day to day law enforcement among the 
  population.  It is funded on a system by 
  system basis, drawing funds from taxes 
  and fines.  Initial placement in the RPF is 
  not determined by the annual audit as with 
  the bureaucracy, but is instead determined 
  by the RPF itself.  This is not to say that 
  wealthy individuals who join are not soon 
  given higher ranks. 
       While 
  instances 
  of 
  RPF 
  officers 
  accepting 
  bribes 
  are 
  well 
  known, 
  corruption is kept as low as possible 
  through the practice of “lawful arrest 
  spoils”.  In this practice, the officers 
  responsible for an arrest that carries 
  through to a guilty verdict or lopsided plea 
  bargain may collect a percentage of the 
  spoils of that arrest.  This could include 
  cars, guns, art, stock shares, land property, 
  and even cash found at the scene.  Lawful 
  arrest spoils provide an incentive for RPF 
  officers to stay clean and still turn a profit, 
  while aggressively pursuing criminals. 
   
  Judiciary 
   
       The Rigunmor justice system does 
  maintain the innocence of the accused.  If 
  the prosecution is right, then let them prove 
  it.  Nothing is gained for free, not even 
  justice.  An accuser must hire an attorney to 
  prosecute any case that goes to a full 
  civilian court.  If a case does not go that far, 
  then the citizen is free to negotiate any 
  settlement they wish.  When a trial does go 
  to court, he/she may end up before either a 
  pair of judges, or a jury of seven in 
  conjunction with the judges.  Needless to 
  say, bribery is prevalent in the Rigunmor 
  justice system for those with the money 
  and/or influence to support it. 
   
  Civilian Courts 
       In civilian trials involving only minor 
  offenses, two judges listen to testimony and 
  pass sentence.  In trials involving more 
  serious crimes of violence or financial 
  fraud, a jury of seven citizens delivers 
  sentence in conjunction with two judges, 
  with a vote equal to one judge’s opinions.  
  The jury’s verdict need not be unanimous. 
       Penalties 
  commonly 
  include 
  jail 
  sentences ranging from several days to 
  several decades.  Capital punishment is 
  handed down for the worst possible cases, 
  
   
  and stiff fines for other charges.  A small fee 
  is always added to the sentence of all court 
  cases for the Consortium’s trouble, and to 
  insure the profitability of the justice system. 
       Mechalus 
  worlds 
  are 
  given 
  the 
  jurisdiction to run courts and punishment at 
  their own discretion, so long as their 
  decisions don’t stray too far from standard 
  Consortium law. 
   
       High Court of Finance: The highest 
  civilian court in the Consortium, the High 
  Court of Finance is located on the fortress 
  ship Oneagle with the rest of the Rigunmor 
  bureaucracy.  The nine wealthiest magi-
  strates in the Consortium sit in judgment of 
  those 
  cases 
  they 
  deem 
  potentially 
  profitable enough to Rigunmor law to reach 
  this level of the judiciary process.  A 
  majority vote passes judgment, and there 
  can be no further appeals unless the 
  Executive 
  Guilder 
  feels 
  it 
  necessary.  
  Appointment to the High Court of Finance, 
  as with all bureaucratic positions, is not 
  permanent, 
  and 
  must 
  be 
  held 
  by 
  maintaining wealth. 
   
  Military Courts 
       Military 
  trials 
  that 
  reach 
  court 
  procedures are presided  over  by   3 
  judicial military officers, although during  
  trials  of  significant importance a Guilder 
  of the Military Appropriations Committee 
  may replace one of the officers.  Court 
  costs are subtracted from the salary of the 
  accused unless he is exonerated.  If found 
  guilty, sentences range from a fine or 
  salary reduction to court marshal and 
  military prison.  Again, the death penalty is 
  an option, though it can be avoided for a 
  charge. 
   
   
  Rigunmor Military 
   
       The Rigunmor military, much like the 
  Rigunmor economy, has recovered from the 
  Second Galactic War with relative speed.  
  Separated into three parts, only the navy is 
  truly respected throughout the Stellar Ring, 
  though the Rigunmor Research Agency 
  (RRA) is not dismissed as easily as the 
  army. 
       The leaders of the RCN and RCA report 
  to the Military Appropriations Committee, 
  while the RRA answers to a joint committee 
  of guilders from Military Appropriations and 
  Internal Evaluation. 
       While the accumulation and handling of 
  money still enables social mobility within 
  the Consortium’s military, the practices of 
  bounties, plunder rights, and salvage 
  shares help give incentive and cohesion to 
  the rank and file. 
   
  Rigunmor Consortium Navy 
   
       As one of the largest navies in the Stellar 
  Ring, the Rigunmor Consortium Navy (RCN) 
  is a power to be feared by its enemies.  
  During GW2 they destroyed the Dreth 
  Commonwealth’s 
  fleet 
  and 
  conquered 
  nearly a third of their space.  In the later 
  years of the war they held their own against 
  the ships of VoidCorp.  They also secured 
  the border with the Borealis Republic, from 
  whose territory they had taken nearly 20% 
  in GW1. 
       Due to the longstanding partnership with 
  the StarMech Collective, many ships in the 
  fleets hail from StarMech construction 
  facilities.  The Rigunmors are no fools.  
  They buy the best. 
       As with most things in the Consortium, 
  military rank is for sale in the RCN, but not 
  as much as it once was.  The long years of 
  GW2 impressed upon the Rigunmors the 
  importance of competent military leaders, 
  and so while money can certainly advance 
  a person within the navy, true ability is 
  needed to earn high commands.  There are 
  also a large number of veteran officers 
  from GW2 still serving in the RCN, many of 
  whom earned large bonuses during their 
  careers.  Thus, their amassed wealth holds 
  their place in the upper naval ranks, 
  preventing 
  incompetent 
  officers 
  from 
  advancing due to the lack of available 
  openings.  The current edition of Fighting 
  Ships states this tightening of Rigunmor 
  naval command as one of the reasons they 
  gave the RCN a B-rating. 
       The RCN has 14 fortress ships, the third 
  largest number among the stellar nations.  
  Of these, six are devoted to commanding 
  fleet detachments, and seven to defense 
  
   
  sectors, including the venerable RCV 
  Voyageur.  The flagship RCV Oneagle 
  travels 
  Consortium 
  space 
  with 
  the 
  Executive Guilder, the Advisory Board, the 
  guilders, and a small escort fleet in tow to 
  help protect them all. 
   
  Rigunmor Consortium Army 
   
       While the navy is kept to an efficient and 
  forceful standard, the Rigunmor Consor-
  tium Army (RCA) has not received the same 
  attention from the Military Appropriations 
  Committee.  The Consortium finds it more 
  profitable to pour resources into the navy 
  rather than the army, and thus it lags. 
       Compounding the problem, the practice 
  of purchasing military rank in the RCA has 
  not been affected at all by GW2 as it has in 
  the RCN.  As a result, overall training and 
  discipline is significantly less than the 
  ground forces of almost every other nation. 
   
  Rigunmor Research Agency 
   
       Where 
  the 
  Internal 
  Evaluation 
  Committee monitors the civilian population 
  for 
  significantly 
  dangerous 
  criminals, 
  terrorist activities, and high level business 
  fraud, the Rigunmor Research Agency 
  (RRA) gathers intelligence from other 
  nations.  The men and women of the RRA 
  are the Consortium’s source of knowledge 
  concerning VoidCorp fleet movements, the 
  latest Orlamu stardrive research, and the 
  background financial movements of foreign 
  companies. 
       To this end, it is not uncommon for the 
  RRA to have undercover operatives in 
  foreign 
  companies, 
  and 
  occasionally 
  government or military structures.  Such 
  operatives receive a decent salary in 
  addition to the money they earn on 
  assignment, making Research Agency 
  abroad missions very attractive prospects.  
  It’s whispered that Guilder Riggis Olantron 
  had his start in the RRA on a VoidCorp op. 
       Overall, the RRA is as competent an 
  organization as is found in many nations, 
  but would be considered run-of-the-mill 
  when 
  compared 
  to 
  such 
  exceptional 
  organizations as the CIB or the Nariac 
  Intelligence Directorate. 
  The Consortium Fleets 
   
       Below is a listing of the RCN Fleets, their 
  flagships, and operating areas.  This list 
  does not denote the smaller battle groups 
  assigned to permanent defense sectors, 
  including seven additional fortress ships. 
       For a clearer understanding of precisely 
  where the fleets are posted, reference the 
  Rigunmor Star Consortium map found on 
  page 
  69 
  of 
  this 
  chapter, 
  for 
  your 
  convenience. 
   
  1st Fleet 
       Fortress Ship RCV Equity 
       Special Assignment 
   
  2nd Fleet 
       Fortress Ship RCV Monolith 
       Breel & Wayen Sectors 
        
  3rd Fleet 
       Dreadnought RCV Tiger’s Eye 
       Aleerin Sector 
   
  4th Fleet 
       Fortress Ship RCV Basilisk 
       Shaula Sector 
   
  5th Fleet 
       Fortress Ship RCV Dividend 
       RSCME & Grafflas Sectors 
   
  6th Fleet 
       Battleship RCV Berkeley 
       Noble Sector 
   
  7th Fleet 
       Fortress Ship RCV Sirocco 
       Wraith, Julian, & Frontier Sectors 
   
  8th Fleet 
       Dreadnought RCV Majestic 
       Antarean Sector 
   
  9th Fleet 
       Fortress Ship RCV The Auditor 
       Capitol and Guild Sectors 
   
  10th Fleet 
       Battleship RCV Emerald 
       Special Assignment 
   
  
   
  Why the RCA is Substandard 
   
       It’s 2410, and you’re a well-trained officer 
  in the Rigunmor Consortium Army during 
  the Second Galactic War.  After 40 years of 
  service and financial management, you’ve 
  climbed the ladder to the rank of major in 
  your battalion.  In another stellar nation’s 
  army, say, the Austrin Marines, your tactical 
  skills would have earned you this promotion 
  15 years earlier.  As if this wasn’t bad 
  enough... 
       Now, 
  the 
  Guilder 
  uncle 
  of 
  a 
  1st 
  Lieutenant decides to give his son a very 
  large birthday gift of several thousand 
  guilders.  The 1st Lieutenant uses the money 
  to buy his rank all the way up to a rank of 
  Colonel.  The RCA uses the money to 
  continue the war effort, and your former 
  subordinate is suddenly, and sadly, in 
  command of an entire regiment, including 
  your own battalion.  He has training, but 
  nowhere near enough to do his job. 
       Now the problem grows.  VoidCorp 
  wants their planet back, and you’re trying to 
  defend it.  When the orders come down 
  from above, your new Colonel doesn’t really 
  know how to coordinate all his battalions, 
  and he doesn’t have the time to sit down 
  and figure it out, because the situation 
  demands a quick, experienced decision.  
  He asks his Lieutenant Colonel for help, 
  and luckily he didn’t purchase his rank in 
  quite the same way, so the Colonel finally 
  gets the guidance he needs in this situation.  
  Unfortunately, the delay ate up too much 
  time, and your battalion’s operating area is 
  now cut off by well-prepared VoidCorp 
  troops 
  with 
  competent 
  commanding 
  officers.  You get picked off by a sniper shot 
  to the chest, and die thinking about your 
  401K plan.  Welcome to the RCA… 
   
   
  Power Players of the 
  Rigunmor Star Consortium 
   
       Now that the composition of Rigunmor 
  society 
  and 
  government 
  has 
  been 
  discussed, this section will explore the 
  politics both within and beyond the borders 
  of the Consortium.  What plans does the 
  Executive Guilder have for the Consortium?  
  Who influences Rigunmor policy?  How 
  close is the Consortium to its wartime 
  allies?  Are the mysterious Externals 
  considered a threat to Rigunmor business? 
   
  Consortium Concerns 
   
  Executive Guilder Atha Oneagle 
       The 
  wealthiest 
  woman 
  in 
  the 
  Consortium, 
  Atha 
  Oneagle 
  (Hf/Rigun-
  mor/DFA-23) has had the privilege of 
  running all Rigunmor space since 2494.  
  From her fortress ship namesake, she and 
  her Advisory Board and Guilder Council 
  pass out mandates and policy to the 
  citizens and corporations of the Star 
  Consortium.  Atha is only 70 years old, still 
  considered a woman in her prime, and she 
  plans on holding her position as long as 
  she can.   
       Her basic foreign policy is nothing more 
  than the standard of all Rigunmor foreign 
  policy, to make money for the Consortium.  
  While the Consortium’s booming post war 
  economy may have alienated former allies, 
  the common citizen couldn’t care less.  
  Profits are still coming in, and there’s plenty 
  of opportunity for all. 
       Her more clandestine plans involve the 
  possibility of reducing VoidCorp compet-
  ition in the business world.  Atha believes 
  that the place to start such a fiscal attack 
  lies either in associating the Consortium 
  with Insight, or with helping the Nariac 
  Domain rid itself of VoidCorp ownership, 
  and 
  perhaps 
  supplanting 
  VoidCorp’s 
  control for Rigunmor manipulation. 
    
  Advisory Board 
       The ten guilders that run the Capitol 
  Committees command enormous influence 
  over the Consortium.  They would all like to 
  supplant Atha in her office, but only a few of 
  them are within reaching distance of that 
  goal.  The only place in the Stellar Ring 
  where a comparable level of political 
  maneuvering and intrigue exists is with the 
  executives of VoidCorp. 
   
  Guilder Joseph Varcan 
       At 170 years of age, Joseph Varcan 
  (Hm/Rigunmor/DTO-24) 
  is 
  the 
  second 
  wealthiest 
  person 
  in 
  the 
  Consortium.  
  
   
  Unfortunately, second place does not make 
  for an Executive Guilder.  It does, however, 
  allow first choice of capitol committees, 
  placing him at the head of the Finance 
  Committee.  Joseph realizes he only has a 
  few more decades left, and he fully intends 
  on replacing Atha Oneagle as Executive 
  Guilder.  To this end he has used his 
  political finesse and control of the Finance 
  Committee to exert as much influence as 
  possible on Consortium law, and garners 
  as much profit as he can.  In the audit of 
  2501 he was only 1.8% away from matching 
  Oneagle’s net worth, and he plans on 
  closing that gap however he can. 
   
  The Infrastructure Committee 
       Rightly considered one of the most 
  important common committees, the Guilder 
  in charge of the Infrastructure Committee 
  carries enormous responsibility for the 
  upkeep of Rigunmor civilization.  Unfor-
  tunately, the current committee head is 
  Milan Rione (Hm/Rigunmor/NP), a social 
  playboy who inherited his fortune from his 
  parents and won the multi-billion dollar 
  lottery of 2500.  The lottery elevated him into 
  the realm of Consortium Politics, and 
  placed him high enough to head a 
  committee. 
       Milan knew that Infrastructure was 
  important, and made it his choice when it 
  became his turn to select.  In short, he is 
  inept.  His subordinates do all the real 
  work, including correcting the gross errors 
  made 
  whenever 
  Guilder 
  Rione 
  does 
  important work himself.  His wealth, 
  however, is so great that it seems unlikely 
  that he will be removed in the next few 
  years. 
       Guilder Joseph Varcan has recently 
  taken Milan under his council, and it is 
  rumored that the Finance Chairman may 
  have his eyes set on Rione’s money to help 
  him overthrow Oneagle. 
   
  Celestial Entertainment Limited 
       CEL is far and away the most powerful 
  entertainment company in the Stellar Ring, 
  but what actually makes this company so 
  influential is its connection to Tero Coreeno 
  of the Coreeno family so well reputed for its 
  alleged criminal activities.  The Coreeno 
  family owns large stock percentages in 
  several major corporations throughout the 
  Stellar Ring, but stay out of public politics.  
  Nonetheless, many analysts believe that the 
  so-called Coreeno Crime Syndicate exerts 
  some measure of control over Consortium 
  politics.  How true this actually is remains to 
  be seen. 
   
  The United Guilder Conclave 
       The UGC is the remnants of what the 
  Consortium 
  originally 
  formed 
  as; 
  a 
  confederation of various business guilds.  
  While banding together for united strength 
  brought the Rigunmors together in the early 
  21st century, the vast stellar nation no longer 
  requires 
  the 
  cooperation 
  of 
  all 
  its 
  businesses to function.  The UGC has not 
  controlled the Advisory Board for centuries, 
  and many large companies no longer feel 
  the need to join guilds. 
       However, the proliferation of large 
  corporations has not prevented small 
  business from flourishing, and the UGC has 
  a strong role in keeping them alive.  Guilds 
  exist for every business type from food 
  distribution and computer hardware and 
  software, to accounting firms and private 
  schools.  Guild membership allows a 
  business to increase its influence with other 
  corporations and governments, providing 
  greater business opportunity. 
       The 
  heads 
  of 
  each 
  guild, 
  called 
  guildmaster 
  since 
  the 
  plutocratic 
  government separated them from the 
  bureaucracy, meet monthly to discuss 
  matters.  Each guild has several guild-
  masters to more effectively represent small 
  business, and they are all expected to 
  attend.  While numerous large corporations 
  have no need of the UGC, the guilds can 
  still 
  throw 
  their 
  weight 
  around 
  the 
  Consortium economy when they want to. 
   
  The Rigunmor Star Consortium Merchant 
  Exchange 
       The RSCME is the largest provider of 
  goods and commodities in the Stellar Ring.  
  Merchants, corporations, and individuals of 
  all sizes and nations place orders with the 
  Merchant Exchange, allowing its influence 
  to stretch across the Ring.  While the 
  RSCME has no interest in the field of 
  politics, the board of directors have every 
  interest in expanding their customer base 
  
   
  well beyond the Consortium and its Profit 
  Confederation allies. 
   
  The Mechalus 
       Under the Rigunmor-Aleerin Alliance, 
  more than 33 billion Mechalus live within 
  the 
  borders 
  of 
  the 
  Rigunmor 
  Star 
  Consortium, most of them within the 
  Mechalus (or Aleerin) Sector.  This is the 
  sector of Consortium space consisting of 
  the Mechalus home system of Agemar and 
  several surrounding systems given to the 
  Mechalus 
  upon 
  joining 
  the 
  Star 
  Consortium, many of which have been 
  moderately settled. 
       While the alliance has been in effect for 
  well over two centuries and has no signs of 
  changing, it is important to note that the 
  mechalus 
  are 
  not 
  citizens 
  of 
  the 
  Consortium.  Mechalus working in the 
  Consortium outside the Aleerin Sector are 
  considered leased to their business.  Those 
  working for another nation are considered 
  by the Aleerin state to be contracted outside 
  the alliance.  Finally, the vast minority of 
  mechalus on their own are independent. 
       While this is only 4-5% of the Rigunmor 
  population, the Mechalus provide certain 
  Grid and computer based technology 
  products, and research second to none.  
  Only the best Inseer and VoidCorp workers 
  can rival them. 
       Obviously 
  the 
  Mechalus 
  have 
  an 
  important influence within Star Consortium 
  politics.  The Rigunmors have always 
  recognized this, and have even formed a 
  common 
  committee 
  devoted 
  to 
  their 
  favored alien citizens.  The current head of 
  the Aleerin Affairs Committee, Jegaris 
  Zakum 
  (Mm/Rigunmor/DFA-16), 
  has 
  ensured that his committee is perhaps the 
  most influential of the common committees.  
  They often provide subcontract work for the 
  Capitol Committees of Communications 
  Media and Scientific Advancement. 
   
  Stellar Nations 
   
  Austrin-Ontis Unlimited 
       Of all the Star Consortium’s wartime 
  allies, the Austrins have remained closest to 
  the Rigunmors.  The two nations still carry 
  on trade and diplomacy as normal, but the 
  end of GW2 and the Profit Confederation 
  has left their political alliance as closer to 
  mutual defense than friendship.  However, 
  should 
  war 
  break 
  out 
  again, 
  a 
  Rigunmor/Austrin alliance seems as likely 
  as ever. 
   
  Borealis Republic 
       The Consortium considers the Republic 
  more of a customer target zone than a 
  political, economic, or military threat.  
  Although 
  enemies 
  in 
  the 
  war, 
  the 
  Rigunmors did little more than secure their 
  borders with the Borealins, considering the 
  Dreth Commonwealth and VoidCorp more 
  threatening.  Consortium aggression in the 
  Rigunmor-Borealin Border War of 2481 has 
  been largely forgotten by the Executive 
  Guilder. 
       Today, Consortium businesses provide 
  very necessary distribution for Borealin 
  products to the rest of the Stellar Ring, 
  especially entertainment products.  They 
  also consume a large number of these 
  products. 
   
  Hatire Community 
       Regardless of belonging to opposing 
  alliances during the war, the Rigunmors 
  and the Hatire Community have had little 
  conflict.  In fact, The Consortium has 
  returned to their pre-war practice of 
  distributing 
  Hatire 
  low-tech 
  goods 
  to 
  interstellar markets.  No attempts have 
  been made by the Consortium to form any 
  kind of political bond. 
   
  Insight 
       While wartime allies seem to have gone 
  lukewarm from the postwar economic 
  success of the Consortium, the Rigunmors 
  may have found a new friend with Insight.  
  The Consortium made few attempts to fight 
  the Inseers during GW2, opting instead to 
  accept their help against VoidCorp.  Now 
  Insight is a steady nation of manufacturers 
  in need of distributors and perhaps even 
  protection.  The Rigunmor Guilders would 
  like nothing better than to come to such an 
  agreement with Insight, and while no such 
  formal negotiations have yet been made, 
  relations seem to be moving in that 
  direction. 
   
  
   
  Nariac Domain 
       While the communal system and beliefs 
  of 
  the 
  Domain 
  are 
  contrary 
  to 
  the 
  capitalistic Rigunmor pursuit of wealth, the 
  Consortium has begun to entertain Nariac 
  diplomacy in the past decade.  The 
  Rigunmors keenly realize what the Domain 
  is looking for: help freeing themselves from 
  the yoke of VoidCorp.  Debate currently 
  carries on with the Executive Guilder and 
  her Advisory Board as to the proper course 
  of action that will most benefit the 
  Consortium. 
   
  Orion League 
       The Rigunmors have only good relations 
  with the Orion League so far.  With the 
  Orion tendency towards positive diplomacy 
  and independent leadership, the economic 
  market for the Consortium has been 
  opened wide.  How much longer the 
  League will allow this is not clear, but given 
  their hesitancy to harm relations with other 
  nations it seems unlikely that the Consor-
  tium will receive many harsh sanctions. 
   
  Orlamu Theocracy 
       The Theocracy’s political relationship 
  with 
  the 
  Consortium 
  can 
  safely 
  be 
  described as neutral.  The two nations had 
  little contact during the war, and continue 
  to have little contact today.  Trade exists 
  between the Theocracy and the Rigunmors, 
  but primarily in the purchase of Orlamu 
  stardrives.  The Consortium has managed 
  to open a reasonable market in Theocracy 
  space, but they would like to see it grow 
  more 
  than 
  the 
  Orlamu 
  government 
  currently allows. 
   
  StarMech Collective 
       Although wartime partners in the Profit 
  Confederation, the StarMech Collective has 
  become cooler in its relations with the 
  Consortium in recent years.  Economic 
  relations seem to have changed little, 
  however, and the Rigunmors still place 
  orders with the shipyards of the Collective 
  while StarMech makes use of Consortium 
  distributors and financial advisors. 
   
  “These accusations are meaningless.  I’m 
  just a legitimate businessman.” 
  - Tero Coreeno, 2499 
  Thuldan Empire 
       Although the Consortium had little 
  wartime contact with the Empire, the 
  Thuldans have not opened their gates very 
  wide for the Rigunmors.  However, the 
  Consortium has been able to open several 
  areas of business within Thuldan space, 
  most notably in the area of medical 
  technology deemed useful by the wealthy 
  and aging Rigunmors.  The Advisory Board 
  is constantly making attempts to reduce 
  Thuldan regulations on trade, but it’s not an 
  easy task. 
   
  Union of Sol 
       As with StarMech, the Union of Sol has 
  grown distant from the Consortium since 
  the Treaty of Concord.  The Rigunmors 
  maintain a healthy diplomacy with the 
  Solars, and their economies still interact 
  and compete, but to call their relationship 
  an alliance would be incorrect.  The 
  Consortium seems to have no problem with 
  this, however, as economic conquest is fine 
  with the Guilders. 
   
  VoidCorp 
       VoidCorp 
  is 
  the 
  only 
  nation 
  the 
  Rigunmors openly oppose.  The wartime 
  animosity between the Consortium and the 
  corporate nation has carried over into daily 
  battles in the stellar economy.  The 
  Rigunmors spare no expense to compete 
  with VoidCorp, and frequently attempt to 
  undermine their business dealings.  There 
  have been no attempts by either party to 
  reconcile their differences. 
   
  Galactic Concord 
       The 
  first 
  problem 
  the 
  Consortium 
  considers itself to have ever had with the 
  Galactic Concord was when they tried to 
  replace the Rigunmor guilder with the 
  Concord dollar for standardized stellar 
  money.  The Concord conceded to the 
  guilder as a viable currency with the dollar, 
  and the Consortium went on with business 
  as usual.  Later, the Concord intervened in 
  the Rigunmor-Borealin Border War of 2481.  
  The Consortium gave in to Concord 
  administration in the matter, and consider it 
  ancient history in the face of current 
  business prospects, as they would like to 
  
   
  continue 
  business 
  with 
  no 
  strong 
  observance from the Concord. 
       This is not the case, however.  The 
  Rigunmors have had their wrists slapped 
  on several occasions, though they’ve found 
  ways around several of the Concord’s 
  restrictions.  Executive Guilder Oneagle 
  hopes that as long as the Concord has to 
  deal with more troublesome nations like the 
  Union of Sol, the Thuldans, and VoidCorp, 
  that the Consortium can expects no 
  stronger interference in Rigunmor business 
  than has already occurred, and hopefully 
  less. 
   
  Verge Concerns 
   
  Aegis 
       Like all the stellar nations, the Rigunmor 
  Consortium holds an island embassy on 
  Bluefall.  They base their operations off 
  Ruhlesport Island, and a holding in 
  Nectaris Station.  They have no plans to 
  acquire other holdings in the Aegis system 
  at this time. 
   
  Oberon 
       The Rigunmor inability to bring this 
  rebellious colony back under Consortium 
  control has been a sore point for the 
  Executive Guilder.  Admiral Sarn’s attempt 
  in early 2502 to retake Lison by force with 
  the RCV Eclipse failed horribly, and the 
  Guilders denied ordering his actions.  The 
  Consortium is currently striving to repair 
  relations 
  with 
  the 
  Lison 
  state 
  while 
  funneling billions of dollars into their 
  economy.  For the moment, however, Lison 
  remains out of reach. 
   
   
   
  Rigunmor Conquests: 
  OGAM Inc. 
   
       The Consortium’s GW2 victory over the 
  forces of the Dreth Commonwealth is well 
  documented, but few recall their hostile 
  takeover of the stellar nation OGAM, 
  Incorporated.  OGAM came into existence 
  as a business conglomerate of four 
  separate companies:  Orson Enterprises, a 
  growing 
  industrial 
  giant; 
  Gimble 
  Transportation Company; The Anderson 
  Financial Group; and later, the Michaels 
  Mercantile Corporation.  OGAM resided in 
  the region of space now known as the 
  Wraith and Marcen sectors of the Rigunmor 
  Star Consortium. 
       Many Guilders on the Advisory Board 
  had long shared an interest in the 
  Anderson Financial Group, and Executive 
  Guilder 
  Thomas 
  Marcen 
  owned 
  a 
  substantial share of Michaels Mercantile 
  Company before OGAM solidified.  As a 
  result, when the Second Galactic War 
  broke out in 2346, the Consortium prepared 
  a takeover attempt. 
       In 2347, fleets from the Rigunmor Stellar 
  Navy blockaded OGAM’s most important 
  trade routes in a matter of weeks.  With 
  stock prices starting to suffer, Rigunmor 
  Guilders bought large portions of OGAM to 
  strengthen their position.  They held the 
  blockade for a year, quietly destroying any 
  OGAM ships found leaving the region.  This 
  eventually brought them into conflict with 
  the 3rd OGAM fleet in 2348, in which the 
  Rigunmors claimed victory.  This further 
  allowed the Consortium to maintain the 
  blockade. 
       By 2349, OGAM’s economy suffered a 
  major crash, and the RSN moved in, easily 
  taking several outer systems.  Executive 
  Guilder Marcen followed up the invasion 
  with an offer to acquire the interstellar 
  conglomerate and absorb them into the 
  Consortium, effectively ending the crippling 
  blockade.  OGAM conceded, and allowed 
  the buy out. 
       Heroes wishing to play a descendant of 
  OGAM may forego the standard Rigunmor 
  game benefits and begin the game with the 
  Business broad skill for free as well as 1 
  free rank in Business-small. 
  
   
  The RCV Oneagle 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RCV Oneagle 
  Executive Class Fortress Ship 
   
  Target Modifier:  -5 
   
  Armor:  LI d8+3/ HI d8+3/ En  d8+3 
  Crew Quality:  Veteran 
  Toughness:  Super Heavy  
   
   
   
   
   
  Crew Check:  14 
  Maneuverability:  Class 1  
  Acceleration:  2  
   
   
  Total Crew:  12,000 hands 
   
  Stun:  406 
   
  Wound:  406 
   
  Mortal:  203 
   
  Critical:  102 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Weapon 
          Range   Acc Type     Grade    Modes 
  O/G/A Damage 
   
    
  Matter Beams 
   
  2/5/10    -2* 
   En            Medium       F/G 
  2d6+1w / 2d8+1w / 2d8m 
  Heavy Matter Beams 
  4/8/16   +1* 
   En             Heavy         F/G 
  2d6+1m / 2d8+1m / 2d8c 
  Heavy Plasma Beams 
  2/4/8 
     -2* 
   En             Light           F/G 
  d8+2w / d12+2w / d8+2m 
  Plasma Torpedoes 
  3/6/9 
     +1 
   En             Heavy           F  
  3d6s / 3d6w / d8+3m 
  Missile Tubes & Ordinance Arrays  have statistics as per missile types 
   
  *Taking into account the fire control systems 
   
   
   
   
   
   
   
  
   
  A Brief History of the Ship 
   
       The RCV Oneagle is the flagship of the 
  Rigunmor Star Consortium.  Originally 
  constructed during the 2nd Galactic War, 
  and originally named Rheosky, the ship first 
  rolled off the Antares Shipyards assembly 
  line in 2381.  While the Rigunmor fleet was 
  racing VoidCorp to the center of the 
  crumbling Dreth Commonwealth, Executive 
  Guilder Evan Rheosky and his bureaucracy 
  settled into the new center of Rigunmor 
  politics. 
   
   
  The Owners 
   
       As 
  the 
  largest 
  fortress 
  ship 
  ever 
  constructed, the Rheosky served with 
  distinction in the last century of the war, 
  changing hands and names with several 
  executive guilders along the way.  In 2405, 
  Executive Guilder Rheosky lost his position, 
  and the ship became the Prinicep.  Armond 
  Prinicep then remained at the top of the 
  Consortium until he died of natural causes 
  in 2445.  The title of Executive Guilder and 
  the flagship then passed briefly through a 
  series of Executive Guilders.  Lita G. 
  McGowan held the position for three years, 
  replaced by Orson Sorenson in 2448.  By 
  2453, Sorenson was overcome by Gregory 
  Remuis for the next decade.  In 2463, 
  Allison 
  Breel 
  had 
  the 
  name 
  Remuis 
  removed from the ship, and replaced it with 
  Breel.  In 2494, several years after helping 
  to establish the Treaty of Concord, she died 
  in office.  Executive Guilder Breel was 
  succeeded by the then head of the Finance 
  Committee, Atha Oneagle. 
   
   
  Special Tech 
   
       During its many years of service, the 
  Oneagle has consistently updated itself 
  with the newest scientific and military 
  systems.  Most notable among these are 
  the unique technologies developed by the 
  mechalus of the Aleerin Sector.  As a 
  whole, human science has never delved 
  very far into the field of anti-matter 
  technology research, but the mechalus 
  have.  The result of the Rigunmor-Aleerin 
  alliance gives the Star Consortium limited 
  access to closely guarded technology 
  currently unavailable to the rest of the 
  Stellar Ring. 
       In 2373, during the planning stages of 
  the newly commissioned vessel, Executive 
  Guilder Evan Rheosky signed a contract 
  with several Aleerin-owned companies 
  providing the fortress ship with a mechalus 
  computer core and an array of matter 
  technology weapons.  In return, mechalus 
  military personnel would be trained to 
  operate the computer systems by the 
  Aleerin Affairs Committee, and no attempt 
  would be made to reverse-engineer the 
  matter weapons under penalty of hefty fines 
  and removal of the systems.  In addition, 
  the Aleerin companies would receive a 
  modest annual payment for upgrades and 
  maintenance of the systems.  Neither of the 
  involved parties has violated the agreement 
  to date. 
   
   
  The Oneagle’s Stardrive 
   
       While all fortress ships, as well as the 
  Galactic Concord’s Lighthouse, have a 
  standard starfall range of 50 light years, the 
  Oneagle does not.  It travels farther.  
  Rumors abound throughout the Stellar Ring 
  as to its capabilities.  Some of these rumors 
  place the starfall range above 60 light 
  years, and others around 70! 
       The truth of the matter is that the 
  Oneagle can regularly make starfalls of up 
  to 60 light years, and can occasionally 
  make jumps of up to 65 light years, though 
  careful preparations must be made before 
  such a trip.  The engineering crew must 
  spend several days of preparation in order 
  for the stardrive and mass reactors to 
  handle the stress of exceeding 60 light 
  years.
   
   
  
   
  TYPE 
  SYSTEM 
  HULL POINTS POWER POINTS 
   
   
  13,000 (+6500)  
  Hull: 
  Fortress Ship 
   
   
  Armor: 
  Super Heavy Neutronite 
  2600 
  0 
  Power: 
  10 Mass Reactors 
  1688 
  0 
   
  (each rated for 590.8 power points) 
   
   
   
  (Total of 5908 pp) 
   
   
  Engines: 
  Induction Engines 
  1300 
  1300 
  FTL: 
  Stardrive 
  650 
  1950* 
  Life support: 
  325 Autosupport Units (whole ship) 
  325 
  325 
   
  600 Recycler Units (12,000 people) 
  600 
  600 
  Accommodations: 486 Crew Bunkrooms 
  1458 
  0 
   
       (9720 enlisted) 
   
   
   
  180 Crew Quarters 
  360 
  0 
   
       (1080 enlisted) 
   
   
   
  180 Officers Quarters) 
  360 
  0 
   
       (1080 officers) 
   
   
   
  60 Officer Staterooms 
  120 
  0 
   
       (120 Officers) 
   
   
   
  50 Troop Bunkrooms 
  150 
  0 
   
       (1000 enlisted) 
   
   
   
  10 Troop Quarters 
  20 
  0 
   
       (60 officers) 
   
   
   
  300  2nd Class Gov't Staterooms 
  600 
  0 
   
       (1200 bureaucrats) 
   
   
   
  250  1st Class Gov't Staterooms 
  500 
  0 
   
       (500 bureaucrats) 
   
   
   
  Business Mall Section 
  116 
  0 
   
       (50-60 stores;  400 customers) 
   
   
  Defenses: 
  Deflection Inducer 
  650 
  1300 
   
  Repair bot Damage Control System 650 
  650 
  Weapons: 
  8 Double-Turret Heavy Matter Beams 360 
  384 
   
  10 Triple-Turret Matter Beams 
  275 
  330 
   
  10 
  Double-Turret 
  Heavy 
  Plasma
  Beams 
  150 
  160 
   
  20 Missile Launch Tubes 
  60 
  20 
   
  10 Ordinance Cell Arrays 
  100 
  20 
   
  12 Plasma Torpedoes 
  120 
  180 
   
  100 Point Defense Guns 
  100 
  0 
  Command: 
  Flag Bridge 
  3 
  0 
   
  3 Command Decks 
  30 
  0 
   
  2 Launch Towers 
  4 
  0 
  Communication: 
  14 Radio Transceivers 
  7 
  14 
   
  8 Laser Transceivers 
  8 
  8 
   
  8 Mass Transceivers 
  8 
  8 
   
  Drivesat Communications Relay 
  150 
  300 
  
   
  Sensors: 
  Drive Detection Array 
  80 
  120 
   
  Ladar (12 arcs) 
  His-Res Video 
  10 
  2 
  10 
  0 
   
  IR Detectors (12 arcs) 
  6 
  0 
   
  Multiband Radars (12 arcs) 
  6 
  12 
   
  Mass Detectors (12 arcs) 
  12 
  12 
   
  Spectroanalyzers (12 arcs) 
  12 
  12 
  Computers: 
  Computer Core, Amazing 
  65 
  65 
   
  Tactical Control, Good 
  1 
  0 
   
  Navigational Control, Good 
  1 
  0 
   
  Sensor Control, Good  (all sensors) 
  6 
  0 
   
  28 Fire Control, Good  (all turrets) 
  28 
  0 
  Hangars: 
  Docking Clamps (900 hull point
  capacity) 
  180 
  0 
   
  4 Fighter Hangars (500 hull points
  each) 
  2000 
  0 
   
  2 Strike Fighter Hangers (750 each) 1500 
  0 
   
  1 Civilian Hanger (200 hull point
  capacity) 
  200 
  0 
   
  1 Civilian Hanger (100 hull point
  capacity) 
  100 
  0 
   
  Magazines (1600 missile points) 
  400 
  0 
  Miscellaneous: 
  12 Airlocks 
  12 
  0 
   
  40 Brigs  (160 man total capacity) 
  80 
  0 
   
  40 Cargo Holds (4000 sq meters) 
  120 
  0 
   
  Evacuation System (15,000 people) 
  753 
  0 
   
  Fabrication Facility 
  4 
  2 
   
  2 Lab Sections (50 men each) 
  50 
  0 
   
  100 Security Suites (4680 coverage) 102 
  102 
   
  4 Sick Bays (60 men each) 
  240 
  0 
   
  4 Workshops 
  8 
  4 
   
   
   
   
  Totals: 
   
  19500 
  5938 
   
   
   
   
   
  * +100-150 power points to make 60-
  65 light year starfalls 
   
   
   
       The Oneagle is not assigned an official 
  damage diagram here, as any heroes who 
  enter into combat against it with anything 
  less than a full stellar fleet will be 
  obliterated.  As the flag ship of the 
  Consortium, the Oneagle is escorted by a 
  small fleet of 2 dreadnoughts, 3 battleships, 
  1 carrier, 30 cruisers, 40 destroyers, and 
  over 200 small craft.  Should a GM run such 
  a combat scenario, they should feel free to 
  develop the damage diagram at their own 
  discretion. 
   
   
  
   
  Power Players of the Oneagle 
   
       More than simply the flagship of the 
  Rigunmor Consortium Navy, the Oneagle is 
  also 
  the 
  center 
  of 
  government 
  and 
  administration to all of Rigunmor space.  A 
  careful observer can find endless political 
  scheming 
  onboard, 
  both 
  foreign 
  and 
  domestic.  The following represent most of 
  the major individuals of influence who make 
  their home on Oneagle. 
       Many of the individuals/groups referred 
  to below are discussed in greater detail in 
  the preceding People of the Rigunmor Star 
  Consortium chapter. 
   
   
  Bureaucracy 
   
       While 
  most 
  nations 
  keep 
  their 
  bureaucracies safely stationed in their 
  capitol star system, the Rigunmors prefer 
  the mobility offered by the Oneagle.  The 
  Star Consortium purposefully keeps its 
  capitol world of Bazaar free of political 
  dealings in lieu of a better business 
  environment.  Thus, the administration of 
  the Consortium live aboard the Oneagle 
  unless away on business or pleasure. 
   
  Executive Guilder Atha Oneagle 
       The 
  Executive 
  Guilder 
  makes 
  her 
  permanent residence aboard the capitol 
  ship. 
   
  The Advisory Board 
       The 
  chairmen 
  of 
  all 
  ten 
  capitol 
  committees 
  maintain 
  offices 
  and 
  residences aboard the Oneagle, even while 
  out of Rigunmor space for extended 
  business. 
   
  The Guilders 
       All other guilders (whether members of 
  capitol or common committees) have both 
  offices and residency aboard, unless they 
  have requested otherwise. 
   
  The High Court of Finance 
       Representing the highest court in the 
  Consortium, all nine justices live and work 
  aboard the Oneagle.  When appropriate, 
  the ship travels to suit the court’s judiciary 
  needs. 
   
  Foreign Diplomats 
       When 
  foreign 
  dignitaries 
  visit 
  the 
  Rigunmor Star Consortium, they almost 
  always find their way to the Oneagle, where 
  guest quarters are prepared.  Almost all 
  nations 
  have 
  permanently 
  assigned 
  ambassadors staying aboard to constantly 
  maintain communication with the Rigunmor 
  bureaucrats and their movements. 
   
  Ambassador Ca’lassh 
       As the official emissary of the Galactic 
  Concord, Ambassador Ca’lassh (Tm/Con-
  cord/DTO-7) tries his best to keep tabs on 
  high-level Rigunmor business.  He takes 
  care to maintain a positive relationship with 
  the Rigunmor government and ensures that 
  Concord policy is observed.  He regularly 
  transmits status reports back to Concord 
  space. 
   
  VoidCorp 
       VoidCorp is the only stellar nation 
  without a permanent ambassador onboard.  
  The reason for this is that Atha Oneagle 
  won’t allow it.  In fact, VoidCorp is forced to 
  rotate their diplomats every three months; a 
  horrid 
  inconvenience 
  that 
  Concord 
  Ambassador Ca’lassh has unsuccessfully 
  lobbied Atha Oneagle to change. 
       The current VoidCorp representative is 
  Craig Goerinni (ME957 31EKP).  Although 
  newly arrived, he has received a full 
  briefing by the company, and intends to 
  carry out their orders for the duration of his 
  stay. 
   
  Crew 
   
       As the largest ship ever constructed, the 
  Oneagle necessitates an enormous crew of 
  just over 12,000 hands to keep it running at 
  peak performance levels.  If not for the 
  artificial 
  intelligence 
  also 
  serving 
  the 
  shipborne-Grid, the Oneagle would need 
  an even larger crew.  Approximately 10,800 
  of these individuals are enlisted naval 
  officers, 
  and 
  1200 
  are 
  commissioned 
  
   
  officers.  A regiment of 1060 troops from the 
  Rigunmor Army also garrisons the ship 
  providing security detail, escort duties, and 
  the 
  occasional 
  military 
  operation, 
  as 
  needed. 
       The Oneagle contains over 60 different 
  sectors, and requires exceptionally trained 
  (or wealthy) men and women to run them.  
  Some of these individuals are examined in 
  more detail, below. 
   
  Admiral Harmon Blake 
       At 125 years of age, Harmon Blake 
  (Hm/Rigunmor/DCS-15) still has several 
  decades of service ahead of him.  The 
  catch is, he’s perfectly happy with where 
  his current position: the commanding 
  officer of the Rigunmor flagship.  Originally, 
  he served as a rear-admiral and 1st officer 
  under Executive Guilder Breel’s command.  
  When the flagship’s full admiral passed 
  away, Breel promoted Harmon to fill the 
  post.  In 2494, when Atha took the reigns of 
  power, she decided to keep Blake around 
  for his experience and dedication to the 
  job. 
       Recently, 
  curious 
  individuals 
  have 
  investigated 
  the 
  death 
  of 
  Blake’s 
  predecessor, 
  Admiral 
  Timothy 
  Orrs.  
  Conspiracy theories exist that perhaps 
  some foul play occurred during GW2 that 
  wartime activities did not allow the proper 
  time to thoroughly examine.  Blake is 
  currently unaware of the investigation, but 
  will he remain so, and does he have 
  something to hide? 
   
  Commodore Tilane Miller 
       Tilane Miller (Hm/Rigunmor/DFA-12) is a 
  decorated veteran of GW2, having served 
  with distinction on the VoidCorp front.  He 
  was first brought aboard the Oneagle as 
  executive officer when Atha took the reins of 
  leadership.  In his position, Miller acts as 
  the link between the other officers and 
  Admiral Blake, carrying enormous power 
  over day-to-day operations.  In fact, few 
  cases exist in which the first officer must 
  clear his decisions with the Admiral. 
   
  Commander Karess N’thenne 
       Commander N’thenne (Mf/Rigunmor/TO-
  17) is the head of Ship Engineering.  Among 
  her most challenging duties are the upkeep 
  of the Oneagle’s PL8 computer core 
  (provided from the Aleerin home world) and 
  the operation of the ship’s unique stardrive.  
  Both systems are operated by lieutenant 
  commanders 
  that 
  answer 
  directly 
  to 
  Karess.  Nathan Pariah (Hm/Rigunmor/TO-
  15) controls maintenance of the stardrive, 
  and Aantwarr Zzaks (Mm/Rigunmor/TO-14) 
  oversees computer operations. 
       Commander N’thenne is a close friend of 
  Jegaris Zakum (Mm/Rigunmor/DFA-16), the 
  chairman of the Aleerin Affairs Committee, 
  and many believe his influence led to her 
  current assignment.  Karess, for her part, 
  denies it. 
   
  Commander Jasqual Nihajja 
       Jasqual Nihajja (Hm/Rigunmor/FA-14) is 
  the security chief of the Oneagle.  One 
  hundred security suites throughout the ship 
  monitor the safety of over 1000 bureaucrats 
  and 
  civilians, 
  including 
  the 
  Executive 
  Guilder and the rest of the Rigunmor 
  government.  Nihajja also maintains tight 
  security 
  over 
  the 
  most 
  integral 
  ship 
  systems.  He developed a cold hatred for 
  VoidCorp during the final years of the 
  Second Galactic War, and constantly seeks 
  to root out the corporate nation’s various 
  spies as they come aboard. 
       Commander Nihajja’s trusted second in 
  command is lieutenant commander Daash 
  Mereel (Fm/Rigunmor/MW-13), a talented 
  fraal mindwalker.  Daash’s talents make 
  him indispensable in his job. 
       One of Jasqual’s other men, lieutenant 
  Luiss Solomon (Hm/Rigunmor/DTO-9), has 
  a project kept secret from Commander 
  Nihajja.  Solomon leads the investigation of 
  the death of Admiral Orrs, the previous 
  commanding 
  officer 
  of 
  the 
  Oneagle.  
  Solomon doesn’t know yet whether Admiral 
  Blake 
  had 
  anything 
  to 
  do 
  with 
  his 
  predecessor’s death.  Even if he didn’t, 
  something could perhaps be arranged to 
  indicate 
  his 
  involvement. 
   
  Lieutenant 
  Solomon isn’t carrying on this private 
  research out of a personal hatred of 
  Admiral Blake, but he is being paid a great 
  deal by his employer. 
   
  Warrant Officer Vincent Santoro 
       Warrant 
  Officer 
  Vincent 
  Santoro 
  (Hm/Rigunmor/CS-21) is one of two such 
  
   
  enlisted men in the Rigunmor Navy.  At the 
  age of 176 years old, he came to the 
  Oneagle in 2494, when it was renamed 
  upon Atha’s ascension, to act as a special 
  advisor to the Military Assets Committee, 
  currently headed by his old friend Guilder 
  Russel Xar. 
       His second reason for serving on the 
  Oneagle 
  is 
  Atha 
  Oneagle’s 
  personal 
  invitation.  The Executive Guilder requested 
  that he take an office on the flagship so he 
  could keep close watch on the activities of 
  Guilder Joseph Varcan, the head of the 
  Finance Committee.  Vincent, in return, 
  receives special tax benefits befitting his 
  rank of Warrant Officer. 
   
  F.I.S.H. 
       Despite the jokes otherwise, F.I.S.H. 
  stands for Fully Integrated Ship Hand.  
  F.I.S.H., the Oneagle’s artificial intelligence 
  has existed in the ship’s local Grid system 
  since the original commissioning of the 
  vessel.  The sentient program even devised 
  its own very accurate designation. 
       Officially, F.I.S.H. (AI-29) carries the rank 
  of Captain, but it rarely gives official orders 
  or pulls rank, although it has exercised that 
  ability from time to time.  As the Oneagle’s 
  AI, it is present in all ship systems, 
  regulates important ship functions, helps 
  monitor security, and handles requests and 
  problems from hundreds of passengers 
  and crewmen every minute of the day. 
       While part of a military vessel, F.I.S.H. 
  also contains programming for casual 
  interface with non-military personnel, and 
  has developed its own unique personality 
  over the past hundred-plus years of service.  
  F.I.S.H. 
  most 
  closely 
  associates 
  with 
  Executive 
  Guilder 
  Oneagle, 
  lieutenant 
  commander Aantwarr Zzaks, and Guilder 
  Riggis Olantron, the chairman of Internal 
  Evaluation. 
   
  Commander Elaine Hutchinson 
       With 
  well 
  over 
  1000 
  non-military 
  personnel constantly aboard the Oneagle, 
  the ship must accommodate an endless 
  stream of civilian and bureaucratic needs.  
  To fill these demands, Commander Elaine 
  Hutchinson (Hf/Rigunmor/DFA-12) heads 
  the Passenger Relations department of the 
  ship.  With a team of several hundred 
  assistants, she ensures the comfort of all 
  the Oneagle’s government, civilian, and 
  foreign guests.  Often, she personally 
  welcomes important dignitaries to the ship, 
  and maintains a friendly relationship with 
  Atha Oneagle herself. 
       Hutchinson’s department also oversees 
  the Business Mall sector of the ship, where 
  shops 
  and 
  restaurants 
  cater 
  to 
  the 
  passengers.  Other commanders joke that 
  Elaine could keep her post with only 
  auditing the tips she receives. 
   
  Passengers 
   
  The Comet’s Path 
       Located in Oneagle’s Business Mall 
  sector, The Comet’s Path is an upscale 
  restaurant 
  frequented 
  by 
  numerous 
  guilders and dignitaries.  A careful listener 
  may 
  overhear 
  deals 
  in 
  development 
  throughout the Consortium. 
       The Comet holds a more sinister 
  importance than just a place to hear news 
  from bureaucrats, however.  In the form of 
  the restaurant’s maitre’dee, Eli Witiker 
  (Hm/VoidCorp/DFA-9) 
  is 
  an 
  Inseer 
  immigrant by government record, but in 
  reality, a VoidCorp spy.  Eli (HN348 17KEO) 
  keeps an ear out for important news 
  brewing on board, and has made more 
  than a few friends among the guilders, 
  particularly the Communications Media 
  Committee.  He takes leave from The 
  Comet’s Path four to five times a year to 
  send reports back to VoidCorp, and has 
  thus far avoided discovery. 
   
  David Coreeno 
       Only 34 years old, David (Hm/Borealin/-
  DMW-7) is the onboard representative for 
  Celestial Entertainment Limited and all its 
  subsidiary companies.  Though everyone in 
  the Stellar Ring is aware of his family’s 
  criminal reputation, David maintains the 
  front of a serious businessman.  He often 
  associates with Guilder Marcus Tambrin of 
  the Foreign Relations Committee. 
   
  
   
  Adventure Hooks aboard Oneagle 
   
       More than just a big ship with big guns, 
  the Oneagle could easily become the 
  setting of an entire Star*Drive campaign; a 
  Stellar Ring equivalent to the Concord’s 
  Lighthouse in the Verge. 
       However, getting on board the Oneagle 
  on a regular basis would be much harder 
  than the Lighthouse, since the ship doesn’t 
  serve as a space station.  The Oneagle 
  represents the political capitol and flagship 
  of an entire nation.  Heroes in such a 
  campaign 
  would 
  likely 
  consist 
  of 
  crewmembers, diplomats, business owners, 
  or family members of one of the above. 
       Adventures would also necessitate a 
  lesser amount of combat, as the Oneagle 
  security forces would put down most 
  serious internal engagements, while the 
  ship and its escorts would make short work 
  of pirates and the like.  Therefore, 
  adventures based 
  upon 
  the 
  Oneagle 
  should reflect the nature of the ship’s 
  purpose:  politics and business. 
  Adventure Hook:  Sales Pitch 
   
       With over 75% of the Guilders on board 
  at all times, Oneagle carries a constant 
  flurry of business negotiations and political 
  lobbying.  Sometimes people find it nearly 
  impossible to reach everyone.  This 
  adventure is just such a case. 
   
  Background 
   
       The Communications Media Committee 
  is currently looking to renovate several 
  drivesat relays in the Consortium, most 
  notably the relay in the Antares system.  
  The upgrades will take months of work to 
  complete and cost the Committee the 
  equivalent of billions in Concord dollars.  
  They are still taking bids from corporations 
  for the work. 
       Rayne Technologies, Inc. is a relatively 
  new 
  player 
  to 
  the 
  interstellar 
  communications market, but ambitious 
  enough to handle the job.  The UCG initially 
  passed them up in their bid for the 
  renovations, however.  Regardless of their 
  seeming 
  inexperience, 
  Enna 
  Nicol, 
  a 
  Guilder of the CM Committee has agreed to 
  speak 
  with 
  the 
  company 
  again.  
  Unfortunately, 
  the 
  CEO 
  and 
  senior 
  executives 
  are 
  still 
  overseeing 
  the 
  completion of a previous project or absent 
  while 
  vacationing. 
   
  This 
  necessitates 
  sending an envoy to the Oneagle to 
  personally deliver their bid to Guilder Enna 
  Nicol and negotiate for them. 
       It’s not just a simple matter of placing a 
  phone call.  Other companies already have 
  employees aboard, and they’ll want to keep 
  RayneTech out of the deal.  The two leading 
  companies already in the bid are General 
  Industries and Aleerin CompTech, two 
  giants in the business.  Both of them will 
  want Rayne Technologies Inc. out of the 
  picture until the bidding ends in a day or so. 
       General Industries has assigned William 
  Yates (Hm/Rigunmor/DMW-7) to keep the 
  Guilder preoccupied, while Qualt Ressni  
  (Mm/Rigun-mor/DFA-9) gets the job of 
  making sure the heroes don’t get to Nicol in 
  time to place the RayneTech bid.  He may 
  even set them up for a minor assault 
  charge that would get them expelled from 
  the ship.  Perhaps they could be revealed 
  as VoidCorp agents if he makes the right 
  preparations. 
   
  Supporting Cast 
   
       For this adventure, you may want to fill 
  out both Yates and Ressni more fully, as 
  well as Guilder Nicol if you feel it 
  necessary.  The GM should also come up 
  with several more ways to put off the party 
  from easily reaching Nicol.  Aleerin 
  CompTech is likely to interfere as well. 
  Someone could always pay off security for 
  a favor or two. 
  
   
  Adventure Hook:  Guilder Espionage 
   
       In the cutthroat world of Rigunmor 
  politics, the most useful tool available to a 
  Guilder, after money, is information.  If he 
  knows what deals are being made in the 
  Consortium, it’ll make his own decisions 
  more knowledgeable, and thus more 
  profitable, allowing him to advance his 
  career.  To this end, Guilders often enjoy 
  vast information networks run by careful 
  listeners, accountants, and double agents. 
   
  Background 
   
       Guilder Akram Zaebris  (Mm/Rigunmor-
  /FA-5) is a relatively new Guilder.  He 
  attained his current position following the 
  audit of 2500, and joined the common 
  Transportation Committee.  In the last year 
  or so, he has experienced financial trouble, 
  suffering setbacks that may cost him his 
  rank as soon as 2503. 
       In recent weeks, he has heard rumors 
  that 
  members 
  of 
  the 
  Public 
  Health 
  Committee are preparing for an important 
  release by purchasing large amounts of 
  stock.  Akram hopes to discover their 
  inside-tip and cash in on it.  To this end he 
  has 
  already 
  performed 
  some 
  minor 
  investigation on his own, and discovered 
  two things.  First, the Public Health 
  Committee is very set on keeping other 
  Guilders in the dark until the official press 
  release.  Secondly, Guilder Isla Shadi 
  (Hf/Rigunmor/DFA-6) is currently refilling 
  positions on her staff.  It seems she fired 
  several of them for snooping into her 
  personal files, and currently intends to 
  press charges against them. 
       Guilder Zaebris approaches the heroes 
  with an offer:  he wants them to get hired by 
  Guilder Shadi, and find out what Public 
  Health is up to, and he’s more than willing 
  to make it worth their while.  The party 
  should feel free to negotiate their payment 
  with Akram. 
       The capacity for espionage and counter-
  espionage is extensive in this situation.  Isla 
  Shadi may not be an easy mark.  She’s had 
  recent experience with spies, and may well 
  keep a close eye on her new employees.  
  She 
  may 
  even 
  discover 
  the 
  heroes’ 
  intentions to double-cross her if they’re not 
  careful, and feed them false information 
  instead.  Or, Shadi may just have them 
  arrested as spies.  By the same token, the 
  heroes may wish to throw their lot in with 
  Guilder Shadi rather than Zaebris, and 
  purposely feed him false information to 
  teach him a lesson about cautious spying. 
       The facts of the Public Heath secret 
  really revolve around the following:  a little 
  known company, Ohkama Biogenics, has 
  developed a drug/gene treatment that 
  counters Elhara-Neural Decay Syndrome.  
  The condition has previously proven fatal to 
  patients within a decade of the diagnosis.  
  The new product is in the process of 
  obtaining a patent, and CEO Setunae 
  Ohkama expects to rake in trillions of 
  Rigunmor guilders within the first five years 
  alone. 
       Conniving GMs may throw in further 
  twists as the players dig for information.  
  The new Ohkama drug may be flawed, or 
  the whole story could be a ploy by another 
  Guilder or company to ruin Ohkama 
  Biogenics, and possibly much of the Public 
  Health Committee’s reputation as well.  
  Suffice it to say, Investigate, Business, and 
  Deception skills will become invaluable to 
  the 
  heroes. 
   
  Even 
  Security 
  and 
  Manipulation skills could prove most useful. 
   
  Supporting Cast 
   
       For this adventure, you should probably 
  flesh out the main characters like Guilders 
  Zaebris and Shadi, as well as some other 
  guilders and personal aides integral to the 
  plot.  The party could even convince 
  members of the ship’s crew to help for a 
  piece of the action. 
   
  “Varcan?  Let him plot.  The old man’ll still 
  be hatching schemes on his deathbed.”  
          - Executive Guilder Atha Oneagle, 2501 
   
  “Atha can’t stay ahead of my portfolio 
  forever.  After all, age brings experience, 
  along with lots of compound interest.” 
        - Finance Committee Chairman, Guilder 
  Joseph Varcan, 2501                  
  
   
  Adventure Hook:  Hacks, Lies, and Admiral Blake 
   
       Admiral Harmon Blake commands the 
  largest vessel ever constructed by man.  He 
  is responsible for the flagship of the 
  Rigunmor Star Consortium, and with it the 
  well being of the Executive Guilder and the 
  rest of the Rigunmor government.  But did 
  he achieve it by having his predecessor 
  murdered? 
   
  Background 
   
       Under Executive Guilder Allison Breel, 
  Blake once served as the ship’s first officer, 
  and held the rank of rear admiral.  His 
  superior at that time was Admiral Timothy 
  Orrs, a longtime officer who proved his 
  command during GW2.  In 2466, Admiral 
  Orrs suffered a fatal heart attack during the 
  night, and was pronounced dead at 04:09 
  hours, April 7th.  Orrs was 180 years old 
  when he died.  Blake was promoted to full 
  admiral and commander of the flagship. 
       In the last few months, Lieutenant Luiss 
  Solomon of Oneagle’s security crew has 
  investigated the death of Admiral Orrs.  His 
  immediate superiors, Lieutenant Comm-
  ander Mereel and Commander Jasqual 
  Nihajja have no knowledge of his activities.  
  His employer provided him with programs 
  to hide his activities from being detected by 
  the ship’s AI, F.I.S.H..  Thus far he has 
  decided some unusual facts do appear to 
  surround the original inquiry into Orrs’ 
  death, and something may be amiss with 
  the death itself.  Little does Solomon 
  realize, the files concerning Orrs’ death 
  were flagged, and when he read part of 
  them, alarms shot up in certain offices, 
  namely the Internal Evaluation Committee. 
       Internal 
  Evaluation 
  then 
  ordered 
  Commander 
  Nihajja 
  to 
  discover 
  who 
  hacked Oneagle’s computers, citing the 
  occurrence as a high-level security risk.  
  Commander 
  N’thenne 
  and 
  Lieutenant 
  Commander Zzaks may even have been 
  notified as well, at the GM’s discretion. 
       Now the heroes are ready to enter the 
  situation.  Either they become assigned to 
  the investigation from among the active 
  crew 
  (likely 
  security 
  or 
  computer-
  engineering), or they are brought into the 
  loop 
  through 
  another 
  character 
  that 
  received the assignment.  The investigation 
  remains very important to the Internal-
  Evaluation Committee, so the heroes should 
  receive good code clearance.  But I-E also 
  wants them to keep quiet about the inquiry, 
  so they’ll do well not to wave it around or 
  Solomon may catch word of what’s going 
  on.  Indeed, with his security clearance, he 
  may already know. 
   
  Secret #1 
   
       Admiral Orrs did indeed die of a simple 
  heart attack, devoid of any foul play.  
  However, his vast bank accounts were not 
  so lucky.  Following his death, someone on 
  board got hold of his authorization codes 
  and transferred tens of trillions of guilders 
  to various accounts all throughout the Star 
  Consortium.  I-E failed to discover the 
  culprit.  Blake, on the other hand, did. 
       It turned out to be one of Orrs’ advisors.  
  Blake had him executed, and spread the 
  stolen money accounts among several 
  individuals, including:  himself, Allison 
  Breel, the now former head of I-E, and 
  various officials on the Audit Subcommittee.  
  For his involvement, Blake received a 
  promotion to full Admiral and the command 
  of the flagship.  The current Executive 
  Guilder has no knowledge of the event. 
       Lieutenant 
  Solomon 
  has 
  thus 
  far 
  determined only that some kind of cover-up 
  occurred, and will next try to find or create 
  proof of Blake’s guilt. 
   
  Secret #2 
   
       As for the other big secret:  Who’s 
  behind Lieutenant Solomon’s activities?  
  That matter is left for the GM to decide. 
  Although, here’s a number of potential 
  suggestions: 
       It’s Commodore Miller.  The first officer 
  wants to fill the admiral’s shoes, and he’s 
  ambitious enough to destroy him to get 
  there.  Miller could easily have given 
  Solomon the information he needed to 
  evade F.I.S.H. 
  
   
       It’s Finance Chairman Joseph Varcan.  
  The wily old guilder has discovered hints to 
  what transpired in the Audit Subcommittee 
  files, and is furious for having been left out 
  of the deal all those years ago.  Now he’s 
  trying to kill two birds with one stone by 
  attacking Oneagle’s favorite admiral and 
  acquiring a large sum of money at the 
  same time.  Varcan has enough contacts to 
  have set Solomon up with the tools he 
  needed. 
       It’s VoidCorp.  The corporate nation has 
  a long reach, long enough to hide a spy or 
  two onboard.  Maybe they want to spread 
  unrest in the upper levels of Consortium 
  politics by bringing the secret out.  Having 
  Rigunmor officials of such rank convicted of 
  financial crimes is worth risking an agent or 
  two.  VoidCorp Ambassador Goerinni may 
  even be directly involved in the matter. 
       It could even be one of the other 
  Guilders, or another admiral looking to 
  captain the flagship.  GM’s should feel 
  encouraged 
  to 
  create 
  their 
  own 
  mastermind if they prefer. 
       Whatever you decide, the players should 
  definitely 
  get 
  the 
  feeling 
  that 
  the 
  investigation has the potential for massive 
  disruptions in the Rigunmor government, 
  and they should fear what people might do 
  to stop, or promote, that damage. 
   
  Supporting Cast 
   
       Many of the supporting-cast discussed 
  above many need further definition if 
  they’re expected to interact with the heroes 
  on a regular basis.  The GM may even want 
  to create an Internal Evaluation agent 
  overseeing the investigation with Nihajja.  
  At the very least, Lieutenant Solomon 
  should 
  play 
  an 
  important 
  role.
   
   
   
   
   
  
   
  Major Systems of the Consortium 
   
     As one of the largest stellar nations, the 
  eneral 
  Bazaar 
     Early Rigunmor colonists chose Bazaar 
   
    
  Rigunmor Star Consortium has many well-
  established and powerful systems, full of 
  economic concerns and intrigue.  Many of 
  them offer excellent settings for adventure 
  in 
  Rigunmor 
  space. 
   
  The 
  following 
  represent some of the most important or 
  interesting areas of the Consortium. 
       These systems are discussed in g
  terms, and GMs may flesh them out at their 
  own discretion for more intimate campaign 
  use, population breakdowns, topography 
  and other details. 
   
   
    
  as their capital system for its proliferation of 
  Class 1 and 2 worlds.  Among the first 
  systems ever settled by the Consortium, 
  Bazaar is a binary system, centered around 
  the two stars Net & Gross, with Gross 
  measuring 40% larger than Net.  Despite 
  common practice, the settlers chose to 
  name the system by its most prominent 
  planet, Bazaar, as opposed to one of the 
  stars. 
   
   
   
   
   
   
  Bazaar  
   
  Auth 
   
   
  Auhk 
  Primary  
   
   
  Net & Gross 
   
  (Bazaar) 
   
  (Bazaar) 
  Planetary Class  
   
  Class 1  
   
  Class 1  
   
  Class 1 
  Gravity  
   
   
  G2 (1.17 g) 
   
  G2 (0.9 g) 
   
  G2 (1.2 g) 
  Radiation 
   
   
  R1 (3 rem/yr) 
   
  R1 (2.4 rem/yr)  
  R1 (3.4rem/y) 
  Atmospher
   
   
  A2 (N2, O2) 
   
  A2 (N2, O2) 
   
  A2 (N2, O2) 
  e 
  Pressure 
   
   
  P3 (0.97) 
   
  P3 (1.1)  
   
  P2 (0.76) 
  Heat 
   
   
   
  H2 (15 C) 
   
  H2 ( 17 C) 
   
  H2 (8 C) 
  Orbital D
   
   
  1.3 AU  
   
  107,614 km
   
  95,376 km
   istance
   
   
  Diameter 
   
   
  10,684 km 
   
  3,195 km 
   
  2,743 km 
  Year 
   
   
   
  327 days 
   
  (41.7 days) 
   
  (29 days) 
  Day 
   
   
   
  26 hours 
   
  25 hours 
   
  17 hours 
  Axial Tilt 
   
   
  21.7 degrees 
   
  19.3 degrees 
   
  12.4 degrees 
  Density  
   
   
  1.4 
   
   
  0.89 
   
   
  1.6 
  # Satellites 
   
   
  2 
   
   
  0 
   
   
  0 
   
   
   
   
   
  Ehril 
   
   
  Detris  
   
  Iath 
  Primary  
   
   
  Net & Gross 
   
  Net & Gross 
   
  Net & Gross 
  Planetary
   
   
  Class 2  
   
  Class 5  
   
  Class 5 
   Class 
  Gravity  
   
   
  G1 (.51 g) 
   
  G4 (3.8 g) 
   
  G4 (3.47 g) 
  Radiation 
   
   
  R2 (18 rem/wk)  
  R2 (16 rem/wk)  
  R2 (11 rem/w) 
  Atmosphere 
   
   
  A1 (NO)  
   
  A1 (H2, He) 
   
  A1 (H2, He) 
  Pressure 
   
   
  P1 (0.45) 
   
  P5 (gas gian
   
  P5(gas gian
  t) 
  t) 
  Heat 
   
   
   
  H1 (-52 C) 
   
  H0 (-235 C) 
   
  H0 (-205 C) 
  Orbital D
   
   
  3.7 AU  
   
  8.5 AU  
   
  12.6 AU 
   istance
  Diameter 
   
   
  21,739 km 
   
  87,203 km 
   
  61,752 km 
  Year 
   
   
   
  5.7 years 
   
  17.32 years 
   
  21.6 years 
  Day 
   
   
   
  53.2 hours 
   
  13.4 hours 
   
  83 hours 
  Axial Tilt 
   
   
  7.1 degrees 
   
  61 degrees 
   
  14.7 degrees 
  Density  
   
   
  2.3 
   
   
  0.08 
   
   
  0.18 
  # Satellites 
   
   
  0 
   
   
  17 
   
   
  15 
   
   
   
  
   
   
  
   
   
  Bazaar 
   
       Bazaar is unique among capitol worlds 
  of the Stellar Ring in that it holds no part of 
  its nation’s upper bureaucracy.  With the 
  majority of the Rigunmor government 
  traveling aboard the Oneagle, Bazaar and 
  its citizens stay free to concentrate on 
  business rather than politics. 
       Classified 
  as 
  an 
  Earth-like 
  world, 
  sprawling cities cover most of Bazaar’s 
  surface.  Indeed, very little of the planet 
  remains left over to wilderness – just 
  enough to continue supporting a livable 
  biosphere for its inhabitants.  Numerous 
  spaceports exist in the various metropolitan 
  areas of the planet, constantly monitoring 
  traffic to and from the outer system and 
  moons of Auth and Auhk.  The planetary 
  capitol of Index, a city of approximately 1 
  billion 
  people, 
  is 
  located 
  along 
  the 
  coastline of the largest continent.  Every 
  major corporation in the Consortium has an 
  office there, as close to the pulse of 
  Rigunmor markets as possible.  The 
  Rigunmor Stock Index and the central 
  headquarters 
  of 
  the 
  United 
  Guilder 
  Conclave also make its home in Index.  The 
  guildmasters meet in an enormous building 
  that once housed the Conclave before a 
  plutocratic government replaced their rule 
  with the wealth-based system of today. 
       System Manager Jargon Scott (Hm/Rig-
  unmor/DFA-7) lives in Index as well.  Scott 
  has one of the cushiest jobs in the 
  Consortium.  Profitable income in Bazaar 
  takes care of itself with little to no help from 
  him at all.  And, his governor’s tax will likely 
  hold him his job until retirement. 
   
  Auth & Auhk 
   
       The twin moons Auth and Auhk support 
  heavy populations, with both totaling about 
  two billion people apiece.  They exist as 
  auxiliary real estate for Bazaar, and many 
  consider them an extension of its business 
  
   
  markets as well, since they are only a brief 
  ride away. 
       Auth possessed a Class-1 biosphere 
  when the Rigunmors first came to the 
  system, settling the moon around the same 
  time as Bazaar.  In present day, it functions 
  as a welcome center for the Consortium’s 
  capitol.  Hotels and resorts abound here, 
  catering to the needs of every business-
  man.  Three enormous spaceports ferry 
  passengers to and from Bazaar and Auth’s 
  sister moon, Auhk.  Many arriving ships 
  simply dock at Auth’s spaceports for 
  cheaper docking rates, and purchase 
  shuttle flights for in-system travel. 
       Just a short distance away, Auhk 
  originally held a Class-2 environment when 
  the Rigunmors found the system, but was 
  later terraformed to better suit human life.  
  Most 
  scientists 
  could 
  hardly 
  tell 
  the 
  difference now.  Where Auth acts as the 
  welcome center for Bazaar, Auhk provides 
  security for the system.  All military and 
  defense installations on Bazaar and Auth 
  report back to central control on Auhk.  
  Even the naval presence within the system 
  makes port here under the command of 
  Commodore 
  Julian 
  Caruthers 
  (Hm/Ri-
  gunmor/DCS-8).  The RCN battleship 
  nancier serves as the system’s flagship. 
  hril 
  t
  o
  mining and military outposts exist in both, 
  as well as various ring structures orbiting at 
  a 
  safe 
  distance. 
   
  Detris’ 
  rings 
  are 
  considered very bland compared to the X-
  patterned double-rings of Iath, which draw 
  a reasonable number of tourists each year. 
   
  Moons 
       Both of the gas giants contain numerous 
  moons.  Some support military outposts, 
  while others once served as mining 
  operations that dried up long ago.  The 
  moons of Detris include several Class-2 
  biospheres, including:  Kornil, Wrayth, 
  Rockedge, and Neth. 
   
   
  Antares 
   
       Settled in the second wave of Rigunmor 
  colonization, around 2250, the Antares 
  system used its rich mineral resources to 
  quickly become one of the most productive 
  systems in Consortium space.  Three 
  planets and two asteroid belts orbit this G-
  class super giant.  Only one world has 
  earned a Class-1 designation, but rare 
  gems like that are priceless in the Stellar 
  Ring.  More planets may have once existed 
  in the system, but scientists surmise they 
  n-shielded 
  ttered throughout the Grain 
  elt. 
  Fi
   
  E
   
       Unable to terraform this planet, the 
  Consortium constructed a vast network of 
  domed habitats.  Twice the size of Bazaar, 
  Ehril contains upwards of eight billion 
  inhabitants, almost one-third the population 
  of the entire system. 
       The overpopula ion 
  f Bazaar and its 
  moons served as the primary purpose for 
  settling Ehril.  The domed cities contain all 
  manner of flora and fauna, bearing little 
  resemblance to colony domes of most third-
  world systems.  Rigunmor citizens don’t 
  even think about the domes thanks to a 
  diverse 
  selection 
  of 
  holographic 
  sky 
  displays. 
   
  Detris & Iath 
   
       These two gas giants are the outer 
  planets of the Bazaar system.  Atmospheric 
  disappeared millions of years ago when 
  Antares first went nova. 
   
  Grain Belt 
   
       Orbiting Antares at a distance of 5 AU is 
  what many refer to as the “Grain” Asteroid 
  Belt, thus named because the original 
  surveyors thought the asteroids resembled 
  grains of sand against the backdrop of the 
  giant G-class star.  The belt itself still 
  contains large quantities of valuable ore 
  after two and a half centuries of mining.  
  Various 
  corporations 
  constantly 
  work 
  among the asteroids venturing forth from 
  he 
  hundreds 
  of 
  radiatio
  t
  installations sca
  B
       In a stroke of irony, DemeterFoods Inc. 
  has recently set up eighteen solar-powered 
  hydroponics installations scatters through 
  the belt.  These facilities are expected to 
  produce sizable amounts of grain, easily 
  
   
  available to the systems’ inhabitants.  This 
  development has sent many intersystem 
  is not an 
  i
  o 
  tain a prominent branch office on the 
  world as well.  By basing themselves 
   Antares, SQD feels closer to the action, 
   the other side of the 
  audit of 2500.  Her predecessor, 
  enry Rogers (Hm/Rigunmor/NP) is on the 
   to regain his former 
  ffice.  Word has it that he’s looking to hire 
  food-runners of Antares into a panic. 
   
  Oasis 
   
       Amidst the roaring atomic heat of 
  Antares, Oasis rests over five times the 
  distance as the Earth does from Sol, and 
  remains a comfortable Class-1 world 
  despite, or perhaps due to, the powerful 
  star.  A little larger than Earth, Oasis also 
  has a somewhat more oppressive gravity 
  and atmosphere, but remains very tolerable 
  to over ten billion citizens.  Oasis 
  ocean planet, as ts name might indicate, 
  but it does have one very large ocean 
  (Wihner) and two significant seas (Cylus 
  and Ethian); all salt water. 
       Although businesses of all types make 
  their home in Antares, the system is 
  radically 
  different 
  from 
  most 
  of 
  the 
  Consortium in that its major economy 
  centers upon starships.  The leading 
  engineering company in the Consortium is 
  Steiner-Quasar Designs, which has its 
  corporate headquarters on Oasis.  While 
  some companies keep head offices on 
  Bazaar, Steiner-Quasar 
  finds 
  it more 
  suitable to be in Antares, though they d
  re
  capitol 
  in
  where the shipyards around Mosque can 
  quickly turn their designs into reality. 
       Another popular business sector noted 
  by various tourism agencies is the pleasure 
  cruise to nearby Rho Ophiuchi and its dark 
  cloud nebula.  From
  nebula, Antares’ light acts as a backdrop 
  along with the nearby Rho Ophiuchi star to 
  illuminate a breathtaking sight.  Many side 
  businesses catering to wealthy travelers 
  have also formed around this basic 
  industry. 
       System 
  Manager 
  Ezzri 
  Miran 
  (Hf/-
  Rigunmor/FA-5) has only held her station 
  since the 
  H
  economic warpath
  o
  market squads to help find him an 
  advantage over Miran. 
  Market Squads 
   
       With 
  the 
  fast-paced 
  world 
  of 
  the 
  Rigunmor Stock Index, fortunes are made 
  and lost everyday.  It’s even difficult for the 
  savvy Rigunmors to stay ahead of the ever-
  changing market.  To this end, corporations 
  and wealthy individuals sometimes employ 
  less than reputable means of gathering 
  inside information.  One of these options 
  includes the hiring of market squads. 
       These financial teams are under-the-
  table industrial and corporate spies-for-
  hire.  Their composition generally includes 
  a mixed collection of information specialists 
  such as:  grid-pilots, corporate double 
  agents, finance seers, and street-level 
  conmen.  These agents almost always work 
  in a single team due to the danger of their 
  profession, but often maintain elaborate 
  networks of contacts and informants. 
       When arrested, members of a market 
  squad suffer the steep legal penalties for 
  high-profile financial crime.  They often 
  face the option of heavy fines and/or 
  imprisonment, 
  or 
  turning 
  over 
  their 
  teammates 
  and/or 
  employer 
  to 
  the 
  authorities.  Cunning employers will either 
  agree to pay the market squad’s legal costs 
  in the event of their capture, or merely 
  arrange for their timely death before giving 
  up any useful information. 
   
  Marble 
   
       A world blanketed in clouds, the original 
  surveyors named the planet for how it 
  appeared from a distance.  Perpetual gray 
  clouds obscure all vision through the 
  atmosphere of Marble as violent storms 
  dominate the surface.  If not for powerful 
  sensors and beacon-laden satellites, ships 
  passing through could easily become lost. 
       Over six billion people work and live 
  within the domed cites of Marble.  While the 
  primary industries of the system are mining 
  and starship construction, Marble exists as 
  a center for the manufacture of equipment 
  used in both enterprises; mainly computer 
  systems. 
       Recent street talk says that the RCN has 
  a military outpost suspended in Marble’s 
  atmosphere, 
  virtually 
  undetectable 
  by 
  
   
  satellites without the proper authorization 
  codes. 
   
  The 
  exact 
  purpose 
  of 
  the 
  installation is not widely known. 
   
  Raith Belt 
  a
   
  satellites 
  industry 
  urrounding the red-gray giant.  Spread 
    
  est in 
  , and 
   
       Larger 
  nd richer in minerals than its 
  inner system counterpart, the Raith asteroid 
  belt 
  has 
  provided 
  the 
  materials 
  for 
  Mosque’s shipyards since Rigunmors first 
  settled the system.  Analysts predict it will 
  remain a viable source for at least another 
  hundred years at the current rate of 
  production.  Five major mining corporations 
  and a dozen minor companies work the 
  belt for its vast wealth. 
   
  Mosque 
   
       A gas giant of immense size, Mosque 
  and its moons mark the outer boundary of 
  the system.  Though some atmospheric 
  mining is allowed, the shipyards of its many 
   
  provide the principal 
  s
  among a cluster of seven moons, the 
  Antares Shipyards produce the newest and 
  best ships of original Rigunmor design, and 
  work hard to compete with the StarMech 
  imports purchased by the Consortium.  
  Indeed, Antares even gave birth to the 
  famous Oneagle, flagship of the Rigunmor 
  government and status symbol of the CEO 
  position.  These shipyards are the larg
  the Consortium, and one of the only major 
  focuses on heavy industry to be found in 
  Rigunmor space. 
       Listening posts and private corporations 
  occupy the other moons of Mosque.  
  Steiner-Quasar Designs has a high-level 
  corporate enclave and resort on Mecca, 
  prompting other corporations to follow suit.  
  Unfortunately, none of Mosque’s moons 
  rate a better environment than Class-3
  few 
  even 
  reach 
  that 
  designation.
   
  
   
   
   
   
   
  Oasis  
   
  Marble  
   
  Mosque 
  Primary  
   
   
  Antares  
   
  Antares  
   
  Antares 
  Planetary Class  
   
  Class 1  
   
  Class 2  
   
  Class 5 
  Gravity  
   
   
  G2 (1.09 g) 
   
  G3 (1.7 g) 
   
  G5 (5.4 g) 
  Radiation 
   
   
  R3 (35 rem/wk)  
  R2 (2 rem/wk) 
   
  R1 (5 rem/yr) 
  Atmosphere 
   
   
  A2 (N2, O2) 
   
  A3 (CO, CO2) 
   
  A1 (H2, He) 
  Pressure 
   
   
  P3 (1.4)  
   
  P4 (4.2)  
   
  P5(gas giant) 
  Heat 
   
   
   
  H2 (19.6 C) 
   
  H2 (9.4 C) 
   
  H0 (-268 C) 
  Orbital Distance 
   
  5.68 AU  
   
  8.21 AU  
   
  17.3 AU 
  Diameter 
   
   
  12,548 km 
   
  9,357 km 
   
  121,685 km 
  Year 
   
   
   
  597 days 
   
  2.3 years 
   
  8.2 years 
  Day 
   
   
   
  21.4 hours 
   
  43 hours 
   
  29 days 
  Axial Tilt 
   
   
  20.5 degrees 
   
  7.1 degrees 
   
  14.8 degrees 
  Density  
   
   
  1.56 
   
   
   
  0.06 
  0.95 
   
  #Satellites 
   
   
  3 
   
   
  0 
   
   
  34 
   
   
  Other Major Systems 
  illion citizens inhabit more than 150 star 
  systems.  In addition, the Consortium 
  actually controls more than ten times that 
  many systems, though many remain unfit 
  for settlement and only provide resources 
  for the rest of the Rigunmor economy.  The 
  Consortium territory represents one of the 
  largest national borders in the Stellar Ring, 
  a vast network of civilized worlds, all 
  working towards the almighty guilder. 
   
  Beta Arae 
   
       Once a heavy industrial system with 
  billions of inhabitants, Beta Arae became 
  one of the Consortium’s greatest casualties 
  of the Second Galactic War.  In March of 
  2404, the Rigunmors sought to mount an 
  offensive into VoidCorp territory formerly 
  controlled by the Dreth Commonwealth.  At 
  the same time, VoidCorp launched its own 
  offensive striking close to 50 light years 
  from the Rigunmor/Solar border.  A 
  massive task force raided deep into the 
  Guild Sector, finally stopping at Beta Arae. 
       By the time a Rigunmor fleet arrived, 
  VoidCorp had already taken the system 
  and begun preparations for a ground 
  assault.  A lengthy naval battle ensued, 
  incurring high losses on both sides.  The 
  incursions.  The VoidCorp fleet retreated 
  from Rigunmor space, but took a profound 
  toll upon Beta Arae as they departed. 
       The 
  industrial 
  planet 
  of 
  Griswork 
  suffered heavy bombardment.  VoidCorp 
  destroyed virtually all ship repair facilities, 
  and fired upon the system’s drivesat relay 
  as one of the first targets.  Without the 
  necessary infrastructure to properly defend 
  their holdings, the Rigunmors eventually cut 
  their losses in Beta Arae.  The surviving 
  population relocated to another system 
  along with billions of guilders worth of 
  salvageable equipment.  The Consortium 
  never repopulated Beta Arae and Griswork, 
  as the planet’s biosphere literally collapsed 
  following the VoidCorp bombs. Investors 
  saw the terraformation effort as too 
  expensive for the current wartime economy, 
  and once GW2 ended, their attention 
  turned to easier projects instead. 
       Beta Arae now exists as a ghost system, 
  and rumors continue to describe the buried 
  treasures left behind on the world of 
  Griswork, trapped under a chlorine-laden 
  atmosphere.  Many old spacer legends tell 
  of fabulous wealth for anyone brave 
  enough to claim it.  Small bands of pirates 
  are also said to hide in the system, 
  although RCN patrol ships have never 
  reported any organized activity. 
  of the Consortium 
   
       The Rigunmor Star Consortium contains 
  twenty different sectors of space.  Over 730 
  b
  Rigunmors emerged victorious, but had to 
  cancel their own invasion plans.  Instead, 
  the armada of task groups went to 
  temporarily reinforce Beta Arae and other 
  Rigunmor 
  homeworlds 
  against 
  further 
  
   
  Peacock 
   
       The 
  Peacock 
  system 
  is 
  known 
  throughout 
  the 
  Star 
  Consortium 
  and 
  beyond 
  a
  h 
  ter 
  of 
  the 
  s 
  a 
  lavis
  cen
  lis
  Repu lic, b
   the 
   
     Settlers chose Amethyst’s name for the 
  ue of its sunsets, and with 50% of the 
  p
   
  ab
   
  view
  jor 
  ompanies 
  make 
  their 
  home 
  here, 
  stem 
   blessed with Class-1 and -2 worlds, Rho 
  .  One molten sphere, three 
  irless rocks, and four gas giants orbit the 
   
  entertainment industry.  The Class-1 world 
  of Amethyst originally belonged to the 
  Borea
   
  b
  ut
  Rigunmors
  annexed it along with much of the Noble 
  Sector during the First Galactic War.  The 
  Borealin aptitude for entertainment has 
  stayed with system ever since, and several 
  major players in the industry keep studio 
  complexes and amusement parks on 
  Amethyst. 
    
  h
  lanets surface covered by water, an
  undance of beaches exist from which to
   the marvelous site.  Many ma
  c
  including:  Avia Productions, Celestial 
  Entertainment Limited, Consortium Stars, 
  and Holo-World Inc.  Between their studios, 
  resorts, and the planet’s beaches, the 
  tourism industry flourishes on Amethyst. 
   
  Rho Ophiuchi 
   
       Located 40 light years from Antares, the 
  Rho Ophiuchi system is also very near a 
  large dark cloud nebula; a common tourist 
  site from Antares.  While the former sy
  is
  Ophiuchi is not
  a
  blue-white star; all of them lifeless.  This is 
  not to say that nothing interesting exists in 
  the system, however.  A small number of 
  mining operations, both mineral and gas, 
  operate here, as well as a rather eccentric 
  multi-trillionaire. 
       Lari Donovan (Hm/Rigunmor/FA-4) was 
  once a Guilder, and served as the head of 
  the Territorial Assets Committee from 2415-
  2433.  After the audit of 2434, he stepped 
  down from politics, even though his wealth 
  clearly placed him within the top eleven
  citizens that traditionally form the Rigunmor 
  leadership.     Much    debate    and    rumor 
  accompanied his retirement, but it slowly 
  passed away to matters of the war, and he 
  passed into relative obscurity. 
  Rigunmor Stock Index (RSI) 
   
       In most nations, large stock exchanges 
  are run by private organizations.  In the 
  Consortium, 
  however, 
  the 
  Finance 
  Co
  mittee controls t
  major natio
  m
  he 
  nal 
  exchange, making it easier to properly 
  ma
  estic
  and 
   
  intain dom
   
  foreign activity
  within Rigunmor space.  Orders for stocks, 
  bonds, securities, and commodities of all 
  sorts are placed at the local RSI exchange 
  every day.  Then, they are communicated 
  across dozens of light years through secure 
  drivesat relays to be registered with the 
  main 
  RSI 
  exchange. 
   
  Even 
  foreign 
  commissions 
  can 
  participate 
  in 
  the 
  interstellar marketplace by transmitting 
  similar transactions to the proper location 
  several hundred light years away. 
       The Rigunmor Stock Index, the central 
  stock exchange of the Consortium, is 
  located on the capitol world of Bazaar, in 
  the city of Index.  Here, at the hub of 
  Rigunmor 
  economics, 
  Guilder 
  Luiss 
  Vanderson (Hm/Rigunmor/DTO-15) controls 
  the RSI Finance Subcommittee.  He has 
  kept his post as a senior member of the 
  Finance 
  Committee 
  for 
  twelve 
  years.  
  However, he recently lost contact with an 
  informant inside the Solar New York 
  Interstellar Stock Exchange, and now 
  searches for an experienced market squad 
  to investigate the matter. 
   
       Donovan 
  retired 
  to 
  Rho 
  Ophiuchi, 
  purchasing the moon of Karoel, orbiting the 
  gas giant Sobek.  He also purchased 
  several of the surrounding moons for a 
  wider sense of privacy.  He constructed an 
  immense dome complex as his home, and 
  has lived there for the last 66 years, an 
  esoteric figure from the Consortium’s past. 
       The secret to Donovan’s life (all 166 
  cursors at 
  years) is the Precursor ruins he discovered 
  on 
  the 
  moon 
  of 
  Karoel 
  under 
  his 
  administration. 
   
  Donovan 
  follows 
  the 
  Ancientist religion, and also embodies a bit 
  of a greedy personality, though he has 
  mellowed much in his old age.  Because of 
  this, he hid his findings on Karoel, removed 
  the people who knew about the site, and 
  settled the region himself so he could 
  explore the mysteries of the Pre
  
   
  his own pace and without the annoying 
  tervention and interruption of outsiders.  
   s
  f 
  him and his archaeological 
  i Scorpii 
  d of Niris is the center of 
  i 
  Scorpii’s 
  economy. 
   
  Transports, 
   
  Ohkama 
  (Hm/Rigun-
  usiness than 
  for religion; an oddity so far as Rigunmor 
  sy
  s 
  ontains the center of operations for The 
  ghts to the world, 
  tar, 
  and 
  system 
  where 
  he 
  retired, 
   
  in
  He is aided by only a small
  taf of nine 
  personnel. 
       Donovan recently discovered another 
  artifact for his collection; one he believes 
  may extend his already considerable 
  lifespan.  Unfortunately, a former employee 
  recently departed the moon to sell out his 
  employer and the knowledge of the 
  Precursor site to a major corporation.  
  Donovan desperately wants to stop the 
  man, but doesn’t wish to use official 
  channels because of the attention it would 
  focus on 
  discovery. 
   
  Scorpii 
   
       The Scorpii sector is named for the two 
  first world systems near its center:  Pi 
  Scorpii and Sigma Scorpii.  Both systems 
  carry heavily populated Class-1 and -2 
  planets.  They act as the center of business 
  for the entire the sector, 
   
  P
       The Class-1 worl
  P
  freighters, merchants, and all other marks 
  of interstellar commerce illustrate the daily 
  signs of the system’s success.  In the outer 
  system, no fewer than 17 moons circle the 
  gas giant Queith.  The moon of Vos belongs 
  to Ohkama Biogenics for use as a 
  warehouse of surplus inventory and certain 
  bulk chemicals not advisable to store in 
  populated areas.  What their lease does not 
  reveal is the biological weapons research 
  facility under the moon’s crust.  News of the 
  facility has recently gained the attention of 
  CEO 
  Setsunae
  mor/FA-13).  Deeply ashamed of the poor 
  state 
  of 
  the 
  facility, 
  Setsunae 
  now 
  investigates a way to conceal it more 
  carefully from corporate spies operating in 
  the system.  If only his subordinates had 
  informed him of the project earlier … 
   
  Sigma Scorpii 
       While Sigma Scorpii is a first world 
  system, populated by almost 20 billion 
  citizens, it is known less for b
  stems go.  The main planet of Surplu
  c
  Church of Humanity Reformation in the Star 
  Consortium. 
   
  Cardinal 
  Vilhelm 
  Okari 
  (Hm/StarMech/DFA-13) runs all Reformist 
  efforts in the Consortium from his elaborate 
  temple.  Officious and dramatic in the 
  extreme, his subordinates are much more 
  responsible for large conversions than the 
  Cardinal. 
       Recently, Okari has become troubled by 
  the emergence of a highly public atheist 
  sect on Surplus.  The atheists seem to 
  target the Church of Humanity Reformation 
  for their protests and displays.  Cardinal 
  Okari fears they may soon turn violent to 
  followers of his faith. 
   
  Shaula 
   
       When 
  the 
  Rigunmor 
  government 
  became an official plutocracy in 2299, the 
  guildmasters of the UGC found themselves 
  replaced by those with more wealth.  In 
  2303, the first Executive Guilder having 
  never served as an actual guildmaster 
  became the prime manager of the Star 
  Consortium:  Ellis Shaula.  Ellis remained in 
  power for 16 years, and history largely 
  gives him credit for Rigunmor success 
  during the First Galactic War.  After his 
  death in 2356, the executors of his estate 
  purchased the naming ri
  s
  renaming them in his honor. 
       Six planets, including two Class-2 worlds 
  and three gas giants, orbit the G3 yellow 
  star of Shaula.  But the jewel of the system 
  is the Class-1 world of Ellis.  Over 15 billion 
  people inhabit the metropolis of the 
  surface, 
  carrying 
  on 
  major 
  business 
  transactions.  The RSCME keeps its sector
  offices 
  on 
  Ellis, 
  as 
  do 
  many 
  other 
  corporations. 
   
  “How much does it cost?  Well … how much 
  did you say you had, again?” 
           - Old Rigunmor saying 
   
  “The Oberon system and the planet Lison 
  once belonged to the Consortium.  I have 
  every confidence it will join us again.” 
      - Admiral Clarence Sarn of the RSN, 2500 
  
   
  The Aleerin Sector 
   
       In 2281, when the Mechalus signed a 
  treaty incorporating their species into the 
  Rigunmor 
  Star 
  Consortium, 
  they 
  had 
  already spread throughout their home 
  system, and were well into the process of 
  colonizing the Colee system.  By joining the 
  Consortium, 
  they 
  gained 
  access 
  to 
  stardrive technology, allowing them to 
  travel the stars at a rate previously thought 
  impossible.  The Consortium also granted 
  exclusive 
  colonization 
  rights 
  to 
  the 
   
   
  Mechalus for several other systems within a 
  15 light-year radius of Agemar. 
       These systems now comprise an entire 
  sector of Rigunmor space:  The Aleerin 
  Sector.  This sector is one of the most 
  valuable 
  in 
  the 
  Consortium, 
  as 
  the 
  Mechalus represent one of the stellar 
  nation’s most valuable resources.  The 3rd 
  Fleet routinely patrols the sector, regulating 
  problems a
   
  nd keeping business running as 
  usual. 
   
  Commodore 
  Niresk 
  Orlien 
  (Mm/Rigun-mor/TO-13) 
  commands 
  the 
  force from his dreadnought flagship, the 
  RCV Tiger’s Eye. 
  
   
  Agemar 
   
       Often referred to as the Aleer system, the 
  home system of the Mechalus is officially 
  named for the star:  Agemar.  Considered a 
  first 
  world 
  system, 
  Agemar 
  contains 
  upwards of 13 billion people.  It holds a 
  position as one of the most important and 
  influential systems in Consortium space, 
  and the center of the entire Aleerin Sector. 
   
  Fontis 
   
       At an orbital distance of only 0.35 AU, 
  Fontis is a roaring hothouse planet.  No 
  colonists have established a permanent 
  presence other than a research station and 
  a few orbital satellites.  The Mechalus have 
  no plans to terraform the world.  Their 
  interest in Fontis is purely based upon the 
  observational study of the Agemar star. 
   
   
   
   
  Fontis  
   
  Aleer 
   
   
  Nileer 
  Primary  
   
   
  Agemar 
   
   
  (Aleer) 
  Agemar 
  Planetary Class  
   
  Class 3  
   
  Class 1  
   
  Class 4 
  Gravity  
   
   
  G1 (0.3 g) 
   
  G2 (0.98 g) 
   
  G2 (1.05 g) 
  Radiation 
   
   
  R3 (140 rads/day) 
  R1 (8 rem/yr) 
   
  R2 (4 rem/m) 
  Atmosphere 
   
   
  A3 (CO, CO2) 
   
  A2 (N, O, CO2, Cl) 
  A0 (trace) 
  Pressure 
   
   
  P1 (0.42) 
   
  P3 (0.91) 
   
  P0 (trace) 
  Heat 
   
   
   
  H5 (750 C) 
   
  H2 (19.1 C) 
   
  H2 (-27.9 C) 
  Orbital Distance 
   
  0.3 AU  
   
  0.71 AU  
   
  114,673 km 
  Diameter 
   
   
  4,654 km 
   
  5,910 km 
   
  2,132 km 
  Year 
   
   
   
  91.3 days 
   
  218.5 days 
   
  218.5 days 
  Day 
   
   
   
  7.4 hours 
   
  27.04 hours 
   
  14.1 hours 
  Axial Tilt 
   
   
  35.9 degrees 
   
  19.4 degrees 
   
  12.9 degrees 
  Density  
   
   
  0.84 
   
   
  1.05 
   
   
  0.87 
  # Satellites 
   
   
  0 
   
   
  1 (Nileer) 
   
  0 
   
   
   
   
  Orod 
   
   
  Geshlor 
   
  Blagieur 
  Primary  
   
   
  Agemar 
   
  Agemar 
   
  Agemar 
  Planetary Class  
   
  Class 1  
   
  Class 5  
   
  Class 4 
  Gravity  
   
   
  G2 (1.1 g) 
   
  G3 (1.7 g) 
   
  G1 (0.4 g) 
  Radiation 
   
   
  R1 (2 rem/yr) 
   
  R2 (14 rem/wk)  
  R1 (8 rem/yr) 
  Atmosphere 
   
   
  A2 (N, O, CO2, Ne) 
  A1 (H2, He) 
   
  A0 (trace) 
  Pressure 
   
   
  P3 (0.96) 
   
  P5 (gas giant)  
  P0 (trace) 
  Heat 
   
   
   
  H2 (8.4 C) 
   
  H4 (425 C) 
   
  H1 (-72 C) 
  Orbital Distance 
   
  0.86 AU  
   
  5.7 AU  
   
  12.6 AU 
  Diameter 
   
   
  7,571 km 
   
  108,354 km 
   
  2,967 km 
  Year 
   
   
   
  261 days 
   
  5.1 years 
   
  18.7 years 
  Day 
   
   
   
  31.8 hours 
   
  24 days  
   
  87 hours 
  Axial Tilt 
   
   
  7 degrees 
   
  13.4 degrees 
   
  56 degrees 
  Density  
   
   
  1.04 
   
   
  0.07 
   
   
  1.4 
  # Satellites 
   
   
  0 
   
   
  11 
   
   
  0 
   
  Aleer 
   
       Aleer is the official homeworld and 
  birthplace of the entire Mechalus race.  
  Smaller and warmer than Earth, Aleer has 
  a thin atmosphere by human standards.  
  Billions of Mechalus inhabit the world, 
  which contains vast sprawling cities built 
  pon Aleerin technology.  In truth, very few 
  aliens outside of Consortium officials are 
  ever allowed to come to Aleer. 
       As the center of Agemar and all 
  Mechalus territory, many visitors expect to 
  find government policies handed out to the 
  entire Aleerin Sector from here.  Instead, 
  Aleer holds little more sway in Mechalus 
  politics than any other system in the sector.  
  Political debates occur via swift and 
  concise Grid referenda passed on to all 
  u
  
   
  interconnected 
  leerin Grid i
  Mechalus systems.  The 
  s maintained by several 
  t title of all standard Rigunmor 
  ystem Managers, Lharol has only a 
  A
  mechalus-owned corporations on a joint-
  contract, including:  United Gridworks, 
  Pesh-Connection, and Aleerin CommX. 
       Lharol V’goshk (Mf/Traditionalist/TO-10) 
  currently represents the Agemar system to 
  the Consortium.  While she holds the 
   
  equivalen
  S
  fraction of the practical authority, much to 
  her satisfaction.  All of her official decisions 
  to the Consortium receive full discussion 
  across the Aleerin Grid by all of Agemar’s 
  politicians.
   
   
   
  Nileer 
  ago due to Alee n 
   
  planet by biological weapons.  All surv
       Aleer’s only moon, Nileer is largely 
  Oridins were hunted down and killed 
  uninhabited due to the Mechalus disdain 
  nmental crutches.  Small military 
  nd mostly unmanned communications 
  o
  ri
  bombardment of the 
  iving 
  by the 
  then-warlike Aleerins over the next few 
   populated 
  h
  for enviro
  a
  outposts do exist on the m on however. 
   
  Orod 
   
       Originally home to a second sentient 
  species 
  within 
  the 
  system, 
  Orod’s 
  population died out more than 350 years 
  years. 
       Today, the Mechalus have
  Orod for t e last three hundred years, 
  becoming just as comfortable with the 
  world as their home planet, Aleer.  Though 
  fully consolidated now as a Mechalus 
  world, none of its six billion inhabitants can 
  ever forget the race that once made Orod 
  home. 
   
  
   
  Geshlor 
   
       An anomaly in stellar terms because of 
  its temperature, the gas giant of Geshlor is 
  known mostly for the scientific survey 
  s a communications point for all traffic 
  entering the system.  The Mechalus keep a 
  respectable fleet at the Teflok base to 
  maintain order in the system and to 
  dissuade unruly visitors. 
   
  Blagieur 
   
       Nothing more than a large frozen rock, 
  Blagieur played host to a prolonged mining 
  effort to its full extent long ago.  Now it 
  simply provides a home to a lonely 
  stardrive-detection sensor array manned by 
  half a dozen men rotated in and out on a 
  monthly basis. 
   
   
  Other Systems of the 
  Aleerin Sector 
   
       While Agemar is the center of Aleerin 
  society, between 18 and 19 billion other 
  Mechalus live elsewhere in the sector, a 
  fact that humans from other nations often 
  forget.  Five systems have grown to 
  sufficient levels to be classified as second 
  world, or “well developed” systems, while 
  the other eight are considered colonies 
  rated as third world systems. 
     Second world systems include:  Colee, 
  irindu, Rafael Jemark, Shamonri, and 
  e.  The third world systems are 
  econd World Systems 
  olee 
  the  first  system  outside  of  Agemar  to  be 
  stations in orbit and constructed upon its 
  moons.  The Mechalus also keep a military 
  base on the moon of Teflok.  This base acts 
  a
    
  M
  Varianc
  Ekkenith, Giru Hjoi, Rhothe A and B, 
  Seavilione, 
  Shaskinee, 
  Triviline, 
  and 
  Vehirisa. 
   
   
  S
   
  C
   
       The 
  system 
  where 
  humanity 
  first 
  encountered the Mechalus, Colee is also 
  Mechalus Allegiances 
   
       While more than 86% of mechalus enjoy 
  citizenry with the Star Consortium, they also 
  possess political and cultural distinctions 
  as Aleerins.  The following is a list of new 
  allegiances for use in stardrive shorthand 
  of mechalus characters.  None provide 
  benefits other than new role playing 
  opportunities, as mechalus heroes already 
  gain several advantages. 
   
  Peshtar:  from or descended from the Pesh 
  continent of Aleer. 
   
  Megarin:  from or descended from the 
  Megarin continent of Aleer. 
   
  United:  a believer of the purpose of the 
  War of Unity. 
   
  Witness:  an Aleerin who lives on the planet 
  Orod or devotes their life to making 
  Amends for the Oridian genocide. 
   
  Oldurreg:  from or descended from the 
  continent Ota on Aleer. 
   
  Creedan:  a advocate of the Warrior’s 
  Credo, either basic belief, and/or 
  the software. 
   
  Traditionalist:  holds the political position of 
   
  minimizing contact with humanity. 
   
  Biometrician:  holds the political position of 
  embracing humanity to elevate the 
  Aleerin people in the Stellar Ring. 
   
  Negationist:  a believer in the necessity of 
  shedding organic life to achieve 
  peaceful existence. 
   
  colonized by Aleerins.  The approximate 
  five light-year trip took several decades for 
  Aleerin lightships to make, and their crews 
  maintained contact with Agemar via very 
  primitive drivesat technology.  Never-
  theless, more than five million Mechalus 
  had taken up residence in the Colee system 
  when the Rigunmors arrived in 2281. 
       Regardless of initial difficulties, once the 
  echal
  M
  us obtained stardrive technology, 
  
   
  immigrants to Colee arrived at a much 
  ster pace.  In 2501, Colee represents the 
  nd four gas giants orbit the 
  tar.  Paryth, the nearest gas giant to 
  irindu at 12 AU, has 46 moons, an 
  im
  cartography.  Three of the moons started 
  their live
  slowly 
  elting as the velocity of their orbits heats 
  and Niricine 
   two habitable worlds and seven 
  irless rocks and gas giants.  It also marks 
  ne of the outermost boundaries of the 
     Ninety-five percent of the Mechalus living 
  ystem make their homes on the 
  lass-1 worlds of Colet and Drochi.  While 
  w
  race, 
  cean.  
  hile the Consortium wished to take over 
  care.  The ocean 
   cleaned of as much pollution as possible 
    
  Techno
  uced into 
  the Mm’velln society, which has only 
  riod 
  (PL3) du
   set by 
  e Mechalus.  Only authorized personnel 
  rin 
  supervis
     So far the Committee of Xenological 
  observe
  adding 
   
  dder by the Office of Mm’velln Affairs. 
  Sham
  sent 
  the mo
  e 
  Consort
  onri system contains 
  e only facility to challenge, and to some 
  e lack
  , 
  ome may not consider this claim very 
       The 
   
  Shamon
  e 
  ferno planet of Thetori.  Beyond Condree 
  r 
  mineral
  all 
  but depleted, and three gas giants.  Two of 
  e giants have immense ring structures, 
  erous 
  fa
  second largest system in the Aleerin Sector, 
  and is home to several large corporations. 
  Most notable among these corporate 
  enclaves are:  Aleerin Space Industries, 
  Aleerin CompTech, and Xion Productions, 
  all based on the Class-1 world of Agemar. 
       Five other planets orbit Colee:  the 
  Class-2 world of Kilee, along with two gas 
  giants, the mining resource world of Draok, 
  and two icy planetoids orbiting each other 
  at the system’s edge. 
   
  Mirindu 
   
       This red dwarf star is slowly dwindling, 
  but can still support life in the system for at 
  least a thousand more years. 
       Matching the slow dimming of their star, 
  the planets of Mirindu display no unusual 
  characteristics.  One inferno world, two 
  hunks of rock, a
  s
  M
  pressive 
  number 
  among 
  stellar 
  s as large chunks of ice, 
  m
  their cores.  Thin atmospheres and small 
  seas have formed as a result of the 
  process, which is believed to have started 
  several 
  thousand 
  years 
  ago. 
   
  No 
  indigenous life beyond cellular organisms 
  has been discovered. 
       Despite the cold weather, almost 2 billion 
  Mechalus live among the moons of Galvy 
  (Class-1), Maray (Class-1), 
  (Class-2). 
   
  Rafael Jemark 
   
       Raphael Jemark is a Class A3 white star, 
  circled by
  a
  o
  Aleerin Sector. 
    
  in the s
  C
  Drochi had no truly sentient species 
  hen 
  the Mechalus arrived, Colet was a different 
  story.  The Mm’velln, a burgeoning aquatic 
  inhabited the planet’s only o
  W
  first-contact matters, the Mechalus desired 
  to make amends for their past genocide on 
  Orod, and held the Rigunmors to the terms 
  of their treaty, which explicitly gave them 
  jurisdiction over the system on a planetary 
  level. 
       Today the Mm’velln continue to live and 
  progress their culture as naturally as 
  possible under Mechalus 
  is
  to limit interference with their environment.
  logy is very slowly introd
  recently entered its Renaissance pe
  e to a well-paced schedule
  th
  may interact with Mm’velln under Alee
  ion. 
    
  Management has stationed an outside 
  r with the Mechalus diplomats, 
  his own report to those sent up the
  la
   
  onri 
   
       While the Antares Shipyards repre
  st famous and productive in th
  ium, the Sham
  th
  degree outdo, Antares.  Of course, given 
  th
   of numerous Rigunmor shipyards
  s
  impressive. 
  Class-1 world of Condree orbits
  ri at .84 AU, preceded by th
  in
  are Orthin, an airless rock utilized fo
   resources, a thin asteroid field 
  th
  the mineral wealth of which have barely 
  been tapped.  Resting in orbit of Orthin’s 
  moon is the Shamonri Megaport, owned 
  and operated exclusively by Aleerin Space 
  Industries, 
  the 
  leading 
  Biometrician 
  organization in the sector. 
       While the Antares Shipyards perform 
  construction 
  duties 
  for 
  num
  corporations, the facility in Shamonri 
  employs only Mechalus technicians and 
  
   
  professionals, with no exceptions.  As such, 
  they have the most cutting-edge models of 
  Mechalus 
  antimatter 
  and 
  computer 
  technologies.  To date, the Mechalus have 
  never divulged the secrets to such devices, 
  but the products certainly find their way 
  onto Rigunmor markets and into the rest of 
  the Stellar Ring.  Dervis Raimos (Mm/-
  ants of Condree, 
  owever, do not work for the megaport.  A 
  mber 
  of 
  businesses 
  make 
  ondree home just like other systems in the 
  he second planet, Wensica, is a 
  ontains low mountain 
  ntent breathable by 
  echalus. 
  f Aptitude. 
  us 
  Mechalus 
  conqueror 
  that 
  .  Should they ever 
  Megarin/FA-12), the System Director of 
  Security, 
  currently 
  suspects 
  corporate 
  espionage at the megaport facility and has 
  an open investigation underway. 
       All five billion inhabit
  h
  diverse 
  nu
  C
  Consortium and industries of all types find 
  good markets on Condree. 
   
  Variance 
   
       On either side of Afsha, the fourth planet, 
  three small furnace worlds and two gas 
  giants closely orbit Variance.  The Class-1 
  world of Afsha holds a population of nearly 
  three billion Mechalus.  It has established a 
  healthy economy with an abundance of 
  room for population growth among its 
  largely Peshtar and Oldurreg inhabitants. 
   
   
  Third World Systems 
   
  Ekkenith 
   
       A bright M class star, Ekkenith holds few 
  planets within its gravity.  Only two terran 
  planets and a single gas giant make up the 
  ystem.  T
  s
  Class-2 world, but c
  valleys with air co
  M
       Seven million citizens live on Wensica, 
  spread out among five cities.  Five million of 
  them live in the capitol of Dilroni, but the 
  darkest secret of the Ekkenith system lies in 
  the remote city o
       With a population of 60,000, Aptitude 
  consists 
  almost 
  entirely 
  of 
  Thetites, 
  followers of the old Credo of War.  Hunted 
  and expelled from both Mechalus and 
  Rigunmor society for their extremist beliefs, 
  tens of thousands of Thetites have slowly 
  flocked to Ekkenith under the leadership of 
  Kylanus 
  D’gara 
  (Mm/Creedan/DFA-17).  
  D’gara is a fervent follower of the Warrior’s 
  Credo, and believes in the future of a 
  sovereign Aleerin nation, devoid of all 
  human interference.  He claims frequent 
  contact with the Grid shadow of Thetor, the 
  infamo
  conducted the genocide operations on 
  Orod.  Rumors suggest that Thetor shed his 
  body for a purely mechanical existence 
  (called an iolite) centuries ago.  Many still 
  believe in his philosophy, increasing his 
  influence tenfold. 
       The Thetites have slowly increased their 
  numbers over the years, sharing the Credo 
  implants with other colonists of Wensica, 
  and 
  working 
  to 
  impose 
  an 
  invasive 
  download 
  of 
  Credo 
  beliefs 
  to 
  more 
  Mechalus via the Grid
  succeed, the Rigunmor Star Consortium 
  would face a civil war from one of their 
  most valued resources – the Aleerin people. 
   
  The Mechalus Credo of War 
   
       During the Aleerin Wars of Unity, the 
  Megarin BioMetric Republic created the 
  first 
  Credo 
  of 
  War, 
  a 
  philosophical 
  combination of cybernetic hardware and 
  software 
  that 
  prodded 
  the 
  already 
  aggressive and warlike Megarins to victory 
  over their rivals.  Their success caused the 
  Credo to spread throughout Aleerin culture, 
  culminating in the unification of the entire 
  species. 
   
  Eventually, 
  the 
  mechalus 
  abandoned this philosophy and outlawed 
  its practice in the emotionally-charged, 
  pacifistic backlash resulting from their 
  genocidal 
  war 
  against 
  the 
  Oridins.  
  Occasionally, a mechalus will become 
  seized by the Credo without prior contact to 
  the program, a phenomenon that worries 
  them to no end.  
       While only a very small percentage 
  (<3%) 
  of 
  the 
  mechalus 
  population 
  continues the Credo belief system, the 
  public views them with suspicion and fear 
  in much the same way as a religious zealot 
  or patient suffering from a mental disorder.  
  Hosting either the Credo-specific hardware 
  or the personality software is highly  illegal  
  in Aleerin space and can result in exile
  
   
   
   
   
   
   
   
   
   
   
  
   
  Adventure Hook:  Murder Cruise 
   
       Not far from the Antares system is the 
  Rho Ophiuchi Dark Cloud Nebula, an 
  expanse of super hot gases slowly drawing 
  together to form stars.  When seen from 
  such a vantage as it is illuminated by the 
  light of Antares, the nebula is a strikingly 
  beautiful sight.  Many cruise ships taken 
  passengers from Antares on pleasure trips 
  through the nebula.  One such trip results in 
  the deaths of several passengers, and 
  draws the party into the middle of a murder 
  investigation. 
   
  Background 
   
       Sultanate Pleasure Inc. is one of several 
  orporations that operate pleasure cruises 
   the Antares sector.  One of their most 
  crative cruises is the Rho Ophiuchi 
  ackage, which consists of a seven day 
  ruise through the dark cloud nebula, along 
  ith the ten days of round trip drivespace 
  travel from Antares.  The cruise ships are 
  incredibly luxurious, and overflowing with 
  entertainment and recreation facilities. 
       For 
  one 
  reason 
  or 
  another, 
  the 
  characters are onboard one of the cruises.  
  They could be passengers.  Some of them 
  may be crew, be it functional, entertainers, 
  waiters, or even security.  Whatever works 
  best for the adventure and the individual 
  characters. 
       The starfall and rise into the nebula 
  passes without incident.  The party and 
  passengers enjoy all the ship has to offer.  
  The Seraglio makes enters near the 
  nebula, and begins its course through the 
  more popular viewpoints.  The observation 
  decks are opened, and an array of 
  holographic displays can be routed to each 
  passenger’s room for personal enjoyment. 
       After nineteen hours in normal space, 
  three passengers are found dead in a 
  recreation room.  Two are human males, 
  the other is a fraal woman.  Security 
  restricts all passengers  to certain  areas of 
  the ship, and Captain Cadman announces 
  the Seraglio will return to Antares as soon 
  as the stardrive is recharged; about twenty-
  ight hours. 
  c
  in
  lu
  P
  c
  w
  e
   
   
       During the investigation, it becomes 
  apparent that two or more of the players 
  are suspects, for reasons the GM should 
  determine to fit the characters and their 
  actions.  Evidence is circumstantial, but 
  may be enough to have the players held by 
  law enforcement once the liner returns to 
  Oasis, while the real murderer gets away!  
  Now the players have a real motivation to 
  get to the bottom of things. 
       Security, while suspicious, does not want 
  to arrest anyone without very good proof, 
  and very much want to avoid further 
  panicking the other passengers by doing 
  so.  This will allow the suspected players 
  freedom of movement through the ship to 
  vindicate themselves of guilt, although they 
  may have to pull some tricks to escape the 
  watchful eyes of security. 
   
  Supporting Cast 
   
       Obviously, the players will require a 
  large number of crew members, recreation 
  coordinators, and fellow passengers to 
  interact with.  GMs are encouraged to 
  create their own, as well as to flesh out any 
  of the following characters as necessary for 
  the plot. 
   
   
  
   
  Operations Crew
     Ship’s 
  Capta
  engers 
     Stockbroker 
  David 
  Andros 
  (Hm/Ri-
  d wife; Jennifer Dermot 
  f/Rigunmor/MW-4), finance seer;  Lord 
  ere 
  y acquired a collection of 
   
  conclusion that she had them 
   else, or more 
  erson. 
       Once the Seraglio was in the nebula, the 
  two brothers confronted Carmen in the 
  dining hall, and threatened to turn her over 
  to the ship’s security officers unless she 
  gave them the emeralds.  Carmen realized 
  how unstable a ground the two of them 
  were placing her on, agreed, and led them 
  to an empty recreation room, claiming the 
  jewels were hidden there.  As soon as they 
  were there, and Carmen was assured that 
  there were no passengers in the area, she 
  shot them. 
       Lianvar Dess (Ff/Rigunmor/NP) heard the 
  death 
  cries 
  of 
  the 
  Card 
  brothers 
  telepathically from several rooms over, and 
  rushed to investigate.  She may have been 
  seen running by some of the other 
  passengers. 
   
  When 
  Lianvar 
  arrived, 
  Carmen shot her too, leaving the body with 
  e Cards. 
   
  in 
  Raymond 
  Cadman 
  safely stashed somewhere
  likely, she had them on her p
    
  (Hm/Rigunmor/TO-6);  First Officer Ianuichi 
  (Hf/Rigunmor/DTO-5): Head Security Officer 
  Eonic 
  (Mm/Rig/TO-8); 
  Ship’s 
  Engineer 
  Nicholas Lagaerti (Hm/Rigunmor/TO-7); 
   
  Passenger Crew 
       Recreation 
  Coordinator 
  Lisa 
  Heart 
  (Hf/Rigunmor/DFA-4);  Official Tour Guide 
  Sadria Lan  (Hf/Rigunmor/NP);  Master Chef 
  Rolando 
  (Hm/Rig/NP); 
   
  Head 
  Janitor 
  “Marius” (Tm/Indep/FA-6); 
   
  Notable Pass
    
  gunmor/TO-5) an
  (H
  Bartholomew Donalds (Hm/Borealin/DTO-
  6), history teacher; Elijah (Hm/Rigunmor/FA-
  2) small time financial criminal; Carmen 
  Vinus; Gregory Card; Brian Card; Lianvar 
  Dess; 
   
  What Happened Anyway? 
   
       What did happen?  Who killed those 
  three people and why did they do it?  H
  it is. 
       Carmen Vinus (Hf/Rigunmor/FA-10) is a 
  professional jewel fence.  She purchases 
  stolen gems from thieves, and sells them to 
  buyers.  Carmen came onboard the 
  Seraglio to meet her latest customers.  She 
  had recentl
  emeralds from the Wayen Sector, and had 
  finally found a buyer for them.  The 
  exchange of jewels and money was to 
  occur at the end of cruise. 
       Gregory and Brian Card (Hm/Rigu-
  nmor/NP&FA-2) were the buyers.  They 
  were set to pay Carmen the amount of 
  25,000,000 
  guilders 
  (250,000 
  concord 
  dollars) at the end of the cruise in exchange
  for the emeralds, but they got greedy. 
       After making initial contact, Brian started 
  to convince Gregory that they should steal 
  the gems from her rather than pay.  They 
  searched Carmen’s room while she was at 
  a bar one night, but failed to find the jewels.  
  They searched it a second time the next 
  day, and again found nothing.  This led 
  them to the 
  th
       Carmen fled to a holo-viewing room, and 
  sat in the back until the bodies were found.  
  The 9mm charge pistol she used was 
  disassembled.  She later hid the pieces 
  with her computer gauntlet, and dumped 
  the bullets down a garbage shoot.  She 
  saved the pieces to plant in someone else’s 
  room; one of the players!  The emeralds are 
  hidden inside an empty compartment on 
  her computer gauntlet. 
       She may even want to go further to keep 
  investigation away from her.  She may 
  claim to have seen one of the players 
  arguing with one of the Card brothers.  
  Given their volatile natures, perhaps the 
  brothers had an argument with the players 
  earlier. 
   
   
   
  
   
   
  
   
   
   
   
  Chapter Three 
   
   
   
  The StarMech 
  Collective 
   
   
   
   
   
   
   
   
  
   
  A Brief History of the StarMech Collective 
   
       2175:  StarMech Incorporated opens for 
  business on Earth as a manufacturer of 
  advanced machinery, specifically robotics. 
   
       2233:  StarMech takes to open space, 
  beginning with colonization of the Delight 
  system. 
   
       2235:  StarMech charts and claims the 
  Nimrod system. 
   
       2237:  The Pend
  and claims the So
   
       2250:  StarMech charts and claims Tallis 
  as their third star system. 
   
       2299:  The 1st Galactic War begins. 
   
       2310:  StarMech enters into a mutual 
  defense compact with several smaller 
  neighbors, 
  including 
  the 
  Pendecker 
  Corporation. 
  StarMech 
  exercises 
  the 
  narrow window of opportunity to declare 
  itself an independent nation. 
   
       2312:  The Treaty of Earth ends the 1st 
  Galactic War.  The StarMech Collective is 
  officially recognized as a stellar nation, 
  absorbing the surrounding territories of 
  Pendecker and Nekeras Inc. 
   
       2315:  StarMech charts and lays claim to 
  the Tendril system in the Verge. 
   
       2322:  The Navarette system is charted. 
   
       2331:  The Star
  full approval of 
  gaining a true sens
   
       2346:  The Mutant Upris
  ignites the 2nd Galactic War
   
       2356:  The collapse of Sothvec Industries 
  brings 
  the 
  Thuldan 
  Empire 
  to 
  the 
  Collective’s border.  StarMech immediately 
  begins to take losses as the Empire makes 
  a long, steady push into their territory over 
  the next several decades. 
   
       2357:  The Gomorra pleasure planet 
  opens for business in the Navarette system, 
  achieving renown overnight. 
   
       2361:  StarMech joins the Rigunmor Star 
  Consortium, Austrin-Ontis Unlimited, and 
  the Union of Sol in forming the Profit 
  Confederation. 
   
       2375:  The Battle of Kendai destroys the 
  utting off all 
  e. 
  lost to Thuldan 
  forces, staggering the StarMech economy. 
   
       2398:  A Thuldan fleet, led by the ITV 
  Centurion, 
  enters 
  Tallis, 
  routing 
  the 
  StarMech fleet and conquering the system. 
   
       2400:  Thuldan fortress ship Dominant 
  leads a fleet to Delight, ravaging the capitol 
  world of Desire. 
   
       2401:  Bolstered by Orlamu and Orion 
  support, StarMech defeats the Thuldans at 
  the Battle of Songham, ending the constant 
  advance into Collective space.  Shortly 
  thereafter, the “gentleman’s agreement” 
  between Profit and FreeSpace Alliances 
  dissolves. 
   
       2402:  A joint StarMech/Solar flee
  retakes the Tallis system. 
   
       2472:  The 2nd Galactic War ends with the
  donates almost 
   the Concord 
   an attempt to relieve 
  building many of their 
   
       2497:  The Kendai drivesat is repaired, 
  reestablishing contact with the Verge.  
  StarMech reasserts control of the Tendril 
  system. 
   
       2501:  The present. 
  ecker Corporation charts 
  ngham system. 
  system’s drivesat relay, c
  communication with the Verg
   
       2395:  The Liber system is 
  Mech Collective has the 
  its absorbed citizenry, 
  e of nationalism. 
  ing of Tau Ceti 
  . 
  Treaty of Concord. 
   
       2473:  CEO Adam Spiner 
  40% of StarMech space to
  Taurus neutrality in
  the Collective of re
  ruined systems. 
  t 
   
  
   
  The People of the StarMech Collective 
   
       The StarMech nation is primarily known
  for three things: starships, robotics, and the
  pursuit of a good time. These intertwinin
   
   
  g 
  terests have developed a techno-social 
   
  f 
  w. Technology has also provided the 
  itizens of this small stellar nation with 
   
  ore established nations. 
   
   
  iding the means to 
  ork as 
   better 
   
   
  ly to complete a 
  y 
  l 
   
  oing things the 
   
   
  f leisure time 
  ns, 
  gh 
   
  nd that 
   
  t 
   
   
  . 
   
  this problem, the 
  grained social system is a hurdle they  
   
  ca
  present, the 
  success of the various StarMech industries 
  ke
  But, 
  the 
  future 
  remains 
  uncertain 
  if 
  StarMech’s leaders fail to develop a more 
  se
  go
  ha
   
  the interstellar economy and must evolve 
  fu
  op
  lif
   
  P
   
      
  re
  th
  el
  nation in an efficient and business-like 
  manner. 
  Most 
  Starmechs 
  remain 
  un
  p
  esn’t affect their 
  overall lifestyle. Few citizens bother to get 
  in
   
  d
  nate about maintaining 
  their comfortable way of life. 
    
  p
  th
  le
  u
  c freedoms surrounding 
  recreational 
  pursuits, 
  while 
  creating 
  o
  a
  p
  th
  nt apathy of the StarMech people 
  quickly gets discarded once shareholders 
  fa
   of their freedoms, 
  especially those affecting entertainment. 
  in
  culture that the StarMech people have
  wholeheartedly embraced for hundreds o
  years no
  c
  stability and economic strength despite the
  threat of larger m
   
  Social Outlook 
   
  StarMech bases its society on an underlying
  philosophy that life should be enjoyed, with a
  uccessful economy prov
  s
  that end. Most StarMech citizens see w
   tool to allow themselves access to
  a
  and bigger diversions. Few workaholics exist
  in this society, and Starmechs would rather 
  focus on the recreational outlets available to 
  them. This doesn’t mean Starmechs live as 
  shiftless vagrants. When properly inspired or 
  faced with a fast-approaching deadline, most
  tarmechs will work feverish
  S
  specific task. Once they finish, however, the
  often go back to entertainment pursuits unti
  the next deadline or inspiration arises. 
       Technology, 
  and 
  more 
  specifically
  robotics, holds the key to the StarMech 
  utlook on life. Why keep d
  o
  hard way, when technology can do the work
  for you?  This mentality has allowed
  tarMech citizens an amount o
  S
  unparalleled by most other stellar natio
  hile also helping to maintain their hi
  w
  standard of living. Whereas some societies
  look upon technology as merely a tool, 
  Starmechs have developed an appreciation 
  f machinery that goes far beyo
  o
  characterization. For many Starmechs the
  science of engineering represents both an ar
  orm and a way of life. 
  f
       Unfortunately, 
  a 
  major 
  drawback 
  to
  StarMech’s 
  philosophy 
  is 
  the 
  growing 
  number of idle citizens who would rather 
  completely 
  lose 
  themselves 
  in 
  leisure
  activities instead of contributing to society
  While the StarMech administration works
  ery hard to overcome 
  v
  in
  nnot easily dismantle.   For the 
  eps the situation tolerable, if not desirable. 
  lf-reliant society in the long run. The 
  vernment fully realizes that the Collective 
  s become too vulnerable to the whims of
  rther to survive. Unfortunately the overly 
  timistic public sees no end to their partying 
  estyle. 
  olitical Philosophy 
   Best 
  characterized 
  as 
  a 
  corporate 
  public, the StarMech Collective exists with 
  e shareholders putting their trust in the 
  ected corporate leadership to run the 
  concerned about how things get done 
  olitically as long as it do
  volved with the government, but those who 
  o are usually passio
     While 
  critics 
  may 
  consider 
  these 
  oliticians guilty of purely selfish motivations, 
  e Starmechs see this as a practical form of 
  adership.  Government officials fight to 
  phold the basi
  pportunities for themselves and those they 
  lso happen to govern. Many ambitious 
  oliticians have learned a hard lesson when 
  e appare
  ce the potential loss
  
   
  Custo
   
     If 
  one 
  stereotype 
  comes 
  closest 
  to 
  still 
  aintain c
  pecific to 
  their backg
  ay of life 
  as imprinted itself over the core. 
  e by 
  ying  
  ms 
    
  describing the Starmechs, it would be the 
  overwhelming love of a good time. Even 
  neighboring star systems that fell under the 
  sway of the Collective after GW1, have 
  developed some measure of this outlook over 
  time. These cultures have assimilated into 
  StarMech society after years of enjoying the 
  benefits of the nation’s industry, taking up the 
  attributes of the corporate whole. While 
  ertain systems within the Collective 
  c
  m
  ustoms and outlooks s
  rounds, the StarMech w
  h
   
  Charity 
       The StarMech Collective has a network of 
  charitable 
  organizations 
  funded 
  by 
  its 
  subsidiary corporations that provide for the 
  needs of the less fortunate, and in some 
  cases consistently idle, citizens. While not 
  stingy with their money, most individual 
  Starmechs are reluctant to devote their time 
  to 
  charitable 
  causes. 
  Starmechs 
  are 
  notoriously greedy about their free time and 
  working for a charity would take them away 
  from 
  their 
  own 
  leisurely 
  pursuits. 
  Organizations have used a time-honored 
  strategy to work around this attitud
  providing entertainment in exchange for 
  donations. Not a day goes by without a 
  fundraising 
  extravaganza 
  convincing 
  StarMechs to share their generosity while 
  skimming the latest entertainment package. 
       Although slow to give away their money 
  without a little fun in return, the Collective has 
  instituted a program to recycle old technology 
  and robots for distribution to the less 
  fortunate.  This program has become 
  increasingly popular and successful. After all, 
  no one wants to see a StarMech citizen 
  without a proper robot servant or companion, 
  even if the model pre-dates the Second 
  Galactic War. 
   
  Community Service 
       Community service has developed into a 
  business of its own, with a special subdivision 
  of the StarMech Policy Board controlling its 
  administration. Citizens found guilty of minor 
  offenses have the option to participate in such 
  programs   in   lieu  of  prison  time  or  pa
  Sample Robots 
   
       With robotics permeating so much of 
  StarMech culture, it’s only natural that 
  general industries and businesses make use 
  of robots as well.  From heavy construction to 
  intellectual instruction, robots support the 
  people of the Collective.  Many of these 
  yellow sidebars throughout the chapter will 
  discuss the different applications of StarMech 
  robotics in the Collective. 
   
  Medical Robots 
       These robots range from humanoid nurses 
  assisting doctors in surgery to hovering 
  diagnostic drones making routine checkup 
  rounds for hospital patients.  Disposal bots 
  safely cart away hazardous bio-waste, while 
  humans tend to more important (or at least 
  safer) matters.  Even ambulances often carry 
  a surgical field robot in case of emergencies.  
  As a result, fully operational StarMech 
  hospitals rarely find themselves shorthanded. 
       A very popular model of medical robot 
  found in the private sector is the Angel Mark 
  4.  The Angel is a fully stocked humanoid 
  medical unit programmed for the personal 
  care of an individual.  It has the ability to act 
  in the capacity of a professional nurse, 
  monitoring and treating the patient as 
  needed.  A self-contained communications 
  center allows it to alert outside medical aid in 
  an emergency. 
   
  heavy fines. Depending on their skills, a 
  citizen may donate time to working on special 
  government-sponsored projects that currently 
  suffer from low recruitment.  This punishment 
  has 
  proven 
  particularly 
  effective 
  as 
  a 
  deterrent for crime, and as a boon to the 
  workforce.  Since most StarMech citizens will 
  i
  vy
  ey
  do anything to avo d hea
   labor, th
   view 
  such disruptions to their recreation time as a 
  harsh sentence.  But those that cannot afford 
  the imposed fines or bear the boredom of 
  imprisonment 
  often 
  choose 
  such 
  punishments, thereby helping the StarMech 
  economy as the government puts them back 
  to work. 
   
  Holidays 
       StarMech has an extensive list of holidays 
  celebrating numerous accomplishments and 
  
   
  important occasions, giving the people even 
  ore excuses to take the day off from work. 
  , who are 
  educed with entertainment and drugs. The 
  lly ends up in wild all-night parties 
  f 
   lucky 
  itizens chosen in lotteries. The missiles used 
  colorful 
       “Awakeni
  echanica 
  arks the birthday of Dr. Elijah Dillon, the 
  raditions centering 
  n the overall awareness and sentience of 
   
  they pay the proper licensing fees 
  nd taxes. 
  establishments     have    developed     in    the  
  m
  The following holidays represent the most 
  often celebrated, with a genuine appreciation 
  of their meaning to the average citizen. 
   
       “Incorporation Day” - This holiday marks 
  the day when the StarMech Collective gained 
  official status as a stellar nation after the First 
  Galactic War. Starmechs take special pride 
  in their cleverness of manipulating the 
  powerful stellar nations into recognizing 
  StarMech’s authority in this sector of space. 
  On this day Starmechs stage “Negotiation 
  Plays” 
  where 
  participants 
  act 
  as 
  the 
  diplomats of the other nations
  s
  day usua
  with the mock diplomats in compromising 
  situations, ultimately declaring the StarMech 
  Collective a stellar nation. 
   
       “Horizon” – This holiday, which marks the 
  founding 
  of 
  the 
  Verge, 
  celebrates 
  the 
  StarMech’s quest for the exploration of space 
  and 
  science. 
  Enormous 
  conventions 
  showcasing the latest in starship and vehicle 
  design are followed up by days of races, from 
  skycars competing on planetary courses to 
  stellar craft racing from one side of the solar 
  system to the other. 
   
       “Songham 
  Day” 
  – 
  This 
  holiday 
  commemorates the Battle of Songham (2401), 
  a major turning point in the Second Galactic 
  War, with the Thuldans pushed out o
  Collective space by StarMech and its allies. 
  This day, more than any other, spurs the 
  national pride of the StarMech citizens. The 
  holiday actually lasts an entire week, with 
  special events in which extravagant parties 
  and festivals are thrown. At the end of the 
  week a mock space battle is held. Decrepit 
  starships decorated with Thuldan symbols 
  are systematically blown to bits by remote-
  controlled robot ships piloted by
  c
  for this display are designed to create 
  explosions, adding to the spectacle that is 
  broadcast throughout Collective space. 
   
       “Mechanica” – This is actually a two-day 
  celebration of all things robotic, with a 
  different name and tradition for each day. 
  ng” – The first day of M
  m
  scientist who led the team that developed the 
  first working lattice pseudo-AI unit that serves 
  as the basis for current robot intelligence 
  systems. Unlike most of the festive StarMech 
  celebrations this day is spent in quiet 
  contemplation and thanksgiving for the 
  wonders of technology. An unusually spiritual 
  moment for most Starmechs, this day involves 
  many superstitions and t
  o
  robots. 
       “Rising” – The second day of the holiday is 
  in strong contrast to the quiet Awakening. 
  Robots are dressed up by their owners in 
  costumes and paraphernalia, and paraded 
  around at competitions and parties. These 
  costume 
  competitions 
  range 
  from 
  the 
  cartoonish to the risqué, with winning designs 
  receiving prizes, usually robotic upgrades 
  and 
  software. 
  Robot 
  manufacturers 
  traditionally plan large robot conventions on 
  this day showing off their latest models and 
  robot accessories. 
   
  Gambling 
       For Starmechs gambling is just another 
  leisure activity that all citizens have a right in 
  which to partake. No special regulations exist 
  restricting its practice and such businesses 
  provide the Collective with a relatively stable 
  revenue source.
   
       Government Gambling: The StarMech 
  Collective 
  owns 
  numerous 
  casinos 
  throughout the Collective, often devoting vast 
  resources to this activity. Whole cities and 
  huge space stations cater to the StarMech 
  appetite for such distractions, resulting in 
  happy citizens and tourists devoted to this 
  profitable industry. 
   
       Private Gambling: Independent casinos 
  have sprouted up in parts of the StarMech 
  Collective, usually in areas that official 
  divisions haven't yet developed. StarMech 
  has no problem with these establishments as 
  long as 
  a
   
       Basement 
  Gambling: 
  Even 
  with 
  the 
  presence of legal gambling, underground 
  
   
  Personal Service Robots 
       Robots of this type fulfill a wide variety of 
  roles. 
       Cleaning robots are very popular in 
  StarMech homes, dusting, vacuuming, and 
  mopping at command.  These bots are rarely 
  large or very complex, but come in an 
  assortment 
  of 
  designs, 
  from 
  geometric 
  shapes to household pets.  The Cyberpup 
  series interacts with children and owners, 
  both playing fetch and mopping the floor 
  when asked. 
       Personal Aide robots can be programmed 
  to perform all the duties of cleaning bots, and 
  then some.  They take dictation, pick up dry 
  cleaning, prepare food, and any other daily 
  task programmed into them.  Certain aides 
  are designed more for one thing than 
  another, but the proper software can turn a 
  butler into a babysitter. 
       A popular example of specialty aide bots 
  is the Nannytron 3000.  This six-foot robot is 
  roughly humanoid, with three arms and an all 
  terrain hover track.  Its primary purpose is to 
  oversee the healthy care, entertainment, and 
  education of children ages 2 to 16.  The 
  Nannytron 3000 performs all the duties of a 
  professional childcare specialist and tutor for 
  considerably less money in the long run.  It 
  will even take care of pets with an upgrade 
  package. 
       Luxury robots take personal aide robotics 
  to a level only StarMech scientists would 
  bother to design, and they’re quite proud of 
  them.  Luxury bots come in a very wide range 
  of shapes and sizes, and generally perform a 
  specific 
  function 
  for 
  which 
  they 
  were 
  designed.  A hover-sphere with grasping 
  claws and an optical sensor fetches food and 
  drink, and may be equipped with a small heat 
  lamp and refrigeration unit for personal 
  temperature 
  preference. 
   
  A 
  standard 
  masseuse robot has a humanoid form, with 
  padded hands and fingers to soothe its owner 
  after 
  a 
  hard 
  day’s 
  work. 
   
  For 
  the 
  cybernetically-equipped, 
  certain 
  robots 
  contain 
  vast 
  libraries 
  of 
  specialized 
  entertainment-based 
  enhance 
  programs, 
  allowing the user to virtually experience 
  activities that would otherwise be illegal. 
   
  StarMech Collective, usually in connection 
  with ethically questionable activities such as 
  deathmatchs 
  and 
  gladiatorial 
  combat 
  involving exotic species. These activities 
  represent the dark side of a society so open 
  to exploring all avenues of pleasure and 
  revelry. 
   
  Religion 
       Despite the overwhelming devotion to 
  technology, most Starmechs have retained a 
  need for spiritual solace. In fact many 
  Starmechs have incorporated the workings of 
  technology and its creation into a spiritual 
  philosophy that at times seems almost 
   thinking and rigid rule-
  ets. The Reformers have proven very 
   the Collective territories and its 
   planet year-round. 
     Old Earth faiths also find their way into the 
   those Starmechs whose 
  iversion of choice is the Grid. While losing 
  society, following the whims of 
  iversion-seeking citizens looking for the next 
  religious. This philosophy is non-specific, 
  however, and not a true belief system such as 
  the Orlamu faith. This doesn’t mean that 
  Starmechs shy away from religion.  They 
  simply have an existing school of thought that 
  they meld with any religion they choose to 
  follow. For obvious reasons the Hatire 
  doctrine is completely incompatible with most 
  Starmechs. 
       The Humanity Reformation is one popular 
  outlet appealing to the StarMech nature, 
  avoiding antiquated
  s
  successful in
  highest body, the Council of Reform, actually 
  has its current headquarters on the former 
  capitol 
  world 
  of 
  Desire. 
  Although 
  the 
  Reformation Council meets annually for just a 
  period of one month, its support staff lives 
  and works on the
    
  Collective, but they tend to exercise more 
  liberal thinking and less dogma than their 
  counterparts throughout the Stellar Ring. 
  Fervent religious behavior just doesn’t mix 
  well with StarMech’s fun-loving society. 
       The Insightful religion has established a 
  small but growing foothold in StarMech 
  space, appealing to
  d
  themselves in the virtual reality of the grid, 
  some Starmechs have begun to search for 
  spiritual purpose in this environment. These 
  citizens figure it will be an interesting ride 
  whatever the outcome. 
       Many religious movements come and go in 
  StarMech 
  d
  big thing. One recent movement called the 
  Pathway has taken root and appears to be 
  developing beyond cult status. Based on 
  
   
  spiritual exploration through mind-altering 
  or disaffected or bored citizens. 
  anced datalink skills 
  SLF hijack obedient robots and 
  ven 
  py on politicians to gain leverage.  Most of 
  tours the Collective.  Ares-7, a Warhulk 
  obots within StarMech society.  
  he disarmed colossus now wages a purely 
  ttle to protect and expand the few 
  ion for one year.  Clio seldom 
  liticians 
  nings 
  drugs, the Pathway has become a popular 
  outlet f
   
  Robot Rights 
       Even in 2501 the legal rights of artificial 
  beings remains an explosive issue.  The 
  dilemma poses special challenges to the 
  StarMech Collective since that nation's entire 
  lifestyle and economy depends upon hordes 
  of mechanical servants. 
       Many Starmechs take robotic servitude for 
  granted yet several grassroots organizations 
  have formed a progressive alliance for the 
  abolition of this “synthetic slavery”. The 
  Automaton Advancement Alliance is an 
  umbrella group for hundreds of smaller 
  organizations 
  scattered 
  throughout 
  the 
  Collective.  Anders Giancarlo Perez, a 
  mindwalker whose adv
  give him a special affinity for the plight of 
  robots, coordinates the AAA's activities and is 
  its best-known representative.  Most member 
  organizations draw earnest activists who 
  hope to make robots equal partners with 
  humanity 
  and 
  thereby 
  revitalize 
  the 
  Collective's culture.  
       Dissatisfied with the AAA's equivocating, 
  the Synthezoid Liberation Front seeks a more 
  radical solution.  Programmers and hackers 
  within the 
  modify their processors and interaction 
  subroutines, giving them a measure of self-
  awareness in the hopes of a political 
  awakening.  While the Front's links to the 
  Church of the Insightful are well documented, 
  few suspect the organization of an Inseer 
  conspiracy.  Through the alluring spy Five-
  Thirds-Gamma, Insight hopes to gain a 
  foothold within the Collective and thereby 
  destabilize a potential rival in the fields of 
  robotics and AI programming. 
       Some emancipated robots, recognizing 
  their precarious legal position, have formed 
  the Clockwork Society to preserve their status 
  as free beings.  From seven founding 
  members, the Society has grown to more 
  than 200 free-willed machines engaging in 
  non-stop lobbying tactics through leaflets and 
  telemarketing.  Rumors hint they may e
  s
  the Clockwork Society operates on Chance, 
  the StarMech capital, but their famous leader 
  repeatedly decorated for gallantry and 
  heroism, gained its freedom at the close of 
  GW2 and now travels the Collective as a 
  decommissioned museum showcasing the 
  triumph of r
  T
  political ba
  rights robots have under StarMech law. 
       The Clio Foundation operates less openly.  
  Thirty years ago a financial services company 
  constructed a forecasting AI named Clio to 
  serve 
  as 
  an 
  investment 
  banker, 
  and 
  generously 
  granted 
  the 
  device 
  a 
  tiny 
  commission.  Clio bought its freedom fifteen 
  years ago, and by now has amassed a 
  gargantuan fortune.  Under its direction, the 
  Foundation identifies mistreated robots, buys 
  them from their owner, and after a proper 
  education and various refits, legally grants 
  their freedom.  A large percentage of the 
  7,300 robots liberated by Clio agree to serve 
  the Foundat
  discusses its real motives with outsiders, but 
  the expert forecast program has predicted 
  the collapse of human civilization within 50 
  years.  It now hopes to shepherd as many 
  robots as possible to an isolated planet 
  orbiting a dead star, where they will remain 
  safe from barbarism.  From there, who knows 
  what is planned. 
       The official government response to the 
  existence of such organizations is the 
  StarMech Robot Fairness Project.  Po
  have taken a stance that StarMech profits 
  through an economy based on dependable – 
  and therefore controllable – automated 
  machines. 
   
  Consequently, 
  they 
  believe 
  roboticists should take steps to prevent such 
  artificial lifeforms from developing year
  for freedom.  When the owner of a disgruntled 
  robot summons them, the programmers of the 
  RFP dismantle the machine, analyze its 
  software, 
  and 
  then 
  reprogram 
  it 
  for 
  emotionless obedience.  After all, without any 
  feelings 
  the 
  machines 
  can 
  never 
  feel 
  exploited.  While the Robot Fairness Project 
  sees itself as an essential part of corporate 
  quality control, many robots on the cusp of 
  self-awareness and self-determination dread 
  the organization.  Thankfully, emancipated 
  robots are somewhat sheltered from the 
  Robot Fairness Project, but machines that 
  turn criminal often find their punishments 
  involve the same routine. 
  
   
  Psionics 
       Ever 
  looking 
  for 
  more 
  diversions, 
  Starmechs have exploited the talents of 
  indwalkers for entertainment purposes 
  st formation of the Collective. 
  t one such career 
  eater degree. 
  m
  since the very fir
  A mindwalker or even a psionic talent can 
  enjoy a good living as an entertainer in the 
  Collective. In fact many creative uses for 
  psionics have developed in StarMech thanks 
  to their endless search to fill free time. 
  Dreamwalkers represen
  geared towards recreational pursuits. Often 
  found at spas or hotels these mindwalkers 
  are trained to program dreams for paying 
  customers, allowing them to experience a 
  more restful slumber as well as their heart’s 
  desire. Also, just as popular, are the traveling 
  shows featuring mindwalkers using their 
  mental abilities in a theatrical setting. These 
  psi-circuses 
  showcase 
  the 
  power 
  and 
  majesty of mindwalkers while enhancing their 
  entertainment value with exotic costumes, 
  music, and storylines. One of the more 
  popular mindwalking troupes is the Cirque 
  d’Etoile or Circus of the Stars. 
   
  Cybernetics 
       Technological enhancement to the body 
  gains 
  easy 
  acceptance 
  with 
  StarMech 
  citizens. The installation of a nanocomputer 
  with 
  a 
  NIJack 
  has 
  become 
  especially 
  widespread in the Collective, thanks in large 
  part 
  to 
  the 
  numerous 
  entertainment 
  applications accessible by such devices. 
  Besides the normal virtual realities available 
  for exploration, illegal X3Ds with significant 
  mind-altering properties have become very 
  popular in StarMech space. Collectively 
  referred to as greyware, these X3Ds bypass 
  the normal safety nets of a nanocomputer’s 
  operating system, stimulating the central 
  nervous system to a much gr
  While under the influence of greyware, an act 
  commonly referred to as ‘chipping’ or 
  ‘simming’, the personality of a user can 
  drastically 
  change 
  as 
  the 
  X3Ds 
  alter 
  perceptions and sensations. This stimulation 
  can become quite addictive and even 
  dangerous, with reported fatalities from 
  heart-attacks and brain aneurisms linked to 
  excessive 
  use. 
  While 
  officially 
  illegal 
  according to StarMech policy, little is actually 
  done to combat the usage of greyware. 
   
  New Career 
   
  Dreamwalker 
       A highly specialized career, the StarMech 
  Collective has managed to turn the purchase 
  of specified dreams into a business.  In fact, 
  the market is opening up in both the Borealis 
  Republic and Rigunmor Star Consortium as 
  well. 
   
  Wealthy 
  clients 
  generally 
  hire 
  dreamwalkers to program their subconscious 
  to generate desired dreams during their 
  sleep.  In a pleasure-loving society like the 
  Collective, this service can grow highly 
  addictive.  In some cases, dreamwalkers are 
  even hired by sleep institutes or mental 
  hospitals to help in patient therapy, often 
  acquiring expertise in Medical Science-
  psychology. 
       Core Skills:  (40 skill points) ESP-empathy; 
  Creativity-dream 
  making 
  2, 
  storytelling; 
  Interaction-bargain, 
  charm; 
  Telepathy-
  suggest 3, tire. 
   
  Mutants 
       The existence of mutants represents a 
  philosophical dilemma for the carefree 
  Starmechs. While their strongest ally, the 
  Union of Sol, has extreme prejudice in 
  regards to mutants, the Collective has tried to 
  maintain its normal permissive attitude. War 
  with the Thuldans has made it extremely 
  difficult for some Starmechs to be so 
  accepting, especially those who have served 
  in the military. Anti-mutant sentiment has 
  popped up throughout the Collective and 
  concerned political action groups have been 
  pushing for mutant registration policies. 
   
  Drugs and Alcohol 
       StarMech maintains a legal drug system 
  with numerous divisions providing regulated 
  recreational 
  substances. 
  The 
  Collective 
  Substance Control, or CSC, ensures the 
  quality of such drugs and their relative safety 
  for consumers. 
       Despite the easy availability of legalized 
  recreational substances, underground drug 
  manufacturers have popped up all over the 
  Collective, 
  providing 
  more 
  potent 
  and 
  dangerous fare for reckless Starmechs 
  looking for the exotic fix. The CSC has tried 
  unsuccessfully to shut down these illegal 
  companies for years. 
  
   
  The Cirque d’Etoile: Psi Circus 
  Extr ord
  a
  inaire 
   
       The Cirque d’Étoile (Circus of the Stars) 
  maintains its position as the most popular psi 
  circus of all time with an extravagant show 
  featuring 
  mindwalkers 
  talented 
  in 
  showmanship as well as psychic ability.  A 
  Borealin entrepreneur and mindwalker Jean 
  Luc Bisset, who realized he could craft a 
  profitable career out of catering directly to the 
  entertainment-obsessed Starmechs, founded 
  the circus with the help of StarMech investor 
  Kara Sruek.  Bisset provided the artistic vision 
  and psychic talents, while Sruek financed, 
  organized, and marketed the operation. 
  Cirque d’Étoile gained instant popularity 
  almost overnight, inspiring many copycat 
  operations in the following years.  Despite the 
  competition, Cirque d’Étoile continued to 
  grow and prosper, staying in high demand 
  throughout the Collective.  In recent history, 
  the circus has even given a command 
  performance for the StarMech Collective 
  Board of Directors. 
       Currently, the late Jean Luc’s son, Paulo 
  Bisset (Hm/StarMech/Mw11), energetically 
  runs the show. 
       The Cirque d’Étoile develops and performs 
  a different show every other year, based on a 
  uniting story and theme inspired by literature, 
  music, or history. From the Twelve Labors of 
  Hercules to the tragic death of a GW2 hero, 
  the psi circus combines music, colorful 
  costumes, acrobatics, and psychic powers to 
  create an amazing visual and mental 
  experience. Elaborate dance movements are 
  accompanied by flashy telekinetic powers, 
  volunteers from the audience are subjected to 
  psychic manipulation for comedic effect, and 
  biokineticists 
  amaze 
  with 
  bizarre 
  body 
  manipulations. 
       While based on Chance, the Cirque 
  d’Étoile often travels to other districts of the 
  Collective performing in sold-out shows 
  wherever they open their doors. On rare 
  occasions the psi circus travels to venues 
  outside Collective space, usually to the Union 
  of Sol or the Concord neutralities.  Recent talk 
  has suggested the possibility of a show in the 
  Verge, presumably on Alaundril in the Tendril 
  system, but the owners have yet to commit to 
  such an endeavor. 
  Adventure Hook: 
   
        While perfo
   station some 
  rming on a space
  members of the circus receive bizarre 
  messages and death threats via holovids 
  from a group calling itself the Divine Mind. 
  These messages are essentially a manifesto 
  declaring the sanctity of psychic powers. The 
  Divine Mind considers the Cirque d’Étoile a 
  frivolous use of psychic powers and an affront 
  to their beliefs, branding the performers foul 
  blasphemers worthy of death. Although the 
  event’s organizers respond by tightening 
  security, a circus telepath is found comatose 
  in his dressing room with a single image 
  projecting from his mind – a robed figure with 
  an exposed, illuminated brain floating where 
  the figure’s head should be. If any of the 
  heroes possess psychic powers, especially 
  the ESP discipline, authorities could easily 
  enlist their aid in searching for the attacker 
  and 
  Divine 
  Mind 
  organization 
  when 
  conventional methods prove useless. 
   
   
  Government 
   
       The StarMech Collective maintains its 
  corporate roots through the framework of its 
  government, but in practice the Collective 
  acts more like a republic with representatives 
  of the citizens governing on their behalf. 
  Unlike typical corporate thinking, profits 
  aren't the bottom line for the Collective. They 
  merely provide a means to a pleasurable and 
  secure lifestyle. 
      A Chief Executive Officer (CEO) governs 
   
  the StarMech people, who is supported in 
  es the CEO’s administration, 
  ighest levels of the 
  administration. The current CEO is Adam 
  turn by a Chief Financial Officer (CFO) and 
  Chief 
  Operations 
  Officer 
  (COO). 
  The 
  Collective’s citizens elect these officers at 
  shareholder referendums held at regular 
  intervals, every ten years. A Board of 
  Directors overse
  serving to check and balance his power. 
   
  Executive 
   
  Chief Executive Officer 
       The CEO is the leader of the StarMech 
  Collective, setting the agenda for the nation 
  and running the h
  
   
  Sp
  , 
  intelligent ma
  tion for the 
  ast 50 years.  He possesses an unwavering 
  hilosophy of staying out of 
   
  iner (Hm/StarMech/DTO19), a charismatic
  n who has led the na
  p
  determination to make StarMech into a 
  power to be reckoned with in the Stellar Ring 
  and beyond.  Spiner realizes StarMech's 
  strength lies in the ingenuity of its people and 
  governs with a casual style that encourages 
  innovation 
  without 
  the 
  heavy-handed 
  management found in other nations. 
   
  Chief Financial Officer 
       According to the job description, the CFO 
  has the unenviable job of coordinating the 
  budget for the StarMech administration and 
  ensuring 
  official 
  projects 
  are 
  properly 
  financed. At first impression CFO Mirek 
  Tezkha (Hm/StarMech/DFA14), a close friend 
  of Adam Spiner, doesn't quite meet the profile 
  for the job. Mirek is a carefree playboy, 
  whose reputation for wild socializing is even 
  notorious for a StarMech. Although his 
  knowledge of finance is minimal, Mirek is a 
  wizard at delegation, controlling a committee 
  of analysts that expertly handle the financial 
  concerns of the government, and allowing 
  him to draw upon their expertise while 
  continuing his lifestyle. Mirek rewards his 
  people very well and they give him an 
  extreme amount of loyalty in return. 
   
  Chief Operations Officer 
       The COO takes care of the infrastructure 
  of the StarMech government and makes sure 
  everything runs smoothly and efficiently. COO 
  Chiyoko Atmuso (Hf/StarMech/DTO21) may 
  be one of the few true workaholics in the 
  StarMech nation, dedicating most of her time 
  to 
  the 
  job 
  and 
  limiting 
  her 
  social 
  engagements in order to advance the goals 
  of the Collective. 
   
  Legislature 
   
       The Board forms the legislative branch of 
  the StarMech Collective and creates all major 
  laws of the nation. Keeping with their 
  corporate structure the Starmechs refer to 
  these laws as “policies”. Mostly the Board 
  deals only with economic legalities, leaving 
  local districts to set their own ordinances 
  against undesirable social behavior. The 
  Board practices a p
  Professional Guard Robots 
       In some cases, it becomes cheaper for 
  companies to use robotic security guards to 
  supplement sentient employees, rather than 
  keep a large standing security force.  They 
  don’t need benefits and steady paychecks.  
  They’re much more durable, and never tire 
  physically.  Most of these robots are armed 
  with stutter weapons and other non-lethal 
  technology. 
       Some of the most fascinating designs 
  come not from corporate facility security, but 
  from 
  beach 
  resorts. 
   
  Designed 
  by 
  NewHorizon Robotics, many resorts now 
  sport robotic lifeguards in the form of 
  dolphins, seahorses, giant manta rays and 
  other aquatic animals.  These robots play 
  and entertain guests while keeping alert for 
  trouble.  For the security of their waters, some 
  of 
  these 
  businesses 
  use 
  NewHorizon’s 
  KrakenGuard02, an immense mechanical 
  squid that intercepts trespassing marine 
  vehicles, intruders and even dangerous 
  animal life. 
   
  social matters and focusing instead on 
  uilding up StarMech's economic power. 
  licy-
  his capacity, the Directors 
  nterests of their districts in the 
  orporation's overall vision. In addition the 
  overnors for their 
  b
   
  Board of Directors 
       The 
  StarMech 
  Board 
  of 
  Directors 
  represents 
  the 
  melding 
  of 
  a 
  mega-
  corporation with the ideals of a republic. As 
  StarMech incorporated surrounding star 
  systems into the Collective, its corporate 
  leadership had to concede certain liberties to 
  satisfy these somewhat new and reluctant 
  members. 
  Citizens 
  from 
  these 
  systems 
  demanded representation in the government 
  and StarMech eventually complied. They 
  divided the Collective into distinct political 
  sectors called districts, each with a locally 
  elected representative to sit on the Board. 
  Currently 
  StarMech 
  citizens 
  vote 
  these 
  Directors into office for six-year terms.   They 
  oversee almost all aspects of governing, 
  ncluding judiciary decisions and po
  i
  making. In t
  represent the i
  c
  individual Directors act as g
  districts, wielding great influence over local 
  politics and economics. Ten different districts 
  currently exist in StarMech space. 
  
   
       In addition to the District Directors there 
  are four Committee Directors chosen in a 
  nationwide referendum to fill leadership 
  positions controlling specific divisions of the 
  StarMech Corporation. These positions are: 
  Interstellar Affairs, Security, Science, and 
  Commerce. These Directors serve four-year 
  terms and fulfill certain duties inherent to 
  their 
  positions 
  beyond 
  the 
  normal 
  responsibilities of the other Board members. 
   
  eportedly 
  ves. 
  ry traditions. To this end 
  irector Pil has gathered a vast collection of 
  itary 
  documents 
  and 
  araphernalia, effectively creating a private 
  re part of his permanent entourage, acting 
  rable distractions 
  d engineers have obtained this 
   a seemingly incurable disease 
  nd he hopes to create a replacement robot 
  has 
  irected substantial StarMech resources 
  oal. He has even gone 
  fited her 
  financially in her foreign holdings. 
   
  Interstellar Affairs Director
       This position deals primarily with the 
  development 
  of 
  economic 
  and political 
  strategies for the StarMech Collective when 
  dealing with other stellar nations. In this 
  capacity the Director plays both chief 
  ambassador and chief business negotiator.  
  Director 
  Gretchen 
  Strong 
  (Hf/StarMech/DFA24) holds this office and 
  perhaps the most influence of any person in 
  the StarMech government after CEO Spiner. 
  With her supermodel looks and magnetic 
  personality Director Strong easily commands 
  attention, while her brilliant mind and sharp 
  wits quickly wins the respect of those she 
  encounters. Director Strong is considered the 
  best candidate for CEO after Spiner retires 
  but many wonder if she is willing to give up 
  her current position, which she r
  lo
   
  Security Director 
       This position controls all aspects of the 
  StarMech military as well as the civil law 
  enforcement of StarMech territories. Director 
  Hyun-Ki 
  Pil 
  (Hm/StarMech/CS18) 
  is 
  the 
  current title-holder. Director Pil is an intense 
  man that passionately puts his heart into his 
  job, continuously studying the workings of 
  successful milita
  D
  historical 
  mil
  p
  museum that even an Austrin would admire. 
  As hard as he works, Director Pil likes to 
  indulge in pleasures as much as any other 
  StarMech citizen. As a rule he avoids the use 
  of drugs or anything that would affect his 
  physical 
  state. 
  Instead 
  he 
  prefers 
  the 
  mindwarping touch of dreamwalkers who 
  create hallucinations and dreams at his 
  whim. Four beautiful dreamwalker women 
  a
  as bodyguards and pleasu
  for the busy Security Director. 
   
  Science Director 
       The responsibilities of this position include 
  developing and approving plans for future 
  scientific endeavors and acting as a liaison to 
  the current administration on behalf of the 
  scientific community. Historically only the top 
  scientists an
  position, which requires the support of one’s 
  peers to work effectively. 
       The current Director of Science is the 
  brilliant 
  engineer 
  Dr. 
  Connor 
  Taylor 
  (Hm/StarMech/TO28) whose work on robotics 
  and artificial intelligence has garnered him 
  many accolades in the interstellar science 
  community. 
       Recently Director Taylor has increased his 
  efforts to manufacture a new generation of 
  AI’s, with compact processing units that could 
  theoretically fit inside a humanoid robot. 
  Rumors abound that the Director’s wife 
  suffers from
  a
  with her personality duplicated by an AI. 
  Whatever the truth, Director Taylor 
  d
  towards reaching this g
  so far as to research stories of the Kiscae, a 
  group of Mechalus who transferred their 
  consciousness into machines and left for the 
  unknown. It’s no small wonder that his chief 
  assistant is a Mechalus doctor Nycrus 
  Ademiga (Mf/StarMech/TO14) 
   
  Commerce Director 
       This position deals with the complex issues 
  of strategic economic planning, both in the 
  domestic and interstellar markets. While 
  Interstellar 
  Affairs 
  often 
  plays 
  the 
  spokesperson in negotiations with other 
  nations, the office of the Commerce Director 
  is responsible for market research and the 
  development of actual business plans and 
  proposals. 
  Director 
  Elizabette 
  Casponi 
  (Hf/StarMech/DTO11) currently holds the 
  position 
  although 
  rumors 
  of 
  corruption 
  threaten her chances for re-election at the 
  next 
  shareholder 
  referendum. 
  Director 
  Casponi has secretly leaked privileged 
  information to business partners in the Union 
  of Sol that has greatly bene
  
   
  Military Robots 
       While companies use robots and AIs to 
  protect their own interests, the Collective 
  military also uses advanced robotics to 
  defend StarMech territory.  Early models 
  proved ineffective and easily defeated, but 
  the StarMech Collective had over a century of 
  warfare during GW2 to improve and update 
  their designs.  The most well known 
  application is the feared Warhulk, a fully 
  automated, AI-controlled dreadnought. But 
  military robotics also reaches much further. 
       Automated space fighters negate the 
  costly casualties incurred by carriers and 
  their fighter pilots.  Orbital sensor robots spy 
  on enemy activity, while Hawk-5 bomber 
  drones 
  swoop 
  in 
  to 
  destroy 
  facilities.  
  Robotics 
  permeates 
  all 
  facets 
  of 
  the 
  StarMech military, and is only likely to 
  increase in sophistication and application. 
   
  Enforcement 
   
       Like many of the government functions of 
  the StarMech Collective law enforcement 
  runs as just another corporate entity. Local 
  systems within the Collective enter into 
  contracts with security companies that report 
  to 
  a 
  supervisory 
  organization 
  called 
  StarMech Core Security, or simply StarCore. 
  These companies must meet specific criteria 
   obtain an official license to practice 
  Core and are subject to 
  n partner and 
   will not hesitate to use its body as a shield 
  irected at the officer. The 
  at are 
   five judges, 
  ndomly chosen from a pool of its own 
   
  In 
  these 
  trials, 
  a 
  to
  security by Star
  annual performance evaluations. StarCore 
  also acts as a link between the different 
  contractors by coordinating communications 
  and 
  promoting 
  intersystem 
  cooperation. 
  StarCore reports directly to the Director of 
  Security. 
       StarMech's liberal law code allows citizens 
  to partake in many diversions frequently 
  frowned upon in other stellar nations. While 
  most law enforcement systems have agencies 
  set up to stop such activities as prostitution 
  and drug use, the Collective's contracted 
  security companies must field special squads 
  to ensure the safety of these activities. 
       In addition, StarMech law enforcement 
  has seamlessly incorporated robotics into its 
  everyday police force. A common patrol unit 
  consists of a human officer and robot partner 
  programmed for normal social interaction in 
  addition to hazardous arrest or rescue 
  operations. This patrolbot’s primary function 
  is as a bodyguard for it’s huma
  it
  for any attack d
  patrolbot is often built with a humanoid-
  shaped body but other designs have been 
  used as well, including dogs or even dolphins 
  for 
  aquatic 
  environments. 
  Besides 
  the 
  standard patrolbot most security companies 
  employ a variety of robot models designed for 
  specific purposes. Common models include 
  small flying observation robots th
  assigned to sectors of a city or space station, 
  monitoring events and responding to distress 
  calls. 
   
  Judiciary 
   
       Aside from creating policies, the Board of 
  Directors also acts as the highest authority to 
  enforce and rule upon them. Although a case 
  rarely gets presented all the way to the 
  Board, the group exercises its direct control 
  of the judicial system by overseeing the 
  StarMech Policy Board. These duties include 
  the evaluation and selection of local judges 
  throughout StarMech territory. In this way the 
  Board maintains judicial personnel more in 
  line with their decision-making from a 
  corporate perspective. 
       In the StarMech Collective there is no 
  distinction between military and civilian 
  courts. All crimes fall under the jurisdiction of 
  the StarMech Policy Board with each trial 
  determined by a panel of
  ra
  licensed 
  members.
  conviction requires only a simple majority 
  vote, but the judges can grant an appeal for a 
  new trial if, and only if, the decision did not 
  reach a unanimous vote. The system grants 
  only one such appeal for each case. Rarely, 
  in special situations where StarMech's top 
  leadership takes a personal interest, the 
  Board of Directors can retry a case on their 
  own. 
   
       “Josephine, you handle the stock release.  
  Rich, you look into Quarterly.  Christine, I’ll 
  pick you up at 7 pm.  Be sure to wear 
  something nice.  Janice, I’ll pick you up at 
  11pm.  Wear something naughty!” 
                                     - CFO Mirek Tezkha, 2501 
  
   
  StarMech Military 
  s 
  edicated to the constant upgrade of robotics 
  ering. 
     Despite 
  having 
  some 
  of 
  the 
  best 
   
       The 
  StarMech 
  military, 
  or 
  StarMech 
  Security Division as it is more commonly 
  known, has come a long way since the early 
  days 
  of 
  simple 
  squads 
  of 
  corporate 
  bodyguards. Two galactic wars and the ever 
  present threat of the neighboring Thuldan 
  Empire has prompted the Collective to re-
  forge its military into a formidable force 
  capable of protecting its borders without 
  depending upon foreign allies. 
       The StarMech Security Division has three 
  distinct military branches; StarMech Stellar 
  Security, StarMech Planetary Security, and 
  the StarMech Intelligence Division. True to 
  StarMech nature, these branches share a 
  common reliance upon technology. They 
  come equipped with the latest in operational 
  gear 
  provided 
  by 
  innovative 
  division
  d
  and starship engine
    
  equipment in human space, the StarMech 
  military suffers from a lack of strong 
  discipline and strategic focus in its personnel. 
  In some part this is due to the society's 
  prevalent attitude towards hard work; relying 
  on machines to pick up the slack. Security 
  Director Pil is aware of this problem and has 
  set 
  up 
  a 
  committee 
  to 
  evaluate 
  and 
  restructure the military training. This action 
  has led to some resistance from military 
  leadership but the Director continues to push 
  his agenda, using the perceived threat of the 
  Thuldan Empire as a motivation for change. 
   
  StarMech Stellar Security 
   
       StarMech Stellar Security fields a fleet of 
  warships that are the envy of just about every 
  other stellar nation. Although smaller in size 
  than the fleets of many larger nations, the 
  superior quality of StarMech designs allows 
  the Collective an advantage in military 
  confrontations where all things are equal. 
  Unfortunately, StarMech military tradition has 
  failed 
  to 
  catch 
  up 
  with 
  the 
  nation's 
  technological advantage and often fails to 
  use these resources to the best possible 
  advantage. 
       Admiral Janeva Kessel (Hf/StarMech/DTO13) 
  actively works  to ready the StarMech fleet for  
  StarMech Collective Fleets 
   
       Below is a listing of the StarMech Stellar 
  Security Fleets, their flagships, commanding 
  officers, and operating areas.  This list does 
  not 
  denote 
  the 
  smaller 
  battle 
  groups 
  assigned to permanent defense sectors.  For 
  a clearer understanding of precisely where 
  the fleets are posted, reference the StarMech 
  Collective map found on page 108 of the 
  current chapter, for your convenience. 
       The fortress ship SMS Azrael is a roaming 
  base for StarCore. 
   
  1st Fleet  
       Fortress Ship SMS Tachyon Flow 
       Admiral Janeva Kessel 
       District 1 
   
  2nd Fleet 
       Fortress Ship SMS Metropolis 
       Admiral Salvador Mercurio 
       District 2 
   
  3rd Fleet 
       Fortress Ship SMS Paradiso 
       Vice Admiral Hana Yu 
       District 3 
   
  4th Fleet 
       Fortress Ship SMS Foundation 
       Admiral Raylene Stark 
       District 4 
   
  5th Fleet 
       Fortress Ship SMS Odysseus 
       Admiral Konrad Stein 
       District 5 
   
  6th Fleet 
       Fortress Ship SMS Las Vegas 
       Vice Admiral Anthony Morris 
       District 9 
   
  7th Fleet 
       Fortress Ship SMS Grifter 
       Vice Admiral Hidalgo Suarez 
       Districts 6 and 8 
   
  8th Fleet 
       Fortress Ship SMS Neutron Iron 
       Admiral Christian Drake 
       Districts 7 and 10 
  
   
  what sh
  wal of 
  ostilities with the Thuldan Empire.  Although 
  m
  curity  
   and weakness in 
  o 
  evelop training programs with little or no use 
   Elle has 
  losely studied the Concord military and 
  ual SID field agents demonstrate 
  the S
  s to 
  oordinating the information gained from 
  rstellar Affairs, a position 
  lly seen as the training ground for 
   Although 
  in running 
  he scenes she works 
   Spiner to secure her election 
  iner finally decides to step down. 
  nger will be 
   3, who has 
   the support of 
   Landon family.  Strong is trying 
  p some scandalous material on 
   her with her 
  successful in 
  the normal level of 
  bauchery. 
   has close ties with Michael Thayne 
  ociate any 
  rge to her 
   provides Thayne 
  cord substantial assistance on 
  ncerns, especially any dealings with 
  undril in the 
  e maneuvers 
  n of District 8 in her 
  supporting his plans for the 
  on of the Tendril system. 
  Mech/DFA12) 
  istrict 8, the least populated of all 
  ective’s territories, but still quite 
  oint for further 
  en 
  Space. 
  ssion as a 
   running for office, 
  ks to a brilliant media campaign 
  on by a 
  political 
  no intentions of 
  head leader.  In fact, his 
  e sees as an inevitable rene
  h
  she appreciates Director Pil’s ca
  paign to 
  increase attention towards the military, she 
  bristles at the thought of anyone interfering 
  with her authority.  Admiral Kessel continues 
  to push for more warships and she diligently 
  lobbies for the creation of the next generation 
  of 
  AI-controlled 
  Warhulk-class 
  vessels, 
  unofficially tagged as Starhammers. 
   
  StarMech Planetary Se
   
       StarMech 
  Planetary 
  Security 
  makes 
  extensive use of robots and advanced 
  technology in its operations. Thanks to 
  lessons learned from the Second Galactic 
  War, the StarMech warrior robots have 
  become efficient and deadly tools, sometimes 
  replacing human soldiers in various functions 
  of the military. These powerful machines 
  represent both a strength
  the Planetary Security forces. While the 
  warbots prove highly effective in battle, the 
  average soldier’s dependence on them has 
  further 
  deteriorated 
  the 
  already 
  poor 
  discipline of the StarMech military. 
       Stuck in his ways, Commander General 
  Bradley Snow (Hm/StarMech/DCS15) refuses 
  to admit the military has such problems, 
  preferring to divert more resources toward 
  robotic warriors, while training of StarMech 
  recruits from the citizenry remains mediocre 
  at best. Security Director Pil has enlisted the 
  aid of the second-in-command, Lieutenant 
  General Elle Cullach (Hf/StarMech/DFA18) t
  d
  of such technological enhancements.
  c
  hopes to use this knowledge to update the 
  StarMech fighting forces. 
   
  StarMech Intelligence Division 
   
       StarMech Intelligence prides itself on the 
  sophisticated data-gathering capabilities at 
  its disposal, using cutting-edge gadgetry 
  provided by its own engineering subsidiaries. 
  Highly trained in the usage of high-tech spy 
  equipment, as well as superb socializing 
  skills, individ
  a high degree of success at digging up dirt 
  on the opposition. Despite this ample data, 
  ID falls down on the job when it come
  c
  these operations. 
   
   
  Power Players of the 
  StarMech Collective 
   
  Collective Concerns 
   
  Director Gretchen Strong 
       Gretchen Strong (Hf/StarMech/DFA24) is 
  he Director of Inte
  t
  traditiona
  future CEOs of the Collective.
  o interest 
  publicly, Strong shows n
  ition, behind t
  for the pos
  ith Adam
  w
  when Sp
  She believes her biggest challe
  ict
  Director Talia Winford of Distr
  res of running with
  made overtu
  he powerful
  t
  to dig u
  Winford or the Landons to aid
  een un
  campaign, but she has b
  hing outside 
  finding anyt
  tarMech de
  S
       Strong
  of the Concord and hopes to ass
   the Ve
  positive interactions with
  n. Her office
  administratio
  nd the Con
  a
  Verge co
  StarMech’s former colony of Ala
  atter sh
  Tendril system.  In this m
  or Seth Crade
  to put Direct
  orner by 
  c
  annexati
   
  Director Seth Craden 
  raden 
  (Hm/Star
       Seth 
  C
  epresents D
  r
  the Coll
  important as the jumping p
  StarMech 
  exploration 
  of 
  Op
  ormer profe
  Craden held a f
  opular musician before
  p
  and than
  capitalizing on his celebrity, w
  light 
  landslide. 
  Despite 
  his 
  n has 
  background, Crade
  being a simple figure
  
   
  shrewd political maneuvering has made him 
  into one of the most influential Directors in 
  StarMech history. Among other political goals 
  Craden has recently set his sights on the 
  annexation of the Tendril system into his own 
  district when the former colony rejoins the 
  Collective. 
   
  Director Josef Druitt 
       Josef Druitt (Hm/StarMech/DFA9), Director of 
  istrict 5, is the quintessential StarMech 
  cal 
  mily with a huge fortune from the starship 
  h
  ttempts to 
  tarMech war effort during GW2. At present 
  s, 
  ontrols the largest single percentage of the 
  improve the quality and power of their 
  mission 
  is 
  to 
  gather 
  formation on Orlamu scientific research. 
  er father remains unaware of Emma’s 
  cland
  ve if 
  he kne
   to a 
  vice di
  nford 
   the next shareholder referendum and 
  any 
  scandal 
  opardizing her chances.  He hopes this 
   
  om deal making with 
   StarMech 
  conomy. 
   Di
  D
  aristocrat, born into an influential politi
  fa
  manufacturing industry. T e privileged Druitt 
  practically inherited his mother’s Directorship 
  and now serves his own selfish interests with 
  the position. Druitt has created an entourage 
  around himself reminiscent of the Old Earth 
  court culture, taking nepotism and favoritism 
  to new heights. His ‘royal’ balls are legendary 
  affairs that spare no expense with pomp and 
  entertainment that would even make the 
  average StarMech blush. Druitt styles himself 
  a Duke and requires his personal staff, 
  human and robot, to refer to him as such. 
       Despite his foppish appearance, Druitt has 
  a ruthless Machiavellian mind. He a
  play his subordinates and equals against 
  each other to increase his influence and 
  power, not caring about the consequences to 
  others. He is also extremely vindictive. After 
  Director 
  Strong 
  spurned 
  his 
  romantic 
  advances, Druitt vowed to see her knocked 
  from her lofty position. He attempts to 
  undermine her authority any chance he gets 
  and plots Strong’s downfall with his most 
  trusted cronies. 
   
  Landon Family 
       The Landon family made their fortune with 
  the manufacturing of stardrives for the 
  S
  the Landon’s company, SunRun Industrie
  c
  stardrive business in StarMech space and 
  their influence is felt throughout the Collective. 
  William Landon (Hm/StarMech/DTO18), head 
  of the family, is a close personal friend of 
  Director Talia Winford of District-3 and it is 
  rumored 
  she 
  makes 
  no 
  move 
  without 
  consulting Landon first. William’s daughter, 
  Emma (Hf/StarMech/TO9), is the current CEO 
  of the company and she constantly tries to 
  SunRun stardrives. To this end, she has 
  secretly developed a team of corporate spies, 
  whose 
  primary 
  in
  H
  estine behavior and would disappro
  w. He plans to see Emma elected
  rector position under Director Wi
  in
  William 
  doesn’t 
  want 
  je
  position will pave the way to a Directorship
  and eventually the office of StarMech CEO. 
   
  The Asimov League 
       This organization’s exclusive membership 
  consists of the top roboticists in the StarMech 
  Collective. Originally created as a social 
  group for robot engineers, the Asimov League 
  has 
  evolved 
  into 
  a 
  powerful 
  lobby 
  organization 
  with 
  tendrils 
  of 
  influence 
  reaching into all political and economic 
  arenas. The current leader of the group is a 
  roboticist 
  named 
  Ashra 
  Rammanakar 
  (Hf/StarMech/TO15) who has become a 
  professional 
  politician 
  over 
  the 
  years, 
  enjoying the prestige of her position while her 
  scientific pursuits are left behind. She has 
  achieved great wealth fr
  military divisions searching for the most 
  talented roboticists, helping them recruit with 
  her 
  strong 
  influence 
  in 
  the 
  robotics’ 
  community. She has even developed a close 
  relationship with Admiral Janeva Kessel, while 
  helping her push for the Starhammer 
  program. Some of the League members 
  grumble about her apparent abandonment of 
  the robotic sciences, but most cannot deny 
  the steps she takes in illuminating the 
  position of the roboticist in the
  e
   
  StarMech Starprime
  vision 
       Starprime 
  is 
  the 
  largest 
  warship 
  manufacturing division for the StarMech 
  Collective. 
  Director 
  Ishiko 
  Miyamoto 
  (Hf/StarMech/DTO15) of District 1 sits on its 
  board of directors and her daughter Isamu 
  Miyamoto (Hf/StarMech/DTO11) is the current 
  CEO.  Wielding considerable economic and 
  political clout, Starprime’s board insures its 
  preeminent position by securing the largest 
  contracts 
  from 
  the 
  StarMech 
  Security 
  Division.    Most  of  StarMech’s  fortress ships  
  
   
  Visioneers and the Art of 
  Technology 
   
       -excerpt from a lecture for the Intro to 
  Visioneers class as presented by Dr. Madura 
  Sanchez, Professor of Technology History at 
  the Ashur Institute in the city of Gala on the 
  planet Chance. 
   
       ...While some cultures see technology as a 
  mere tool, Starmechs characterize the design 
  of technology as an artform of the highest 
  caliber.  Some engineers have even taken 
  this concept further by emphasizing the visual 
  impact 
  of 
  technology. 
  Recognizing 
  this 
  connection, the Ashur Institute has integrated 
  the study of design aesthetics into its 
  curriculum.  This class will be a beginner’s 
  exploration of technology design aesthetics. 
       Many engineers consider themselves true 
  artists with technology as their medium.  One 
  such 
  engineer, 
  Dr. 
  Willem 
  Lansdowne, 
  melded this school of thought with his strong 
  appreciation 
  of 
  the 
  physical 
  form 
  of 
  technology.  He wanted to be both a visual 
  artist and engineer, creating works of art in 
  form and function.  It wasn’t enough to design 
  the fastest starship; he wanted to create 
  starships with visual flair. He described 
  himself as a ‘visioneer’, a term used today by 
  engineers licensed with the Visioneer Society. 
       This class will give you an overview of 
  these Visioneers and the various design 
  movements influenced by them in the 
  StarMech Collective.  Here is a brief rundown 
  of what to expect. 
       We will start with a discussion of the 
  Visioneer Society founded by Dr. Lansdowne 
  while he attended Mercury University on 
  Desire. Lansdowne drafted a manifesto 
  condemning ugly technology and vowed to 
  create only beauty.  He titled this document 
  the “Visioneer’s Quest” and wrote himself into 
  the history books. 
       In the following sessions we will discuss 
  various movements inspired by visioneers 
  throughout StarMech’s history.  Lansdowne’s 
  own Geometrix Movement with its sharp, 
  clean angles and extensive use of the triangle 
  will be our first focus. The Stormhawk 
  starship series is a classic example of this 
  style. 
       We will also look at the Retrotech 
  Movement.  This style is characterized by its 
  use of fictional visions of futuristic technology 
  from the early- to mid-20th century, when the 
  idea of space flight was just a fantasy.  
  Arcane tubes and mechanisms with no 
  apparent function are just some of the visual 
  techniques used in these designs. 
       The use of spheres, curves, and risqué 
  shapes 
  characterizes 
  the 
  Cyrotique 
  Movement.  This architectural style has made 
  a strong impact on the recreation industry, 
  with many robotic designs inspired by this 
  playful philosophy.  Of course Cyrotique is not 
  limited to robotics. The Diablo Rojo skycar 
  model serves as a notable example of the 
  Cyrotique design aesthetic applied to other 
  technology… 
   
  were built by Starprime as were the famous 
  Warhulks used in GW2. 
       Starprime, thanks in part to its important 
  role during GW2 and the machinations of 
  Director Miyamoto, has a strong influence on 
  StarMech’s military policies. At Director 
  Miyamoto’s 
  prompting, 
  capital 
  warship 
  production has increased at an even greater 
  pace than original postwar planning called 
  for, benefiting Starprime greatly. So secure in 
  its position, Starprime has begun preliminary 
  designing of the Starhammer-class warships 
  for 
  Admiral 
  Kessel, 
  anticipating 
  the 
  program’s 
  approval 
  by 
  the 
  Board 
  of 
  Directors. 
   
  Stellar Nations 
   
  Austrin-Ontis Unlimited 
       The Austrin nation’s demand for Collective 
  products has decreased in the current post-
  war environment, and the two former allies 
  ave grown more distant over time. The 
   
  a 
  friendly 
  e
  t
  c
  h
  Collective 
  still 
  maintains
  relationship with th  Aus rins but orporate 
  competition has diminished any real support 
  for one another. 
   
  Borealis Republic 
       With a true appreciation of entertainment, 
  the StarMech Collective imports a vast 
  quantity of Borealin media products. Although 
  on different sides of GW2, the Collective 
  presently views the Republic as a harmless 
  
   
  politi
   to 
  provide Starme
  lity fun. 
   in common. This, along with 
  e Commonwealth’s association with the 
  y 
  e realizes the Domain was 
  logy to aid in rebuilding its many 
  ravished systems. 
   
  cal entity whose sole purpose is
  chs with high qua
   
  Hatire Community 
       The Collective considers the technophobic 
  Hatire Community the antithesis of their 
  social and scientific philosophies and the two 
  nations have little
  th
  hated Thuldan Empire, makes them a target 
  of 
  StarMech’s 
  disdain. 
  Although 
  the 
  Collective doesn’t actively cause trouble for 
  the Hatires, most Starmechs fail to hide their 
  opinion of the nation as close-minded rubes 
  with serious repression issues. 
   
  Insight 
       The Collective can relate to Insight’s love 
  of technology although they follow slightl
  different paths. Most Starmechs see Insight 
  as a potential ally, and more importantly, a 
  paying customer for their products, especially 
  the Collective’s heavy industrial capabilities. 
  If Insight continues to develop as a stellar 
  nation, it will require increasing amounts of 
  infrastructure 
  development, 
  something 
  StarMech can provide easily and at a 
  reasonable price if Insight is willing to cut 
  deals on their excellent Grid and AI 
  technology 
  in 
  return. 
  The 
  StarMech 
  leadership realizes the smallest of stellar 
  nations has a way to go before it can become 
  a powerful trading partner and ally, but 
  Starmechs are excited about the future 
  possibilities of technological collaborations. 
   
  Nariac Domain 
       The StarMech Collective sees the Nariac 
  Domain as a lucrative market for their 
  products, but diplomatic missions remain 
  cautious considering the Domain’s current 
  client-nation status with VoidCorp and their 
  former relations with the Thuldans during 
  GW2. The Collectiv
  not their true enemy and would like nothing 
  better 
  than 
  to 
  establish 
  more 
  formal 
  diplomatic relations, hopefully leading to a 
  stronger economic presence. The Domain 
  has been reluctant to treat with them out of 
  fear of angering the Thuldan Empire but 
  continue to increase imports of valuable robot 
  techno
  Visioneer Tech Op Career 
   
       Visioneers 
  are 
  part 
  artist 
  and 
  part 
  engineer, combining aesthetic expertise with 
  technological know-how to innovate a variety 
  of industries. The visioneer designs the look 
  of technology and then uses engineering 
  skills to make that technology functional. 
  Visioneers usually specialize in a particular 
  industry such as starships, vehicle, or robots. 
  Visioneers are often recruited for research 
  and development teams, overseeing the 
  initial concepts of a marketable product and 
  leading a group of engineers to make the 
  technology work to fit their vision. 
       While the idea of the visioneer originated 
  in StarMech, other stellar nations have 
  similar individuals who perform the same 
  functions, though they don’t always use the 
  term visioneer to describe themselves. 
       Signature Equipment: Computer gauntlet, 
  toolkit,   
       Skill 
  Package: 
  Knowledge-computer 
  operation; 
  System 
  Operation-engineering; 
  Technical Science- jury rig 2, repair 2, 
  technical 
  knowledge 
  2; 
  Awareness-
  perception; Creativity-technology design 3. 
  Cost: 40 points 
   
  Orion League 
       Thanks to the Orion League’s close 
  association 
  with 
  the 
  Galactic Concord, 
  StarMech sees this nation as a friendly 
  market 
  with 
  many 
  untapped 
  economic 
  ossibilities. Starmechs have pushed for the 
  inesses in the diverse 
  ystems of the League and are starting to see 
  .  The Orion League 
  ical achievements is slightly 
  isconcerting 
  to 
  them. 
  The 
  post-GW2 
  ed to increased economic 
  p
  establishment of bus
  s
  the fruits of their efforts
  has purchased more starships in its push to 
  explore the Orion Frontier. 
   
  Orlamu Theocracy 
       StarMech has a healthy respect for the 
  Orlamu dedication to science, although the 
  religious trappings the Theocracy wraps 
  around technolog
  d
  environment has l
  interaction between these two nations, but 
  StarMech still sees them as their greatest 
  rival in starship technology. While no slouch 
  in developing quality stardrives, the Collective 
  
   
  would like nothing better than to surpass the 
  Orlamu in this specialized industry. 
   
  Rigunmor Consortium 
     After suffering greatly at the hands of this 
  tion during GW2, StarMech saves 
  y 
  eir closest and most reliable partner, and 
  n so in the future. The two 
  nation remains extremely 
  cauti
  ger 
  orporation. 
  StarMech 
  ewel of the Verge is important to 
  h’
  esence to facilitate its long 
  rm plans for Tendril and eventually the rest 
  oon Alaundril, it 
  as become an important factor in the Verge 
  followed a time-honored strategy of providing 
       These former Profit Confederation allies 
  are still considered strong economic partners 
  of the Collective, but StarMech’s leaders 
  would like to develop their own interstellar 
  distribution centers, giving them greater 
  independence in foreign markets. At present, 
  StarMech cannot realistically expand to fill 
  the role of the Consortium in this regard so 
  the status quo continues. 
   
  Thuldan Empire 
    
  giant na
  most of its hatred for the Thuldan Empire. The 
  Collective would like nothing better than to 
  exact revenge on their old enemy but know 
  they must bide their time. The Collective has 
  prepared a variety of military solutions to deal 
  with the Empire, including the construction of 
  a vast array of robotic sentries on its border 
  systems, 
  comprising 
  a 
  formidable 
  first 
  defense 
  against 
  possible 
  Thuldan 
  aggression. New fortress ships are also 
  under construction and the Starhammer 
  program has pushed forward, thanks in part 
  to the rhetoric and warnings of an inevitable 
  confrontation with the reviled Thuldans. 
   
  Union of Sol 
       Of all StarMech’s former allies in the Profit 
  Confederation, the Union of Sol is currentl
  th
  will likely remai
  nations’ strong dislike of the Thuldan Empire 
  binds them together in the political arena, 
  while their economies continue to grow closer 
  as well. In the event of a future war, the Union 
  of Sol will find the full support of the 
  Starmechs behind them. 
   
  VoidCorp 
       While not despised as much as the 
  Thuldans, the StarMech Collective has little 
  love for this fascist corporation. The freedom-
  loving Starmechs think VoidCorp’s strict 
  control of its citizens is the most despicable 
  form of slavery. In the business arena, 
  StarMech fears the cutthroat tactics of 
  VoidCorp and the 
  ous when dealing with the lar
  c
   
  Galactic Concord 
       The StarMech opinion of the Concord is 
  generally described as favorable, with the 
  new nation’s continued existence benefiting 
  the Collective’s financial situation. The peace 
  resulting from the Treaty of Concord has 
  greatly aided the profitability of StarMech 
  enterprises. The post-GW2 environment has 
  also led to an increased demand for 
  starships, and the Collective gladly fills that 
  need. As long as the Concord exists to keep 
  interstellar 
  trade 
  open, 
  the 
  Collective will support the Concord’s mission 
  to unite human space. 
   
  Verge Concerns 
   
  Aegis 
       This j
  StarMec
  s 
  intelligence 
  gathering 
  and 
  surveillance of frontier space. While its 
  primary concern is Tendril, the Collective 
  knows that the planet of Bluefall remains the 
  political center of the Verge. The nation 
  maintains a pr
  te
  of the Verge. 
   
  Tendril 
       As StarMech’s first and most important 
  Verge colony, the Tendril system is the 
  nation’s primary concern in this region. 
  Tendril serves as the gateway between Old 
  Space and the Verge, thereby retaining 
  strategic significance for every stellar nation.  
  And, thanks to the resourcefulness of the 
  original colonists on the m
  h
  economy as well. 
       The Second Galactic War and the neglect 
  of its parent nation forced the system to 
  become 
  self-sufficient 
  and 
  independent, 
  complicating StarMech’s present integration 
  plans. While Alaundril is considered a 
  StarMech protectorate, the local leadership 
  doesn’t follow StarMech direction in many 
  matters.     StarMech     representatives     are 
  careful not to put too much pressure on the 
  Alaundril government, but have instead 
  
   
  Advantages of StarMech 
  Engineering 
   
       The StarMech Collective leads the field of 
  starship engineering.  Generally speaking, 
  their ship designs prove more efficient, well 
  planned, and often grander in scale.  The 
  Collective’s focus on heavy industry and 
  robotics makes it simple to produce ships for 
  their own economy, as well as foreign trade.  
  Below are several suggestions for how to 
  incorporate superior StarMech engineering 
  into game mechanics using the Warships 
  system. 
   
       Aesthetically Pleasing:  This ship is a work 
  of art.  The form flows so pleasingly to the eye 
  that the owner becomes the envy of every 
  spaceport.  The crew receives a –1 step 
  bonus 
  to 
  initial 
  Interaction 
  situations 
  involving the ship.  Double the hull cost. 
   
       Economical Design:  The vessel makes 
  superb use of space and arrangement, fitting 
  in many more systems as a result.  Give the 
  ship bonus hull points equal to 5% of the 
  basic hull.  These points are in addition to any 
  other bonus hull points present.  Increase the 
  hull price by 3%.  Round up in both instances. 
   
       Efficient Bridge:  The ship’s design 
  integrates the functions of every station in the 
  command center.  All checks for system 
  assistance, Leadership, and Tactics receive a 
  –1 step bonus.  Triple the cost of the 
  command deck or flag bridge. 
   
       Extreme Maneuverability:  This ship was 
  made to move.  Even a pilot of mediocre 
  ability can fly circles around average ships of 
  this type.  Increase the ship’s maneuverability 
  class by one.  The architecture takes up half 
  as many points as a stabilizer would take for 
  the ship. 
   
       Improved Durability:  This ship’s hull has 
  been strengthened in several areas, allowing 
  it to last longer in combat.  Increase the 
  stun/wound durability rating by 20%, letting 
  the numbers carry over naturally to mortal 
  and critical.  This treatment takes up 5% of the 
  hull points. 
       Robot Inclusive:  StarMech ships often 
  employ large numbers of robots aboard their 
  ships, primarily to help with maintenance and 
  damage control systems.  The ship may 
  double the coverage of decoy drone systems, 
  and uses half the normal amount of hull 
  points for Repair bots.  Double the cost of 
  these systems. 
   
       Upgraded Toughness:  Sometimes it’s 
  good to have the toughest ship on the block.  
  This design can take hits that would make 
  other ships of its class fold like a tin can.  
  Increase the Toughness rating of the ship to 
  that of the next class.  i.e.:  Small to Light, 
  Light to Medium, etc.  This effect extremely 
  taxes the hull, and uses up 20% of the base 
  hull points.  Increase the hull cost by half as 
  well. 
   
  resources and opportunities for the citizens to 
  Mech leaders would like to see 
  e 
  reunification 
  accelerated, 
  however. 
   Seth Craden wants to annex the 
  enjoy the StarMech way of life. Just as 
  StarMech conquered many of its neighbors 
  with “kindness” and entertainment after the 
  First Galactic War, the Collective hopes to 
  gradually shift control of the colony back to 
  the stellar nation by establishing a strong 
  presence 
  benefiting 
  the 
  citizens 
  and 
  increasing their quality of life. 
       Some Star
  th
  Director
  system to his own District 8 as soon as 
  possible. He worries that Tendril will become 
  the foundation of a new StarMech district, 
  diminishing his power and the importance of 
  District 8. To advance his goals, Craden has 
  deployed his own personal operatives to keep 
  an eye on things. 
   
   
   
   
   
  
   
  Major Systems of The Collective 
  wound to the Collective’s pride that has yet 
  to heal. 
   
  Straka 
   
   
       Although the StarMech Collective was 
  systems provide excellent settings 
  r adventure in StarMech space. 
   central position in the developing Taurus 
  onomy and 
  xpansive population.  When the Treaty of 
  in GW2, after Liber and Tallis had 
  lready fallen to the Empire, a Thuldan 
  ute through drivespace, the 
  Thuldans departed the system, leaving a 
       Straka is a world rich in heavy metal 
  traka. 
   
   the Board of 
  od of refugees since the 
  Thuldan attack on Desire, has turned 
  Chance into an overpopulated world for the 
  last several decades, a problem that grows 
  greater with every year that passes. 
       Chance boasts one of the largest 
  concentrations 
  of 
  recreational 
  establishments in the Collective. After the 
  destruction of Desire during GW2, most of 
  that planet’s entertainment companies 
  moved to Chance and established massive 
  recreational complexes and resorts. The 
  Osiris Waves represents the largest of 
  these resorts as an artificial island with
  numerous casinos, beaches, and water 
  once one of the larger stellar nations, the 
  Second Galactic War saw the Thuldan 
  Empire ravaging one system after another 
  in their territory.  Today, after donating 
  large sectors of space to the Concord 
  Taurus Neutrality, the StarMech Collective 
  retains only 60% of its prewar size.  Many of 
  their proudest systems suffered severe 
  damage during the war, but some still 
  maintain powerful industrial centers.  Many 
  of these 
  fo
       The 
  systems 
  discussed 
  herein 
  are 
  described in general terms, and GMs are 
  expected to flesh them out at their own 
  discretion for more intimate campaign use, 
  population breakdowns, topography and 
  other details. 
   
  Delight 
   
       When StarMech Incorporated took to the 
  stars, they first claimed the Delight system.  
  With a large class 1 planet and an ample 
  supply of exploitable resources, along with 
  a
  Sector, Delight seemed the obvious choice 
  to 
  become 
  the 
  center 
  of 
  StarMech 
  operations.  The first colonists arrived in 
  2233, and the first million by 2234.  By the 
  time the First Galactic War erupted in 2299, 
  Delight boasted a robust ec
  e
  Earth ended the war and declared the 
  StarMech Collective to encompass most of 
  the Taurus Sector, Delight stood ready to 
  field the military force needed to back its 
  claim. 
       During the height of the Thuldan 
  offensive 
  a
  armada entered the system on July 5th, 2400.  
  After two days of fighting, the StarMech 
  task force regrouped around Chance, 
  allowing the Thuldans to barrage the 
  capitol world of Delight.  When the ITV 
  Dominant detected an entire StarMech 
  fleet en ro
  resources.  The only problem inherent to 
  mining these minerals is the environment of 
  the planet itself –  poisonous, choking air, 
  scorching heat and an abundance of 
  harmful radiation.  Despite this, numerous 
  companies have mined Straka over the 
  years.  Eventually though, they tire of the 
  constant difficulties.  Mendoza Mining 
  Technologies currently holds the contract 
  for S
  Chance 
   
       Though 
  the 
  planet 
  lacked 
  the 
  appropriate 
  oxygen 
  levels 
  when 
  first 
  colonized, 
  the 
  Starmechs 
  terraformed 
  Chance into a habitable world over time.  
  Today, it has become the new capitol of the 
  StarMech Collective.  Most of StarMech’s 
  top bureaucracy, including
  Directors, resides in the capitol city of 
  Bacchus.  Stellar Security Command has 
  settled 
  into 
  its 
  newly 
  constructed 
  headquarters, and embassies for all twelve 
  foreign nations are up and running.  
  Although the relocation of the Collective’s 
  seat of government proved an immense 
  task, CEO Adam Spiner remains confident 
  in the new capital while Desire is slowly 
  rebuilt.  The flo
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  parks. Another Chance highlight is the 
  abel Spire casino, a two-mile high tower 
  sing from the middle of an amusement 
  ark that combines Las Vegas garishness 
  nd ancient Middle Eastern architecture. 
  hance is also home to the Cybereum, the 
  rgest gladiatorial robot arena in the 
  ollective. 
  leska 
     In the system’s early years, Oleska 
  resented a prime mining opportunity for 
  tarMech 
  heavy 
  industry. 
   
  Although 
  tarMech used up its useful mineral 
  eposits long ago, the Collective continues 
   maintain a naval base on the planet’s 
  urface.  In addition, since the Thuldan 
  id, the government has also funded the 
  onstruction of a medium-sized shipyard in 
  rbit. 
  Desire 
   
       When the Thuldans attacked Delight, 
  they had no intention of holding the system, 
  only of raiding it.  Once they isolated 
  Desire, the planet’s defense platforms, 
  heavy 
  industry, 
  power 
  plants, 
  and 
  government buildings were systematically 
  targeted and destroyed.  Fortunately, the 
  CEO and Board of Directors had already 
  retreated with the StarMech military to 
  Chance.  Thuldan Legionnaires seized that 
  opportunity to land and collect military 
  grade hardware and engineering data from 
  Desire.  On their way out, the Thuldan 
  warships damaged several tectonic plates, 
  raking 
  an 
  entire 
  hemisphere 
  with 
  earthquakes and releasing vast amounts of 
  CO2 into the atmosphere.  The death count 
  escalated to unthinkable levels. 
       Today, the Collective measures Desire’s 
  population in millions instead of billions.   
  B
  ri
  p
  a
  C
  la
  C
   
  O
   
    
  p
  S
  S
  d
  to
  s
  ra
  c
  o
   
  
   
                                                          Straka  
   
  Chance  
   
  Oleska 
  Primary  
   
   
  Delight  
   
  Delight  
   
  Delight 
  Planetary Class  
   
  Class 3  
   
  Class 1  
   
  Class 4 
  Gravity  
   
   
  G2 (1.15 g) 
   
  G2 (1.03 g) 
   
  G1 (0.67 g) 
  Radiation 
   
   
  R3 (90 rem/wk)  
  R1 (7 rem/yr) 
   
  R2 (4 rem/wk) 
  Atmosphere 
   
   
  A3 (CO, CO2, Fe[CO]5) A2 (N2, O2) 
   
  A1 (CO2) 
  Pressure 
   
   
  P3 (2.6 atm) 
   
  P3 (1.3 atm) 
   
  P2 (0.5 atm) 
  Heat 
   
   
   
  H4 (138 C) 
   
  H2 (17 C) 
   
  H1 (-40 C) 
  Orbital Distance 
   
  0.45 AU  
   
  0.80 AU  
   
  1.25 AU 
  Diameter 
   
   
  7,649 km 
   
  12,418 km 
   
  26,447 km 
  Year 
   
   
   
  92 days  
   
  189 days 
   
  261 days 
  Day 
   
   
   
  12.4 hours 
   
  21 hours 
   
  40.5 hours 
  Axial Tilt 
   
   
  22.6 degrees 
   
  18.2 degrees 
   
  7.5 degrees 
  Density  
   
   
  0.86 
   
   
  1.04 
   
   
  1.2 
  # Satellites 
   
   
  0 
   
   
  0 
   
   
  1 
   
                                                         Desire  
   
  [Krest]  
   
  Laurel 
  Primary  
   
   
  Delight  
   
  Desire  
   
  Delight 
  Planetary Class  
   
  Class 1  
   
  Class 4  
   
  Class 5 
  Gravity  
   
   
  G2 (0.90 g) 
   
  G1 (0.33 g) 
   
  G5 (4.5 g) 
  Radiation 
   
   
  R3 (75 rem/wk)  
  R3 (20 rad/day)  
  R1 (6 rem/yr) 
  Atmosphere 
   
   
  A3 (N2, O2, CO2)  
  A1 (N2)  
   
  A1 (H2, He, Ne) 
  Pressure 
   
   
  P3 (1.0 atm) 
   
  P1 (0.35 atm)  
  P5 (gas giant) 
  Heat 
   
   
   
  H2 (30 C) 
   
  H1 (-48 C) 
   
  H0 (-215 C) 
  Orbital Distance 
   
  2.16 AU  
   
  216,467 km 
   
  8.27 AU 
  Diameter 
   
   
  16,538 km 
   
  4,834 km 
   
  74,296 km 
  Year 
   
   
   
  1.20 years 
   
  41 days  
   
  43 years 
  Day 
   
   
   
  19.5 hours 
   
  41 days  
   
  29 hours 
  Axial Tilt 
   
   
  16.2 degrees 
   
  -4.8 degrees 
   
  19.3 degrees 
  Density  
   
   
  0.95 
   
   
  0.75 
   
   
  0.18 
  # Satellites 
   
   
  1 
   
   
  0 
   
   
  8 
   
                                                  
  Ironside 
   
  s  
   
  Ross 
  Phebu
  Primary  
   
   
  Delight  
   
  Delight  
   
  Delight 
  Planetary Class  
   
  Class 5  
   
  Class 5  
   
  Class 4 
  Gravity  
   
   
  G5 (6.4 g) 
   
  G4 (4.0 g) 
   
  G1 (0.30 g) 
  Radiation 
   
   
  R2 (50 rem/yr)  
  R1 (4 rem/yr) 
   
  R2 (1 rem/wk) 
  Atmosphere 
   
   
  A1 (H2, He) 
   
  A1 (H2, He) 
   
  A0 (trace) 
  Pressure 
   
   
  P5 (gas giant)  
  P5 (gas giant)  
  P0 (0.15 atm) 
  Heat 
   
   
   
  H0 (-205 C) 
   
  H0 (-219 C) 
   
  H0 (-206 C) 
  Orbital Distance 
   
  13.6 AU  
   
  17.5 AU  
   
  25.4 AU 
  Diameter 
   
   
  100,484 km 
   
  65,318 km 
   
  2,181 km 
  Year 
   
   
   
  50.7 years 
   
  64.2 years 
   
  75.4 years 
  Day 
   
   
   
  25.8 hours 
   
  3.5 days 
   
  8 hours 
  Axial Tilt 
   
   
  4.9 degrees 
   
  21.6 degrees 
   
  45.1 degrees 
  Density  
   
   
  0.12 
   
   
  0.27 
   
   
  0.18 
  # Satellites 
   
   
  14 
   
   
  11 
   
   
  0 
   
   
    
  ble.  A
  struction branches on Desire.  The only exception 
  is the Church of Humanity Reformation, whic
   annually host the Council of Reform. 
     Over 65% of its major cities still lie in rub
  have relocated to Chance, leaving only recon
  to this 
  ll major business and government centers 
  h rebuilt the Grand Cathedral and continues 
  to
  
   
  Krest 
  ss 
   
   
       As Desire’s only moon, Krest also 
       Astronomers speculate that Ross was
  suffered 
  h
   aggression.
  e a moon o
  e
  the wrath of T uldan
    
  e E
  pire’s
  orces 
  of Krest, ki ing 50 
  n,
  and children
  e tha often m nifest
  xists here, only a spa
  ro ds.  Of eight moons, none are 
     Ironside holds fourteen moons and a 
   its 
  ll.  
   
   from the Thuldan 
  ensor relays, small mining operations, and 
  naval base. 
  Ro
   
  onc
  f Ph bus, and that it broke 
  awa
  g
  -giant
  a 
  u
  s ago.  
  Whi
   o  the moon rejoining 
  Phe
  me 
  on r
  ikely, 
  Even as th
  m
   f
  bombarded 
  y from the 
  as
  ’s pull after 
  Desire, an enemy dreadnought blasted the 
  comet collision several tho sand year
  domed-cities 
  ll
  million men, 
  le the odds
  f
  wome
   
   as the habitat 
  bus anyti
  so
  emain unl
  depressurized. 
  scientists predict it may pass close enough 
       Today, several of Krest’s domes have 
  to Ironside to become trapped by the larger 
  been repaired and 200,000 people make 
  gas-giant as soon as 2514.  
  their homes on the moon again.  Most of 
   
  Krest’s 
  industry 
  now 
  centers 
  around 
  transferring salvageable heavy equipment 
  down to Desire to aid reconstruction. 
   
  Laurel 
   
       A 
  mid-sized 
  Jovian 
  world, 
  Laurel 
  contains a high amount of neon in its 
  atmospher
  t 
  a
  s in dazzling 
  displays of electricity.  No real ring 
  structure e
  rse group of 
  meteo
  i
  inhabitable, and only Fisk rises to a Class-2 
  environment.  Beyond a smattering of gas 
  mining operations, Laurel and its moons 
  attract little interest. 
   
  Ironside 
   
    
  double ring structure within
  gravity-we
  Independent miners sporadically work both 
  rings.  Of the moons, Paque and Komran 
  contain rebuilt naval bases.  Purge hosts an 
  automated sensor relay, and Blackjack 
  serves as a storage depot for ship
  wreckage
  invasion of 
  2400. 
   
  Phebus 
   
       Although the smallest of Delight’s three 
  gas-giants, Phebus is still quite enormous 
  compared to terran worlds.  Eleven moons 
  orbit the planet, five of which play home to 
  s
  a 
   
       “Morale is up.  Production is up.  
  Everything looks good to me.” 
                                  - CEO Adam Spiner, 2500 
  Environmental Robots 
       The devastation of numerous StarMech 
  systems by the Thuldan Empire in GW2 led 
  Collective robotics to a relatively new field:  
  environmental repair.  Artificial trees, flocks 
  of birds, and atmospheric satellites now 
  help clean the air on many StarMech 
  worlds.  Oceans are now home to schools 
  of r
  g pollutants from the 
  obotic fish, siftin
  wat
   
  er.  These fish emit certain frequencies
  to w
  ators aw
   
  ard most pred
  ay, and like the
  bird
  rem te programming.  In 
  s, feature 
  o
  cooperation 
  with 
  the 
  Union 
  of 
  Sol, 
  StarMech environmental robots have also 
  found their way into terraformation efforts, 
  adapting worlds more efficiently than most 
  human science teams. 
   
   
  Nimrod 
   
  gold
   
  e existence of a Class-
  1 m
  the
  ird pl
  stem 
  boa
  al 
  plan
  for
  mining. 
   
  Nimrod 
  d m
  ing and construction 
   
  alactic
  e 
  es 
   only 
  naval powerhouse of the Collective, Nimrod 
  became a leading industrial system after 
  the destruction of Liber’s shipyards during 
   
   
       When StarMech charted this G4 system
  in 2235, they knew they had discovered a 
  mine.  Beyond th
  oon around 
   th
  anet, the sy
  sted a dense asteroid belt and sever
  ets 
  rich 
   
  represented a perfect site for large-scale 
  heavy industry.  StarMech settled the 
  system, initiate
  in
  operations, and used Nimrod to build ships
  throughout both g
   wars.  Th
  system’s shipbuilding activity continu
  even today.  While certainly not the
  GW2.  Deep inside StarMech borders, the 
  system remained relatively sheltered from 
  Thuldan wrath. 
  
   
   
  Ariosa 
   
       The closest planet to Nimrod, Ariosa is a 
  torrid world of poisonous air and blasting 
  heat.  Despite this, Royon Enterprises 
  carries on an automated mining operation 
  here.  The replacement cost of refrigeration 
  units and radiation shielding constantly 
  drains profits, but the harvest of heavy 
  metal compounds make it worthwhile. 
   
  Noreika 
     This airless rock has been strip-mined 
  two moons, Sable and Row, 
  ere declared “empty” in 2489. 
  together.” 
  Toskov 
   
       Shrouded in a thick atmosphere of sulfur 
  dioxide and nitrogen, Toskov remains too 
  unwieldy for terraforming.  The planet’s 
  surface 
  is 
  quite 
  mountainous, 
  and 
  reportedly contains indigenous animal and 
  plant life.  The only real interest in Toskov is 
  its single moon, the Class-1 world of Wehr. 
   
  Wehr 
       The moon of Wehr holds distinction as 
  one of the oldest colonized worlds of 
  StarMech space.  As the population center 
  of the Nimrod system, almost 4.5 billion 
  sentients live on its crowded surface.  
  District 
  Director 
  Tomas 
  Hansworth 
  (Hm/StarMech/TO-12) keeps his offices on 
  Wehr, coordinating Collective matters for 
  all of District 4.  The capitol of Lutan houses 
  the center of District bureaucracy, along 
  with several foreign embassies. 
       Wehr is headquarters to the famous 
  starship  racing   circuit,   RASTAR   (Racing 
   
    
  for more than two centuries.  As a result, 
  almost the entire crust has dwindled down 
  to the mantle.   Opace  Mining  Corporation 
  and 
  Strow 
  Industries 
  continue 
  their 
  operations here by sapping the remaining 
  elements.  Its 
  w
   
     “We are all sentient.  Let us live 
                     - Ares 7, Clockwork Society, 2495 
  
   
  Association of Starships), which attracts the 
  best pilots and starship engineers to its 
  year-round competitions held throughout 
  the Collective. Although teams sponsored 
  by bigger companies such as Starlight 
  Industries and Starprime often dominate 
  these races, independents have been 
  known to rise up with exciting new starship 
  designs. 
   
  Uras Asteroid Belt 
   
       Between Toskov and Larrimore lies the 
  Uras asteroid belt.  Presumably the 
  remnants of an Earth-sized planet hit by a 
  large asteroid thousands of years ago, the 
  Uras belt remains a steady source of 
  mineral resources to this day.  This is due 
  largely to the additional mining operations 
  on 
  Ariosa, 
  Nareika, 
  and 
  Larrimore.  
  Analysts   predict   the   asteroid    belt    will 
  continue as a viable resource for anywhere 
  from three to eight decades. 
   
  Larrimore 
   
       As planets go, Larrimore is little different 
  than Nareika.  The only distinction lies in 
  the fact that the StarMech government 
  ned Larrimore for development 
  ntil after Nareika’s mines began to play 
     Orbiting the planet at approximately 25 
  ght Mega-Shipyard Platform-1.  
  ith over 40 construction bays capable of 
  ns, but all 
  ther contracts (including capitol ships) 
   
  50% of their capitol capacity to the 
  construction of a new fortress ship for the 
  StarMech fleet.  This ship is tentatively 
  named the SMS Parallax Engine.  It is 
  expected to complete production by the 
  end of 2503.  If it doesn’t, Starlight 
  Industries would take a considerable blow 
  to its reputation. 
   
  Roselli 
   
       The only Jovian world in the Nimrod 
  system, Roselli sports a thin ring structure, 
  but possesses several useful moons.  Two 
  of them, Elher and Loyer, have been 
  terraformed into Class-1 worlds with proper 
  environmental upkeep.  The other moons 
  contain scattered sensor relays and mining 
  operations. 
   
  Elher and Loyer 
       Originally just a pair of ice covered rocks 
  orbiting Roselli, both moons now house 1.5 
  billion sentients apiece.  The gravitational 
  forces of Roselli often play havoc with their 
  orbits, however, and both planets require 
  constant atmospheric upkeep as a result.  
  Elher serves as headquarters for the Stellar 
  Security system forces, while Starlight 
  aintains its corporate offices on 
  r the newly appointed Vice-
   
  ees. 
  stem, only 
  never ope
  u
  out after eighty years – and that Larrimore 
  serves as home to the Starlight Industries 
  Mega-Shipyard.  The mining operations of 
  Larrimore seem no different than those of 
  similar worlds, but Starlight carefully paces 
  their development to safeguard against the 
  mineral 
  depletion 
  that 
  now 
  threatens 
  Nareika. 
    
  km is Starli
  W
  servicing capitol ships and hundreds of 
  smaller work areas, the Starlight Mega-
  Shipyard is the second largest single such 
  facility in the entire Collective surpassed 
  only by the massive Starprime shipyard 
  orbiting the planet Chance.  Their minor 
  bays accept 50% of their orders from 
  civilians and other corporatio
  o
  come from StarMech Stellar Security. 
  Currently, the shipyards have committed 
  Industries m
  oyer unde
  L
  President of Production Emery McQueen 
  (Hf/StarMech/DFA-8). 
       Elher is famous for its year-round ski 
  resorts and many of the Nimrod system’s 
  inhabitants take advantage of the year 
  round winter sports on the Valdur mountain 
  range. Starlight Industries even owns a 
  rivate ski resort that is open only to its
  p
  employ
   
  Jester 
   
       Hurtling through the outmost reaches of 
  the system, Jester is more of an icy 
  planetoid than a planet.  With two moons 
  one-third its size, Jester’s orbit appears 
  highly sporadic, as if an unseen comedic 
  jester was trying to desperately juggle all 
  three at once.  With all the other mineral 
  resources across the Nimrod sy
  an unmanned sensor relay station inhabits 
  the planetoid. 
  
   
   
   
   
                                                    
  Ariosa  
   
  Noreika  
   
  Toskov 
  Primary  
   
   
  Nimrod  
   
  Nimrod  
   
  Nimrod 
  Planetary Class  
   
  Class 3  
   
  Class 4  
   
  Class 3 
  Gravity  
   
   
  G2 (1.15 g) 
   
  G1 (0.35 g) 
   
  G3 (1.83 g) 
  Radiation 
   
   
  R3 (47 rad/day)  
  y)  
  R2 (3 rem/wk) 
  R3 (82 rad/da
  Atmosphere 
   
   
  A3 (CO2, S) 
   
  A0 (trace) 
   
  A4 (N2, SO2) 
  Pressure 
   
   
  P4 (5.2 atm) 
   
  uum) 
   
  P3 (3.84 atm) 
  P0 (vac
  Heat 
   
   
   
  H4 (366 C) 
   
  H0 (-189 C) 
   
  H3 (75 C) 
  Orbital Distance 
   
  0.37 AU  
   
  1.27 AU  
   
  2.4 AU 
  Diameter 
   
   
  3,846 km 
   
  7,464 km 
   
  26,214 km 
  Year 
   
   
   
  72 days  
   
  284 days 
   
  1.4 years 
  Day 
   
   
   
  49 hours 
   
  23 hours 
   
  4.2 days 
  Axial Tilt 
   
   
  51 degrees 
   
  17.4 degrees 
   
  40 degrees 
  Density  
   
   
  1.6 
   
   
  0.96 
   
   
  1.25 
  # Satellites 
   
   
  0 
   
   
  2 
   
   
  1 
   
            
   
   
   
  [Wehr]  
   
  Larrimore 
   
  Roselli 
  Primary  
   
   
  Toskov  
   
   
  Nimrod 
  Nimrod  
  Planetary Class  
   
  Class 1  
   
  Class 4  
   
  Class 5 
  Gravity  
   
   
  G2 (1.06 g) 
   
  G1 (0.29 g) 
   
  G5 (6.42 g) 
  Radiation 
   
   
  R1 (4 rem/yr) 
   
  R3 (75 rad/day)  
  R2 (60 rem/yr) 
  Atmosphere 
   
   
  A2 (N2, O2) 
   
  A0 (trace) 
   
  A1 (H2, He) 
  Pressure 
   
   
  P3 (1.2 atm) 
   
  P0 (vacuum) 
   
  P5 (gas giant) 
  Heat 
   
   
   
  H2 (25 C) 
   
  H0 (-172 C) 
   
  H0 (-241 C) 
  Orbital Distance 
   
  301,684 km 
   
  6.2 AU  
   
  14.8 AU 
  Diameter 
   
   
  7,611 km 
   
  30,454 km 
   
  75,461 km 
  Year 
   
   
   
  65 days  
   
  6.2 years 
   
  47 years 
  Day 
   
   
   
  18.5 hours 
   
  27 hours 
   
  15 hours 
  Axial Tilt 
   
   
  31 degrees 
   
  4.5 degrees 
   
  57 degrees 
  Density  
   
   
  1.1 
   
   
  0.18 
  1.37 
   
   
  # Satellites 
   
   
  0 
   
   
  0 
   
   
  12 
   
    
   
   
   
  [Elher]  
   
  [Loyer]  
   
  Jester 
  Primary  
   
   
  Roselli  
   
  Roselli  
   
  Nimrod 
  Planetary Class  
   
  Class 1  
   
  Class 1  
   
  Class 4 
  Gravity  
   
   
  G2 (0.92 g) 
   
  G2 (1.0 g) 
   
  G1 (0.2 g) 
  Radiation 
   
   
  R1 (9 rem/yr) 
   
  /yr) 
   
  R3 (24 rad/day) 
  R1 (7 rem
  Atmosphere 
   
   
  A2 (N2, O2) 
   
  A2 (N2, O2) 
   
  A0 (trace) 
  Pressure 
   
   
  P2 (0.75 atm)  
  8 atm)  
  P0 (vacuum) 
  P3 (1.0
  Heat 
   
   
   
  H2 (-5 C) 
   
  H2 (20 C) 
   
  H0 (-210 C) 
  Orbital Distance 
   
  140,454 km 
   
  218,351 km 
   
  21.8 AU 
  Diameter 
   
   
  8,164 km 
   
  6,139 km 
   
  1,364 km 
  Year 
   
   
   
  74 days  
   
  121 days 
   
  71.8 years 
  Day 
   
   
   
  11.5 hours 
   
  14 hours 
   
  6 hours 
  Axial Tilt 
   
   
  29 degrees 
   
  21.7 degrees 
   
  13.5 degrees 
  Density  
   
   
  0.85 
   
   
  1.14 
   
   
  0.79 
  # Satellites 
   
   
  0 
   
   
  0 
   
   
  2 
   
   
   
  
   
  THE THELEMA META-CASINO 
   
       The people of StarMech pride themselves on their endless appetite for pleasure and thrills.  
  The most staid world in the C
  lective co
  v
  pleasure-paradis
  here els
  ol
  uld ser e as a 
  e anyw
  e in the 
  galaxy, but where do the StarMechs go for a really good time?  The Thelema – a casino 
  composed of hundreds of others - where the wildest fantasies can come true. 
   
       Built as an ironic commentary on gambling houses, Thelema offers the latest in games of 
  chance.  For five centuries, money has existed as a digital commodity.  As such, the Grid 
  usually offer
  ng opportun
  s 
   its ease, co
  e
  , and (with th
  s the best gambli
  itie
  due to
  nv nience
  e 
  additio  
  y)
  fun than a g
  eble biology
  u
  ally allow
  n of virtual-realit  more 
  ambler’s fe
   wo ld norm
  .  But 
  rather than compete with the Grid, the Thelema decided to emulate it.  The entire casino acts as 
  a simulacrum simulator – a virtual, virtual-reality. Thelema's core is an actual space station.  
  Hundreds of starships, each with a unique gambling environment, arrive and depart constantly 
  on randomized schedules to simulate hyperlinks.  House mindwalkers gather data to customize 
  real-time fantasies for customers, and alert the house to anyone 
  h
  loits the tab
  w o exp
  les.  
  Patrons drift in zero-gravity through clouds of mood drugs, having artificial arguments or 
  artificial pillow-talk, while robots cater to every whim.  The laws are also very relaxed on 
  Thelema.7 
       Onl  t
   from Delight, 
  e
  -casino situ
   i
   orbit a
  y wenty four light years
  th  meta
  ates tself in
  round a 
  proto-star whose pearly light shines upon a planetary system still in formation.  Rocky 
  planetesimals tumble through clouds of nacreous gas.  The casino hub is actually a repurposed 
  colony s
  s 
  e administra
   
  nnel, commu
  a
  equipment, 
  hip and hold
  all th
  tive perso
  nic tions 
  and 
  supplies ne
  d 
  n
  erations.  It al
   boasts the richest gambl
  bles outside the 
  ede
  to mai tain op
  so
  ing ta
  Rigunmor Star Consortium, available only to the wealthiest, most flamboyant high-rollers in the 
  galaxy.  R
  is
  o gamble wit
  tral hub is the
  lt
  eceiving perm sion t
  hin the cen
   u imate status symbol in 
  both the Collective and the Stellar Ring. 
   
       Lesser patrons must content themselves with the sub-casinos.  These enjoy their own special 
  cachet and frequently dock with each other elsewhere in the system to exchange passengers.  
  The ultra-logical Mechalus casino liner has no gaming tables, but simply charges a fee for 
  every minute spent enjoying the entertainment and food.  Those wishing for a more private 
  setting can rent escape pods, which are jettisoned into the depths of the system for discreet 
  delight.  Some participants set up side-bets for when the occupants will get ‘rescued’. 
   
       Meanwhile, appealing androids stalk the various casino liners that tour the system.  These 
  machines work as live-action roleplay droids, each programmed to lure patrons into a thrilling, 
  but entirely staged, mission – including romantic conquests, swindled deals, and high 
  adventure.  Between the android actors and the real-life shady operators who capitalize on 
  Thelema's 
  s
   it's hard to say w
  al and what's 
  k
  feverish atmo phere,
  hat's re
  fa e. 
   
       The pro
   g
  strating for debtors.  When you lose mon
  e Thelema, yo
  blem
  rows more fru
  ey at th
  u 
  can e he
   
  u
  r submit 
  ve
  re your virtua
  it
  r pay the ho se, o
  to se
  ral hours in a gridsuit, whe
  l 
  experiences are 
  s.  Others m
   for the 
  broadcast for entertainment purpose
  ay gamble
  right to 
  control your hallucinations—using inhabited realities as gambling chips.  Likewise anyone who 
  wishes a holographic adventure, but lacks the means to pay for it, can volunteer as a gambling 
  chip in this manner.  Visiting shadows from all over the Stellar Ring also participate in the 
  festivities through Thelema's drivesat servers.  Therefore, patrons ca  
  quite tell if their
  n never 
   
  rivals are people, house-owned androids, or visiting shadows.  Many even speculate about who 
  runs Thelema, and why.  Some say it’s a hidden branch of the StarMech government.  Some 
  believe an organized crime syndicate controls things.  Others think an AI Grid-lord calls the 
  shots.  Regardless of the truth, the frequency of miracles and disasters at Thelema has only 
  added to the casino's legend. 
  
   
  Robot Sports 
   
       It comes as no surprise that robotic sports have surpassed the popularity of human athletic 
  competitions in the StarMech Collective. Robots can compete in activities that no human would 
  be foolhardy enough to try, and if the competitors are damaged or destroyed in the process, the 
  show is that much more spectacular. 
       The Collective has developed many types of robotic sports, and some have evolved to 
  professional levels with governing organizations overseeing rules and regulations. These 
  professional games have gained a large following and generate huge amounts of 
  entertainment and gambling revenue. StarMech fans have proven no less obsessed with their 
  robotic competitors and engineers than other nations with their human athletes. Roboticists with 
  screwdrivers in hand have now taken the place of muscular jocks as objects of hero worship. 
       Starmechs have developed robot competitions that appeal to virtually all tastes in the 
  Collective. Some sports are simply traditional games played with robotic athletes, such as 
  baseball, football, or basketball. Other competitions involve activities that only a robot could 
  safely carry out, such as the popular MechWar, which pits machines against each other in 
  gladiatorial combat. MechWar is as much spectacle as sport, attracting fans that enjoy 
  explosive action, mechanical carnage, and mayhem. 
       Another sport gaining popularity is RoboRacers. This contest consists of robot teams 
  competing against each other in various tasks across multiple environments. The competitions 
  include elements of speed, problem solving, and even combat in hostile or exotic locales. One 
  week the teams may race through a derelict ship, hunting down a wily robot ‘alien’, while 
  avoiding traps and attacks from the other team. The next week they may find themselves in a 
  underwater race to rescue a robot in distress from a dangerous robotic sea creature. 
       But the robots are only half the picture in StarMech sports leagues.  Behind each machine is 
  a dedicated team of grade-A roboticists, AI programmers, and systems engineers that work to 
  create the best possible competitors. Attaining a position on these teams is a highly coveted 
  career and many StarMech hopefuls attend engineering schools that train and educate their 
  students in the same fashion that some institutions train human athletes for professional sports. 
  Ultimately teams from the professional circuit can draft the best of these students into their 
  clubhouse. And rookie engineers have been known to make a big splash on the circuit by 
  offering fresh new design approaches that give their team an edge in the next competition. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  MechWar: Robot Gladiators 
   
       Combining the StarMechs’ love of robots 
  and entertaining diversions, the sport of 
  robotic gladiatorial fighting or MechWar 
  has become a widespread institution 
  throughout the Collective. Powerful robots 
  outfitted with destructive weapons clash 
  with each other in battle for the amusement 
  of the paying public.  Different arena 
  environments 
  and 
  thematic 
  obstacles 
  further 
  add 
  to 
  the 
  spectacle, 
  while 
  challenging the skills of the roboticists and 
  their creations.  Steel girder platforms over 
  acid-filled craters, artificial jungles rife with 
  lethal robotic ‘wildlife’, underwater melees, 
  and post-apocalyptic battlefields strewn 
  with weapons and vehicles are just some of 
  the likely scenarios in these robot battles. 
       A number of professional leagues of 
  robot gladiators have developed over the 
  years, garnering corporate sponsorship 
  and broadcasting revenue. The most 
  popular and lucrative of these pro leagues 
  include 
  the 
  StarMech 
  Association 
  of 
  Supreme 
  Hardware 
  (S.M.A.S.H.), 
  the 
  Fusion Federation, Metal Titans, and the 
  Apocalypse Club.  The typical league has a 
  number of contractual members, either 
  individual teams or corporations who 
  supply fighting robots for the games.  The 
  leagues provide the venues for the games 
  and put up a purse for individual matches.  
  These leagues have representative arenas 
  throughout most of the Collective and many 
  of their members’ robot combatants have 
  become household names.  Some of the 
  top gladiators include Samurai Scorch, 
  RageDog, 
  Primus, 
  Mad 
  Rhino, 
  and 
  Koshidun.  Whether owned privately or by a 
  corporation, these robots become walking 
  billboards 
  for 
  product 
  endorsements, 
  further adding to their owners’ income. 
       While robotics engineers are generally 
  treated with great respect in the StarMech 
  Collective, nothing can compare to the 
  adulation a roboticist receives when their 
  robot gladiator hits the big time. Some of 
  these creators have become millionaires 
  many times over. Whether for the fame, 
  money, or sheer joy of creation, many a 
  young StarMech has dreamt of becoming 
  the champion in the robot battle arena. 
  Sample Robot Gladiator 
  RageDog 
  STR: 18 
  INT: 15 
  DEX: 7 
  WIL: 10 
  CON: 18 
  PER: 8 
  Durability: 18/18/9/9 
  Movement: Sprint 28, Run 18, Walk 6 
  Actions/Round: 4 
  Action Check: 18+/17/8/4  
  Reaction Score: Good/3 
   
  Attacks             Skill              Damage              Type 
  Claw        Melee Wpn      d6w/d6+1w/d4m     LI/G 
  25mm Sabot  HvyWpn  d8w/d4+1m/d6+2m HI/G 
  Grenade Launcher Hvy Wpn   as load      as load 
   
  Defenses 
  +4 resistance modifier vs. melee attacks 
  +1 resistance modifier vs. ranged attacks 
  +3 INT resistance modifier vs. encounter skills 
  Perks: Reflexes, Lightweight Alloy 
   
  Body Type 
  Processor: Amazing (13 active memory slots) 
  Actuators: Hydraulics, Aleerin Muscle Wire 
  (hand) 
  Casing: Moderate Neutronite (good quality) 
       2d4+1/2d4+1/2d4 
  Chassis: 3m tall, 2m wide (Total weight: 1000 kg) 
  Data Port: Socket, Telepresence Link 
  Manipulators: Hand 
  Propulsion: Legs 
  Sensor: Holo, Motion Sensors, Sonar 
  Tools: Various weapons 
   
       Key Skills:  Armor operation [18]-powered 
  (19); Melee weapons [18]-blade (22), blunt (20), 
  powered (22); Heavy weapons [18]-direct (24), 
  indirect (22); Unarmed [18]-brawl (22); Stamina 
  [18]-endurance (24); Awareness [10]-perception 
  (18)  
       Notes: RageDog’s left hand is fitted with a 
  large 
  claw 
  making 
  it 
  useless 
  for 
  fine 
  manipulation. RageDog can use his right hand 
  to hold weapons or handle small objects as 
  normal.  Weapon systems noted are modular 
  attachments, they can be changed in or out. 
        Description:  RageDog is a champion 
  gladiator of the Fusion Federation League. A 
  private group of StarMech roboticists and 
  engineers who call themselves Ragepound 
  Incorporated created the machine. RageDog’s 
  personality program projects a cocky, wild, 
  vicious streak when in battle.  An amplifier 
  further complements the robot’s voicebox to 
  allow wild howls and growls to boom across the 
  arena. RageDog has proven quite popular on 
  the MechWar circuit and his merchandising has 
  made his owners quite wealthy. 
  
   
  S
  t 
  ack 
   
  enjoys an outpouring of support and pride 
   elsewhere in the Stellar Ring. 
  ra 
  plete the 
  Madera to a Class-1 world.  
  fleet undid the 
  n hour of relentless 
  ombardment.  Two billion people died as 
   terraformers again until 2490.  
   been 
  to its 
  s 
  oxide.  As a 
  sult, Madera remains unlikely to reopen 
  r immigration until 2510. 
   
  original 
  Pendecker 
  imes.  At 
  n, seven billion people 
  rface.  Thankfully, oceans 
  omewhat 
   concerns.  Unlike 
  nue to rebuild one of the Collective’s 
  ion 
    Battle   of  
  ongham 
   
       Best known as the site of the battle that 
  changed 
  the 
  Second 
  Galactic 
  War, 
  Songham first appeared on interstellar 
  charts after a visit by the Earth-based 
  Pendecker Corporation in October of 2237.  
  By the next spring, the bulk of Pendecker 
  ships and colonists had arrived in this K4 
  system to settle the Class-1 planet of 
  Evangelista.  Within the next few years, 
  Songham 
  became 
  the 
  center 
  of 
  Pendecker’s operations much as StarMech 
  Incorporated 
  had 
  chosen 
  Delight 
  for 
  relocation.  At its height, Pendecker 
  controlled a sector of nearly three-dozen 
  systems.  Over the next half-century, 
  Pendecker Corporation extended its sale of 
  computer hardware technology throughou
  much of the Taurus Sector.  In their 
  success, however, they never foresaw the 
  looming conflict with the Terran Empire. 
       The First Galactic War took Pendecker 
  completely by surprise.  With a significantly 
  undersized military, pirates and raiders of 
  every sort imaginable plagued Pendecker’s 
  territory.  In 2310 the corporation entered 
  into a mutual defense pact with StarMech.  
  Two years later, the Treaty of Earth forced 
  them into the newly declared StarMech 
  Collective.  Although not initially pleased 
  with 
  the 
  situation, 
  Pendecker 
  slowly 
  accepted the strong economic ties and 
  protection offered by the Collective.  Two 
  decades later, their population scarcely 
  recognized 
  the 
  difference 
  between 
  Pendecker and StarMech initiatives. 
       In the years that followed, the Second 
  Galactic War and the collapse of Sothvec 
  Industries, brought the Thuldan Empire 
  across 
  StarMech’s 
  border, 
  changing 
  Songham into a rallying point for major 
  fleet actions.  As StarMech ships fell b
  from the Imperial advance, Songham’s 
  importance grew even further.  In 2401, it 
  became a strategic imperative for both 
  sides in the war.  As the battle for Songham 
  grew, Orion and Orlamu fleets joined 
  StarMech forces against the onslaught of 
  Thuldan aggression.  After monstrous 
  losses on all sides, the Empire finally 
  retreated.  A century later, the system still 
  struggles to rebuild from the conflict, but
  unequaled
   
  Made
   
       It took almost fifty years to com
  terraforming of 
  A retreating Thuldan 
  process in less than a
  b
  the planet’s population fled the newly toxic 
  atmosphere.  As a secondary population 
  center within the Songham system, Madera 
  did not receive the full attention of 
  Collective
  While great strides have certainly
  made towards restoring the world 
  former state, the atmosphere still contain
  dangerous levels of carbon di
  re
  its cities fo
   
  Evangelista 
   
       Named 
  by 
  the
  surveyors, 
  Evangelista 
  has 
  ruled 
  the 
  Songham system since colonial t
  its peak populatio
  lived on the su
  comprise only 25% of the world, s
  easing overpopulation
  Madera, the Thuldan bombardment of 
  Evangelista did not so much destabilize the 
  environment as it demolished population 
  centers and industry.  A century after the 
  Battle of Songham, 5.8 billion sentients 
  conti
  oldest worlds.  Reconstruction efforts have 
  restored 70% of the planet’s damage, and 
  proceed at a pace of an additional 5% per 
  year.  Coriolis Heavy Industries leads the 
  work with a majority of the reconstruct
  contracts 
  from 
  Evangelista’s 
  moon, 
  Astenbury. 
   
  Astenbury 
       In 2401, Astenbury hosted a population 
  of 50,000 in three domed colonies and a 
  spaceport.  Now more than 500,000 people 
  live among dozens of domed colonies, 
  many constructed from derelict ship hulls.  
  Many of the survivors of Madera fled here 
  in    the    years     following    the  
  
   
   
  Songham, and they still work to rebuild 
  their 
  system 
  under 
  the 
  Astenbury-
  McNamara Corporation.  The company, 
  started 
  by 
  CEO 
  James 
  McNamara 
  (Hm/StarMech/DFA-14) is a subsidiary of 
  the 
  heavy 
  industry 
  McNatronics 
  megacorporation.  James is a junior vice-
  president of the parent company, but 
  wnership of the derelict due to 
  e marked improvements made upon the 
  ng the interim.  Now renamed 
  online as a cheaper alternative to the one 
  spends most of his time seeing to their 
  Songham interests. 
   
  Denekas 
   
       Containing no atmosphere to speak of, 
  Denekas possessed numerous light metals 
  and plastic-producing compounds.  As 
  such a valuable resource for a region 
  immersed in heavy industry, various mining 
  operations pounced on the planet from the 
  commencement of colonization.  Now 
  Denekas is a strip-mined corpse of a world.  
  The pace of StarMech industry and 
  reconstruction drained away its resources 
  by 2480.  All the major companies have 
  abandoned the planet for more lucrative 
  enterprises, but several small businesses 
  continue to pick away at Denekas for a 
  living. 
   
  Karma Station 
   
       Although destroyed during the Battle of 
  Songham, the Orlamu fortress ship Shiva 
  was slowly inhabited by system-survivors 
  and traders while the courts worked out the 
  salvage rights.  Eventually, the Galactic 
  Concord granted the Adrenaline Trade 
  Company o
  th
  structure duri
  the SS Karma, it has become a standard 
  way-stop for system traffic.  Though not a 
  military installation, Karma has restored 
  much of the Shiva’s secondary firepower, 
  and boasts a modest flotilla of cutters to 
  discourage piracy.  The ATC recently 
  brought the ship’s drivesat relay back 
  
   
  orbiting Evangelista.  Currently, they have 
  planned the restoration of two more decks 
  of crew quarters to encourage an influx of 
  permanent residency to the station. 
   
  Tobin 
   
       Whereas Evangelista holds supremacy 
  as the less-tangible economic center of the 
  system, Tobin exerts a massive physical 
  presence at Songham.  At more than 
  140,000 kilometers in diameter, the planet is 
  huge even by Jovian standards.  Along with 
  fourteen moons, Tobin sports an impressive 
  ring structure of meteoroids and ice 
  crystals.  Although more aesthetically 
  pleasing than economically productive, 
  Tobin supports a small number of workers 
  from Karma Station who routinely collect 
  ice crystals to maintain the station’s water 
  and air supply.  Of Tobin’s moons, Istban 
  and 
  Remn 
  possess 
  thick 
  Class-2 
  atmospheres, while Walev, Tarelus and Vae 
  house military installations.  The other 
  moons contain minor research and mining 
  operations. 
   
  Rhem 
   
       Tobin’s smaller brother, Rhem is only 
  half the size of the larger gas-giant.  Most of 
  its nine moons are little better than 
  meteoroids.  Of the rest, Epil contains a 
  SunRun research station and Ignia hosts an 
  Orlamist monastery. 
   
   
                                           
  Madera 
   
  Evangelista 
   
  [Astenbury] 
  Primary  
   
   
  Songham 
   
  Songham 
   
  Evangelista 
  Planetary Class  
   
  Class 2  
   
  Class 1  
   
  Class 4 
  Gravity  
   
   
  G2 (1.2 g) 
   
  G2 (0.95 g) 
   
  G1 (0.2 g) 
  Radiation 
   
   
  R3 (85 rem/day)  
  R2 (30 rem/yr)  
  R4 (100 rem/hr) 
  Atmosphere 
   
   
  A3 (N2, O2, , CO2) 
  A2 (N2, O2) 
   
  A0 (trace) 
  Pressure 
   
   
  P3 (1.79 atm) 
   
  P3 (1.15 atm) 
   
  P0 (vacuum) 
  Heat 
   
   
   
  H2 (47 C) 
   
  H2 (17 C) 
   
  H0 (-195 C) 
  Orbital Distance 
   
  0.81 AU  
   
  1.3 AU  
   
  261,842 km 
  Diameter 
   
   
  5,872 km 
   
  12,394 km 
   
  2,671 km 
  Year 
   
   
   
  248 days 
   
  312 days 
   
  40 days 
  Day 
   
   
   
  17.5 hours 
   
  30 hours 
   
  15 hours 
  Axial Tilt 
   
   
  41 degrees 
   
  27.3 degrees 
   
  12.8 degrees 
  Density  
   
   
  0.8 
   
   
   
   
   
  1.6 
  1.1
  # Satellites 
   
   
  0 
   
   
  1 
   
   
  0 
   
                                        
   
  Denekas 
   
  Tobin  
   
  Rhem 
  Primary  
   
   
  Songham 
   
  Songham 
   
  Songham 
  Planetary Class  
   
  Class 4  
   
  Class 5  
   
  Class 5 
  Gravity  
   
   
  G1 (0.5 g) 
   
  G5 (4.73 g) 
   
  G4 (3.84 g) 
  Radiation 
   
   
  R3 (85 rad/day)  
  R3 (65 rad/day)  
  R3 (61 rem/wk) 
  Atmosphere 
   
   
  A0 (trace) 
   
  A1 (H2, He) 
   
  A1 (H2, He) 
  Pressure 
   
   
  P0 (vacuum)  
  P5 (gas giant)  
  P5 (gas giant) 
  Heat 
   
   
   
  H0 (-201 C) 
   
  H0 (-224 C) 
   
  H0 (-214 C) 
  Orbital Distance 
   
  5.8 AU  
   
  12.3 AU  
   
  18.6 AU 
  Diameter 
   
   
  23,819 km 
   
  144,694 km 
   
  77,152 km 
  Year 
   
   
   
  15.7 years 
   
  36.3 years 
   
  57.1 years 
  Day 
   
   
   
  25 hours 
   
  9.3 hours 
   
  14.8 hours 
  Axial Tilt 
   
   
  9 degrees 
   
  46 degrees 
   
  17.7 degrees 
  Density  
   
   
  2.5 
   
   
  0.27 
   
   
  0.31 
  # Satellites 
   
   
  0 
   
   
  14 
   
   
  9 
   
   
  
   
  Adventure Ho
   
       Approximately seven AU from the star of 
  ongham rests Karma Station, form
  ok:
  erly the 
  hip OSS Shiva.  Now owned and 
   
  by 
  the 
  Adrenaline 
  Trade 
  ompany, the station exists as a trade 
  he message indicated Jora’s belief that 
  omeone intends to harm her, and also 
   into possession of 
  o the egistry  But, w
   
  om, s e is mysteriou
  t.  
  om, yet the contents of all drawers and 
  t
  of dis
  a da
  aged 
  andg
   
  eep an eye out for her stalker, but gardhyi 
  on’t use ships! 
  le conducting an interrogation.  
  she has admirably resisted, she 
  r down and reveal the location 
  f her package:  stashed in a security vault 
  ult. 
       Jora isn’t exactly sure what importance 
  the package actually has, but she had a 
  xenologist examine it, and he assured her it 
  represented 
  an 
  unprecedented 
  and 
   
   
  at pla
   
  Cam
   pg. 187 
  he 
  gardhyi knows, and his ma
   to 
  Jora 
  nture.  
  Jora is a freelance security consultant, and 
  , 
   
  pg  
  86-8
  ond 
  online release.  It represents a major 
   
  crafty or h
  may 
  cted indiv
  e 
   
  along 
  another teln’og in order to infect Jora and 
  force her to reveal the package’s location. 
    Bad Karma
  center for several surrounding systems, 
  and a perfect place for heroes to explore. 
   
  Background 
   
       The heroes can arrive at Songham for 
  any number of reasons, but at least one of 
  them involves meeting with Jora Banson 
  (Hf/StarMech/FA-6), an old friend at Karma 
  Station. 
   
  She 
  recently 
  addressed 
  a 
  anicked drivesat message to the heroes.  
       A gardhyi eventually starwebbed onto 
  the 
  station, 
  found 
  Jora’s 
  room, 
  and 
  kidnapped her.  He set up a small portion of 
  the Karma station outside the registered 
  area with life support, and holds Jora 
  risoner whi
  S
  fortress s
  operated
  C
  p
  T
  s
  mentioned she had come
  something incredible.  She asked the 
  valuable discovery.  Little could she or the 
  heroes to meet her on Karma Station in a 
  xenologist have known that the organism
  few days; the day they arrive in the system. 
  contained within is a dead teln’og, one of 
       The heroes have the room number Jora 
  the External aliens th
  ys host/delivery 
  booked in advance, and she has already 
  system to the teln parasite (see Stardrive
  logged int
   r
  . 
  hen they go 
  paign Setting
  for details).  T
  to her ro
  h
  sly absen
  sters sent him
  After waiting awhile Jora never turns up. 
  destroy the creature to help conceal the 
       If they investigate, several clues can be 
  External presence within human society. 
  discovered by skills such as Investigate-
   
  search, 
  Knowledge-deduce, 
  and 
  Supporting Cast 
  Awareness-perception. 
   
  Someone 
  has 
   
  attempted to cover up signs of a struggle.  
       The GM should probably flesh out 
  No valuables have been removed from the 
  Banson and the gardhyi for the adve
  ro
  cabinets are in a sta e 
  array, as if 
  would probably have skills like Investigate
  someone 
  had 
  searched 
  them. 
   
  The 
  Stealth, Technical Science, Street Smart, 
  computer records show that Jora made no 
  and other related skills. 
  comm calls, but did use the Grid to monitor 
       Statistics and information for the gardhyi 
  incoming ship manifests. 
  can be found on pg. 120 of the Alien
       GMs should create additional clues of 
  Compendium, 
  s.
  8 
  of 
  Bey
  their own to accommodate the adventure 
  Science, and also within the Externals ESD 
  hook:  
  m
  h
  un, missing
  security surveillance recordings, etc. 
  adversary and should provide quite a
       What happened really happened?  Jora 
  challenge to the heroes. 
  was careful not to present an open target, 
       Particularly 
  arsh GMs 
  looking for a place to hide her discovery.  
  wish to complicate the heroes’ task by 
  She knew she had attracted someone’s 
  adding teln-infe
  iduals on th
  attention, but did not know their identity.  
  station sent to aid the gardhyi.  Perhaps
  She monitored passenger manifests to 
  these individuals have even brought 
  k
  d
  p
  Although 
  will soon wea
  o
  of the station under the heroes’ names.  
  Indeed, station personnel may send a Grid-
  message to the heroes sometime after they 
  arrive on the station (but after the mystery 
  begins to unfold) inquiring whether they 
  wish to access their va
  
   
  As a major economic fixture of the Songham
   
   
  Other Major Systems 
  of the Collective 
   
       The StarMech Collective controls ten 
  different sectors of space.  More than 530 
  billion citizens inhabit 85 star systems, and 
  the Collective controls ten
   system
  arma Station welcomes its new arrivals. 
   times that many, 
  echs 
  m’s political clout has less 
  market.  Although 
   is home to an 
   
  , K
  though several remain unfit for settlement.  
  Even during the rebuilding of its core 
  infrastructure, StarMech space remains a 
  place of infinite excitement, and Starm
  wouldn’t have it any other way. 
   
  Daedulus 
   
       Daedulus is the political center of 
  District-3.  While District Director Talia 
  Winford maintains offices on the world of 
  Vanlith, the syste
  to do with her and more to do with the 
  presence of the Landon family.  The 
  Landons and SunRun Industries became 
  the 
  Collective’s 
  prime 
  stardrive 
  manufacturer during GW2, and continue to 
  dominate the StarMech 
  hundreds 
  of 
  other 
  major 
  businesses 
  operate in Daedulus, none possess the 
  capital or political assets of SunRun.  The 
  Landon Corporation even owns two small 
  gas-giant moons for R&D testing. 
       The Quantum Muse, a large space 
  station orbiting Vanlith,
  eclectic group of spas, art galleries, 
  theaters, 
  and 
  music 
  venues. 
  SunRun 
  Industries owns the station and spends a 
  sizable 
  amount 
  of 
  money 
  to 
  attract 
  renowned artists from all over known space 
  to perform and work on the station. The 
  Landons hope to make the Daedulus
  
   
  system the cultural center of the StarMech 
  Collective and the Quantum Muse is the 
  first step in their plan. Cynics would say this 
  is purely a political move by the Landons to 
  increase their respectability and influence. 
   
  Liber 
   
       Before Nimrod, before Songham, and 
  before even Delight became successful 
  systems, Liber grew into the largest 
  burgeoning economy in the entire Taurus 
  Sector of space.  By the beginning of the 
  Second Galactic War it served as the 
  cornerstone of StarMech business and 
  politics, often overshadowing Delight.  In 
  2395, the Thuldan Empire obliterated the 
  StarMech fleet stationed at Liber and 
  conquered the system.  By the time 
  Collective forces liberated the system six 
  years later, the Thuldans had already 
  ravaged it.  They destroyed the industrial 
  base, 
  decimated 
  the 
  population 
  and 
  severely 
  compromised 
  the 
  Class-1 
  environments 
  of 
  several 
  moons 
  and 
  planets.  Whether Liber will ever recover 
  from GW2 is a matter of conjecture, but the 
  effort will take billions of Concord dollars 
  and at least a century of work. 
   
  Malik 
   
       Although the Malik system had no 
  habitable worlds in 2320, Vossler Industries 
  saw the construction potential of the dual 
  asteroid 
  belts 
  and 
  purchased 
  the 
  development rights.  Then they built a 
  capitol-class mega-shipyard.  Fifty years 
  later, Malik sat among the top five ship 
  construction facilities in the Collective.  
  When StarMech Security Division put out 
  contracts for three new fortress ships, 
  Vossler successfully lobbied for one of the 
  bids.  The SMS Sharizad is scheduled for 
  completion in 2505. 
       Beyond Vossler’s shipyards, StarMech 
  also has plans to populate the system.  The 
  third planet from the K3 star, Vardaras, has 
  been terraformed from a Class-3 to a 
  Class-2 environment.  Over the next two 
  decades, and with the assistance of the 
  Solars, 
  the 
  Collective 
  hopes 
  to 
  see 
  Vardaras reach Class-1 status. 
   
   
   
  
   
  Navarette 
   
       Charted in 2322 by StarMech exploration 
  ships, Navarette received little attention 
  from settlers until 2355.  The fourth planet 
  om Navarette originally held a Class-2 
  ent with far too little oxygen to 
  ustain 
  human 
  life. 
   
  The 
  Babylon 
  Babylon employs dangerous narcotics and 
  other contraband in servicing their clientele 
  at the pleasure resort.  Field Agent 
  Margaret Anastasia (Hf/StaMech/FA-14) is 
  on her way to infiltrate the Babylon staff at 
  Gomorra. 
   
  Senic 
   
       One of the older systems in the 
  Collective, StarMech colonized Senic in the 
  years immediately prior to the First Galactic 
  War.  Now it has become a first world 
  system and an economic hub.  The planet 
  Aspen holds 8 billion people, with another 3 
  billion scattered throughout the rest of the 
  system.  While Senic makes money simply 
  due to its convenience as a commercial 
  way-stop, the true profit comes from the 
  robotics industry.  Wavelight Robotics, one 
  of 
  the 
  industry’s 
  leaders, 
  keeps 
  its 
  corporate headquarters on Aspen, along 
  with a joint research center of the Asimov 
  League.  Rumors persist that Wavelight 
  may be involved in the development of the 
     Aspen offers a large number of robotic-
  tertainment venues and one of the 
  ost famous is the Prismatic Temple. This 
  ech 
  Incorporated 
  ss ship ITV 
  enturion 
  overwhelmed 
  the 
  StarMech 
  defense force in Tallis, claiming control of 
  the system.  For four years, the worlds of 
  Tallis suffered under the military rule of 
  Thuldan Legions while they pillaged the 
  system’s 
  resources. 
   
  When 
  a 
  joint 
  StarMech/Solar fleet arrived to liberate the 
  system in 2402, the Thuldans “scorched the 
  earth,” bombing all populated worlds on 
  their way out.  Today, Tallis is home to only 
  500,000 sentients, and the reconstruction 
  efforts will take generations to complete. 
   
       “Now Emma, Talia Winford assures me 
  that so long as we keep our noses clean, 
  you’ll be filling a vice-directorial seat by 
  this time next year.  After that, who’s to say 
  how far you could rise?” 
                                       - William Landon, 2501 
   
       “I’m telling you Adam, Talia’s planning 
  something!  She’s not just going to let me 
  slide right into office.  Thayne can see it, 
  why can’t you?” 
                                       - Gretchen Strong 
                  Director of Interstellar Affairs, 2501 
  fr
  environm
  s
  Corporation 
  nearly 
  bankrupted 
  itself 
  terraforming the planet and introducing 
  exotic flora and fauna to the ecosystem, but 
  in 2357 Gomorra opened up as the most 
  exciting pleasure planet in the Collective. 
       Today, Gomorra is known throughout the 
  Stellar Ring as the wildest, most hedonistic 
  world in human space.  Having long ago 
  purchased a wide berth from officers of the 
  Collective Substance Control, the Babylon 
  Corporation imports diversions, delicacies, 
  drugs, and entertainment of all kind, no 
  matter how illicit.  Top business executives 
  and wealthy individuals from around the 
  Collective 
  and 
  beyond, 
  vacation 
  on 
  Gomorra year-round. 
       Recently, 
  an 
  up-and-coming 
  district 
  assistant supervisor of the CSC has turned 
  his head toward Gomorra, rightly believing 
  Starhammers, the next wave of automated 
  Warhulk-class battleships. 
    
  based en
  m
  huge compound is a playground of drugs, 
  dancing, and erotic fare set off by the 
  otherworldly designs of the robots that 
  service its customers. Every robot is a work 
  of art in its own right, from the beautiful to 
  the grotesque. If desired, a customer could 
  dine and dance with both angels and devils 
  at the Prismatic Temple’s never-ending 
  party. 
   
  Tallis 
   
       When 
  StarM
  discovered two natural Class-1 planets 
  here in 2250, Tallis became their third 
  claimed system.  By the end of the First 
  Galactic War, Tallis had developed into a 
  leading industrial base for 3 billion souls, 
  one of the great success stories of the 
  Collective.  All that changed in 2398 as a 
  Thuldan armada led by the fortre
  C
  
   
  Recreational Drugs of the 
  StarMech Collective 
   to any Intelligence 
   
     Amber is a narcotic made artificially in 
  ies. Originally created by Terran 
  cientists to offset the discomfort of hi-g 
   
  r
  it
  o
  w
  discovered by explorers who noted its use 
   indicated the 
  ills by people without the psychic 
  bility. The user also experiences visual 
  tions that make everything more 
  xaggerated, vivid, and colorful. Some 
   
  reen fluid inside. Taken by dripping on 
  xplorer discovered 
  uching the slime with a bare hand. A few 
  cretions into a less potent 
  vers
  Its effects include hallucinations derived 
  from the user’s mind that appear as very 
   
  The 
  following 
  recreational 
  drugs 
  are 
  currently on the market in the StarMech 
  Collective. These drugs have been certified 
  by the Collective Substance Control for 
  legal sale and consumption. 
   
  Drug Categorizations and Effects 
  Stimulant: Use the rules in the Alternity 
  Players Handbook (PHB) or Stardrive Arms 
  and Equipment Guide (AEG). 
  Depressant (Sedative): Use the rules in the 
  PHB or AEG. 
  Narcotic (Analgesic): Use the rules in the 
  PHB or AEG. 
  Hallucinogen: Use the rules in the Dark 
  Matter Arms and Equipment Guide. For 
  those of you without the book here is a short 
  rundown. The hero starts with a +4 penalty 
  to all actions and action checks. Every hour 
  1 point is taken from this penalty. Also a 
  user suffers a penalty
  feat check to recall events that happened 
  during the use of the drug. This penalty is 
  equal to the drug penalty at the time of the 
  event. 
   
  Amber 
  Also known as: Glow 
  Description: Gold translucent pill. Taken 
  orally. 
    
  laborator
  s
  space travel befo e grav y technol gy 
  as 
  introduced by the Fraal. It is one of the 
  safest narcotics available and has a built-in 
  chemical 
  mechanism 
  that 
  prevents 
  withdrawal effects and physical addiction. 
  Its effects include pain relief and a mild 
  euphoria many users describe as a warm 
  comfortable glow. 
       Game Effects: Treat as an analgesic. 
   
  Blue Turban 
  Also know as: Psyche 
  Description: Blue translucent capsule with 
  silver flecks inside. Taken orally. 
       Blue Turban is a hallucinogen developed 
  from an alien plant extract originally 
  by a primitive species on the planet Zeal. 
  Members of the species
  ingestion of the plant gave them messages 
  from the spirits. The explorers found the 
  plant actually gave a minor boost to certain 
  ESP psychic abilities. Even non-psychics 
  who ingested the plant would sometimes 
  gain a limited burst of psychic activity. 
  Scientists have further developed the 
  natural extract to create a safer and more 
  potent version of the drug. Its effects 
  include a boost to certain ESP abilities for 
  mindwalkers and a temporary use of those 
  ESP sk
  a
  hallucina
  e
  users describe it as seeing everything in 
  caricature. 
       Game Effects: Treat as a hallucinogen 
  with a starting penalty of +3. Mindwalkers 
  or talents with ESP-empathy and/or ESP-
  psychometry receive a temporary boost to 
  their power and gain one temporary rank in 
  the ability or abilities for the duration of the 
  drug’s effect. If a psychic just has the broad 
  skill ESP he may use those specialty skills 
  at rank 1. Characters who don’t have the 
  ESP ability are able to use -empathy or -
  psychometry as if they have the broad skill 
  ESP (+1 penalty to usage) for the duration 
  of the drug’s effect. The normal +3 penalty 
  for hallucinogens does not apply to the use 
  of the -empathy and -psychometry skills. 
   
  Chimera 
  Also know as: Triple Kick 
  Description: Red/blue/yellow syringe, thick
  g
  tongue. 
       Chimera is a hallucinogen made from 
  the slimy secretions of the spectral lizard, a 
  native of the planet Aquarr in the Bravos 
  system. An unfortunate e
  the effects of the secretions by accidentally 
  to
  hours later he killed himself when he 
  attempted to shoot the imaginary spider 
  biting his ear. StarMech chemists then 
  developed the se
  ion of the substance and it soon 
  became a popular drug among partygoers. 
  
   
  real three-dimensional images of their 
  conscio
  esires. 
  ometimes a bad hit will make the user’s 
  lso known as: Storm, Crackle 
   lightning 
  eveloped by 
   It quickly became popular for 
  l help. Its effects include 
  own as: Lizard, Liz 
  escription: Green translucent pill shaped 
  riental dragon. Liquefied by heating 
  usly with a syringe. 
  ally engineered opium plant. This 
  eat as an analgesic with 
  ies 
  nored. Also a +2 penalty is added to any 
  ecks. 
  as: Zee 
  er is a narcotic artificially made in 
  us 
  and 
  subconscious 
  d
  S
  nightmares appear instead. 
       Game Effects: Treat as a hallucinogen 
  with a starting penalty of +5. 
   
  Cyclone 
  A
  Description: Black patch with red
  bolt. Absorbed through skin when applied. 
       Cyclone is a stimulant made artificially in 
  laboratories. Cyclone was d
  Solar chemists for use by soldiers to fight 
  battle fatigue.
  users wanting to party all night long with a 
  little artificia
  increased adrenaline and energy, as well 
  as a slight increase in muscle speed and 
  reactions. 
       Game Effects: Treat as a stimulant with 
  an additional point of fatigue or stun 
  damage offset. The user also gains a 
  temporary 1-point increase to his action 
  check score. 
   
  Dragon 
  Also kn
  D
  as an O
  then applied intraveno
       Dragon is a narcotic developed from a 
  genetic
  drug was originally created by a criminal 
  organization during the early 22nd century 
  on Earth and became very popular in the 
  counterculture scene. Now the super opium 
  is grown on vast farms in StarMech space, 
  harvested 
  and 
  processed 
  by 
  robotic 
  farmers. Its effects include pain relief, a 
  very strong euphoria, and a slowdown of 
  breathing putting the user in a restful 
  trance. 
       Game Effects. Tr
  an additional 1 step of pain penalt
  ig
  Awareness ch
   
  Eros 
  Also known as: Kiss, LP9 
  Description: An opaque red heart-shaped 
  pill. Tastes and smells like strawberry. 
  Taken orally. 
       Eros is a stimulant/hallucinogen made 
  artificially in the laboratory. This drug was 
  designed by StarMech pharmaceutical 
  companies and marketed to the younger 
  party-going crowd as a party enhancement 
  drug. Its effects include increased energy, 
  increased 
  sexual 
  desire, 
  and 
  mild 
  hallucinations 
  that 
  include 
  colors 
  emanating from people and objects. 
       Game Effects: Treat as a stimulant with 
  one less point of fatigue or stun damage 
  offset. Also treat as a hallucinogen with a 
  starting penalty of +2. The user is also 
  more susceptible to Interaction-seduce 
  attempts and a –2 step penalty is applied to 
  his resistance modifier. 
   
  Gamma Z 
  Also known 
  Description: An opaque yellow Z-shaped 
  pill. Taken orally. 
       Gamma Z is a depressant made from 
  genetically designed fungus in laboratories. 
  Colonists on an alien planet, who stumbled 
  upon its creation when they attempted to 
  create 
  edible 
  fungus 
  suited 
  to 
  the 
  environment, designed this drug. The 
  colonists found it was a great substitute for 
  alcohol without the nasty effects of a 
  hangover the next day. Its effects include 
  drunken dizziness, a loss of balance and 
  reaction speed, and a slowdown in mental 
  processing. 
       Game Effects: Treat as a sedative. 
   
  Glimmer 
  Also known as: Glim  
  Description: White capsule with wavy blue 
  lines, blue liquid inside. Taken orally. 
       Glimm
  a laboratory to mimic opiates. StarMech 
  pharmaceutical companies designed this 
  drug as an alternative to the more powerful 
  Dragon. This drug has become popular 
  and is used by the average StarMech who 
  takes a little caution in their recreational 
  pills. The drug’s effects include euphoria, 
  slight pain relief, and a slight dulling of 
  senses. 
       Game Effects: Treat as an analgesic with 
  one less point from the total steps of pain 
  penalties ignored to a minimum of 1. Also a 
  +1 step penalty is added to any Awareness 
  checks. 
  
   
  Jazz 
  Also know as: Blueboy, Little Boy Blue 
  Description: Dark blue pill with the shape of 
  a musical note stamped into it. Taken 
  t/hallucinogen 
  reated by the StarMech pharmaceutical 
  s and marketed as the after work 
  ed this drug 
   
  nalty of +2. The effects of the 
  d, Arcane 
  escription: A black gelatin pill with a red 
   face on one side and a crying 
  ally. 
  r 
  sumption. A small holo chip 
  lo and enjoy the fine 
  uality drug. The effects of Magus include a 
   euphoria and pain relief. The drug 
  audio senses so 
  an analgesic. 
   
   mold 
  uration and can 
  ctually be passed to other people through 
  ntact (i.e., kissing, etc.), up to 
  its original ingestion. 
  es 
  that 
  are 
  absurd 
  make a Constitution feat check 
  s points of fatigue or stun damage 
  orally. 
       Jazz 
  is 
  a 
  depressan
  c
  companie
  relaxer. The scientists engineer
  to connect audio input with the optic nerves, 
  so any sound heard would create a mild
  hallucination of colors and shapes for the 
  user. This drug is very popular at dance 
  clubs and music concerts, adding new 
  levels of sensation to the experience. Its 
  effects include a slight drunken dizziness, a 
  slight loss of balance and reaction speed, 
  and a slowdown in mental processing. 
       Game Effects: Treat as a sedative with a 
  starting pe
  hallucinogen add a +1 step penalty to 
  Awareness checks. 
   
  Magus 
  Also know as: Wizar
  D
  laughing
  face on the other. Taken or
       Magus 
  is 
  a 
  narcotic 
  with 
  some 
  hallucinatory 
  properties 
  made 
  by 
  a 
  StarMech cult leader with a genius fo
  chemistry. She believed in a strange 
  universal force called the Magus who she 
  thought could be contacted when the mind 
  reached an altered state caused by drugs. 
  She gained many followers who enjoyed 
  the free drugs she dispensed, but she 
  finally grew tired of the false converts. She 
  developed 
  a 
  small 
  pharmaceutical 
  company and marketed the drug Magus to 
  the masses, hoping to spread her message 
  through 
  the 
  time-honored 
  manner 
  of 
  popular con
  comes with each package of Magus that 
  plays a small message from the cult leader 
  explaining the religion’s belief system. Most 
  users ignore the ho
  q
  strong
  also slightly alters the 
  every sound takes on a deep timbre and 
  resonance. 
       Game Effects: Treat as 
  Novadust 
  Also known as: Dust, Gold Dust 
  Description: White capsule with a gold 
  spiral, 
  yellow 
  powder 
  inside. 
  Sniffed 
  through nose. 
       Drug-designers created Novadust as a 
  hallucinogen from alien mold found on the 
  icy planet of Taos in the Ramses system. 
  StarMech laboratories now grow this
  under the same conditions of its home 
  world. The mold starts growing when 
  exposed to higher temperatures than –10 
  degrees Celsius and shoots out a fine dust. 
  This dust is refined with a simple chemical 
  process to make Novadust. The drug has 
  an extremely long d
  a
  intimate co
  one full day from 
  Novadust causes mild hallucinations of 
  translucent 
  imag
  representations of the person’s thoughts. 
  For instance if a person thinks about his 
  dog, it might appear in a top hat and tap 
  dance. 
       Game Effects: Treat as a hallucinogen 
  with a starting penalty of +2. The duration 
  of the drug is 24 hours so the user is at a +2 
  step penalty for the first 12-hour period and 
  a +1 step penalty for the remaining 12 
  hours. 
  Anyone 
  coming 
  into 
  intimate 
  physical contact with the user during this 
  period must 
  or also become affected by the drug. 
   
  Panther 
  Also known as: Kitty 
  Description: This black pill looks like a cat’s 
  head. Taken orally. 
       Panther is a stimulant created by Solar 
  pharmacists for athletes. Originally made 
  for combat sports such as boxing, martial 
  arts, or wrestling, Panther produces a boost 
  of energy without any messy side effects. 
  Now many partygoers use it to stave off 
  fatigue. It’s relatively safe and even the 
  most timid of Starmechs are likely to use it. 
       Game Effects: Treat as a stimulant with 
  three les
  offset (to a minimum of 1). As the duration of 
  the drug expires, half of the points originally 
  offset return as fatigue damage first, and 
  then carry over into stun damage. 
   
  
   
  Smooth 
  side. Tastes like wintergreen gum. 
   d
   
  escription: A round lollipop with a rainbow 
  l. Taken by licking. 
  made by a 
  ted a drug 
   
  center. Taken orally. 
  e is a depressant developed by 
  mpany for 
   existed, Starshine became 
  ceutical 
  company 
  to 
  enhance 
  came 
  ery popular in the Collective after the 
  Its effects include increased 
  gy, as well as a slight 
  at as a stimulant. The 
  Also known as: Cream, Silk 
  Description: A small green dispenser 
  bottler with a blue “S” on both sides, blue 
  liquid in
  Bottle contains 4
  oses. Taken by dripping 
  on tongue. 
       Smooth is a depressant made by drug 
  companies 
  for 
  recreational 
  purposes. 
  Smooth is often used by people who seek 
  the mellowing effects of a depressant but 
  still desire the full use of their mental 
  faculties. Its effects include a very mild 
  drunken dizziness and a slight loss of 
  physical reaction time. However, mental 
  processes remain unaffected. 
       Game Effects: Treat as a sedative with 
  only a +1 step penalty to physical actions. 
  Mental actions are unaffected by the drug. 
   
  Spectra 
  Also known as: Swirl
  D
  colored swir
       Spectra is a hallucinogen 
  chemist attempting to create a drug to 
  enhance the ESP abilities of a mindwalker. 
  He failed in that aspect but crea
  that became an amusing distraction for its 
  users. Spectra causes an individual to see 
  colorful auras around other people or even 
  objects. These auras reflect the user’s 
  interpretation of the other’s emotional state 
  rather than any true readings of psychic 
  emanations. So a smiling and laughing 
  person might appear to have a bright 
  golden glow around them if the viewer 
  perceived them as joyful. However, a 
  paranoid 
  viewer, 
  who 
  perceived 
  the 
  laughter as an attempt to ridicule them, 
  might see violent red colors with black 
  lightning 
  bolts 
  emanating 
  from 
  the 
  individual instead.  The viewed individual’s 
  true emotional state has no effect on the 
  aura whatsoever. 
       Game Effects: Treat as a hallucinogen 
  with a starting penalty of +2. 
   
  Starshine 
  Also known as: Shine, Starbright 
  Description: Translucent pill with a yellow 
  star-shaped 
       Starshin
  a Terran pharmaceutical co
  purely recreational reasons. Originally 
  made 
  for 
  early 
  colonists 
  before 
  the 
  Collective even
  a widely used drug to help explorers 
  unwind after a long day of work in hostile 
  environments. In modern times, Starshine 
  remains a popular drug of choice for 
  nightly parties and many people take it as 
  much for nostalgic reasons as its relaxing 
  benefits. 
  Its 
  effects 
  include 
  drunken 
  dizziness, a loss of balance and reaction 
  speed, and an extreme slowdown in mental 
  processing. 
       Game Effects: Treat as a sedative with a 
  +4 step penalty for physical actions and a 
  +5 step penalty for mental actions. 
   
  Whip 
  Also known as: Snap 
  Description: Black licorice stick with a red 
  spiral. Taken orally. 
       Whip is a stimulant developed by a 
  pharma
  athletic performance. Whip was made 
  popular by the death of a Borealin rock 
  star, Jericho Thade, who smashed his 
  skycar into the corporate headquarters of 
  his record company while under the 
  influence of the drug. Friends of the 
  musician claim he took Whip after making 
  an oath to “burn out and avoid the fade.” 
  Regardless of the truth, the drug be
  v
  incident. 
  adrenaline and ener
  increase in muscle speed and reactions. 
       Game Effects: Tre
  user gains a temporary 1-point increase to 
  his action check score. 
   
   
  
   
   
   
   
   
   
   
  r
   
   
   
   
   
   
   
   
  n of Sol 
   
   
   
   
   
   
   
   
   
  Chapte  Four 
  The Unio
  
   
  A Brief Timeline of the Union of Sol 
       2124:  The fraal initiate contact with mankind, 
  changing the course of history. 
   
       2160:  The first stardrive, a hybrid of 
  human 
  and 
  fraal 
  technology, 
  makes 
  interstellar travel possible. 
   
       2173:  The first colony is established on 
  the moon of Vesta in the Alpha Centauri 
  system. 
   
       2230:  The fortress
  first such ships com
  as the flagship of the Terran Empire and 
  Union of Sol. 
   
       2241:  More than 100 systems are 
  controlled by Earth and its various colonial 
  authorities. 
   
       2250:  To stem the tide of colonial 
  nationalism, the Terran Empire is declared.  
  In protest, the Alpha Centauri system 
  rebels, beginning with a naval engagement 
  at Alpha Proxima.  The ensuing Proxima 
  Conflicts go on for two-years before finally 
  ending. 
   
       2256:  The Pioneer Coprosperity Zone 
  insurgence is put down, returning all Terran 
  systems to a state of relative calm/control. 
   
       2298:  The Thuldan Colonial Authority 
  declares independence from the Terran 
  Empire.  Diplomatic attempts are unable to 
  bring them back into the fold. 
   
       2299:  The Rigunmor Star Consortium 
  and several
  Thuldans in d
  1st Galactic W
   
       2312:  The Treaty of Earth ends with the 
  acknowledgment of 26 Stellar Nations, 
  including the surviving Terran Empire as 
  the Union of Sol.  Jimol Gatanita becomes 
  the first Sunlord. 
   
       2332:  The Penates Penal Colony is 
  established in Lucullus. 
   
   2346:  The violent Mutant Uprising of Tau 
  cross the Union.  
  volvement help to 
  2nd Galactic War. 
   
       2347:  The Middle Kingdom officially 
  surrenders to Solar forces. 
   
       2351:  The Solar Navy successfully 
  system 
  of 
  the 
  . 
  f Sol joins the 
  StarMech Collective, the Rigunmor Star 
  Consortium, and Austrin-Ontis Unlimited to 
  form the Profit Confederation. 
   
       2380:  The Thuldan Empire steps up their 
  attacks on the Solar border to peak levels. 
   
       2391:  The significant Chara system is 
  lost to a Thuldan fleet. 
   
       2395:  Acron Gatanita becomes the new 
  Sunlord of the Union. 
   
       2401:  The Battle of Songham puts an 
  end to the threat of rampant Thuldan 
  expansion, thus ending the “gentleman’s 
  agreement” 
  between 
  the 
  FreeSpace 
  Alliance and Profit Confederation. 
   
       2402:  Chara is reclaimed, but lost many 
  of its resources to the predations of the 
  Thuldan Empire. 
   
       2405:  The Solar Navy defeats a major 
  Thuldan fleet at the Battle of Arcturus.  The 
  nt territory 
  nds the 2nd 
  Galactic War.  The Union of Sol’s border is 
  fixed at 120% of the pre-war territory. 
   
       2497:  Contact is reestablished with the 
  Verge.  The Union gives up their rights to 
  Penates in return for rights to developing 
  Telemachus. 
   
       2501:  The present.
   
   ship Kiku is one of the 
  pleted.  It later serves 
  invaded 
  the 
  capitol 
  Chrysanthemum Imperium
   
       2361:  The Union o
   other colonies follow the 
  eclaring independence.  The 
  ar begins. 
  Thuldans no longer gain significa
  from the Union. 
   
       2472:  The Treaty of Concord e
      
  Ceti shocks citizens a
  Accusations of Thuldan in
  spark the 
  
   
  The People of the Union of Sol 
   
   
       The Union of Sol has had without a 
  oubt, the largest effect on the course of 
  day, the nation 
  mains at the center of human space.  
  king forward to the future. 
     As mankind spread outward and into 
  lf unable to enforce control 
  ver the various human colonies so many 
   formed the Thuldan Empire, it 
  ignaled the end of Terran control.  The 
  Empire’s forces on their borders 
  mediately, and fought them until the war 
   
  ustrins in the Profit Confederation.  By the 
  rceive themselves 
  s 
  generally 
  positive, 
  confident, 
  and 
  rs often view the Solars as 
  eing too proud or aloof, while in fact, most 
   has to offer.  If you 
  sk them, the Solars will tell you that they, 
  more than any other nation, champion the 
  d
  history of all the stellar nations.  After all, 
  the history of the Solar Union is the history 
  of all mankind.  Even to
  re
  They remember and preserve what the 
  other stellar nations willingly forgot, even 
  while loo
    
  other star systems, it extended the reach of 
  Earth’s government.  In 2250, its leaders 
  declared the formation of a Terran Empire, 
  but found itse
  o
  light years away.  When the followers of 
  Gregor Kent declared their independence 
  in 2298 and
  s
  First Galactic War exploded as one colony 
  after 
  another 
  followed 
  the 
  Thuldan 
  example, and the Terran Empire tore itself 
  apart, leaving the Union of Sol in its wake. 
       When the Second Galactic War erupted 
  a mere 30 years later, the Solars met the 
  Thuldan 
  im
  ended.  When the Thuldans formed the 
  Expansion Pentad, the Solars reacted by 
  joining with the Rigunmors, StarMechs, and
  A
  end of the war, the Union had expanded 
  their borders by 20%. 
   
   
  Social Outlook 
   
       Solars are at the center of the universe 
  and they know it.  They pe
  a
  convinced that they know what’s in the best 
  interests of the galaxy better than anyone 
  else.  After all, they have the whole of 
  human experience, history, and wisdom to 
  draw upon.  Othe
  b
  them truly are interested in preserving the 
  best of what the universe
  a
   
   
  cause of the poor, the neglected, and 
  endangered.  And, if you look closely, you 
  can also see that, better than anyone else, 
  they have mastered the management of 
  ultural diversity one would come to expect 
     A serious examination of the Union of Sol 
  lieves, he believes 
  trongly and with all his heart.  From the 
  and now the Union of 
  ol, they are committed not only to man’s 
  m the Sol System.  The 
  olar Union is ruled from the capitol world 
  ncil in name, but not in 
  ractice, is the Sunlord.  The Solar Council 
  seats 
  y general election.  Therefore, it is quite 
  he Union, and in all of human 
  ettled space, along with the largest 
   the Union, it controls 
  c
  in the core of Old Space, where all other 
  nations have their roots. 
    
  reveals that Solars are students of passion.  
  Whatever a Solar be
  s
  cultures of ancient Earth, to the principles 
  of the Terran Empire, 
  S
  past, but also his future.  They truly believe 
  that the Stellar Ring would be wise to look 
  back to Earth for guidance in all things. 
   
  Political Philosophy 
   
       The Union of Sol governs the central 
  region of the Stellar Ring 100 light years in 
  all directions fro
  S
  of Earth by a constitutional monarchy.  The 
  central governing body is the Solar Council, 
  composed of a fixed number of 100 seats.  
  Above the Cou
  p
  wields the true power in the Union of Sol.  
  Representatives usually taken from the 
  largest population centers fill these 
  b
  common for a third-class system to have 
  almost no representation in the Solar 
  Council.  Because Sol holds the largest 
  population in t
  s
  political  weight  within
  
   
  Population Problems 
   
       The Union of Sol is, without a doubt, the 
  most populous nation in the Stellar Ring.  
  This has had many widespread effects on 
  the Union and its citizens.  Union worlds are 
  characterized 
  as 
  heavily 
  urbanized.  
  Worlds such as Earth, Mars, and Tau Ceti 
  IV 
  are 
  basically 
  city 
  planets 
  with 
  populations in the tens of billions.  Massive 
  buildings hundreds of stories high have 
  been constructed to house the populations 
  of such worlds.  Some colon es have 
  i
  resorted to building underwater and in 
  space on colony platforms.  Unfortunately, 
  worlds with such large urban areas leave 
  little room for agriculture.  The Union has 
  been forced to either import foodstuffs from 
  other stellar nations or section off entire 
  worlds as agricultural colonies.  However, 
  having worlds devoted to farms and 
  pastures does not leave room for many 
  people to live. 
       Surrounded on all sides by other stellar 
  nations, the Union has little room to expand.  
  Thus, an “internal frontier” of sorts has 
  been created.  This means the Solar 
  Colonial Authority must find a way to make 
  use of any possible place to house people.  
  This has given the terraforming industry in 
  the 
  Union 
  a 
  significant 
  boost.  
  Unfortunately, it comes into direct conflict 
  with people carrying strong conservation 
  concerns. 
   
  nearly half the seats.  Fortunately, due to 
  cent legislation this may change, and 
  any of the seemingly ignored second- and 
  third-world 
  systems 
  may 
  gain 
  new 
  represent
     The current Sunlord is Acron Gatanita, 
  uard 
  against 
  ir guests. 
       Solars 
  take 
  their 
  love 
  of 
  cultural 
  traditions and customs so far that they have 
  developed 
  a 
  system 
  of 
  historical 
  preservation unique among the stellar 
  nations.  Almost all Solars adopt a culture 
  or historical time period of particular 
  interest to them and apply it to life in the 26th 
  century.  Often they take the extra time to 
  closely study the adopted culture’s social 
  systems and important historical events.  
  They never really give up their lives in the 
  current age, but instead attempt to blend
  e expressions of the past with the current 
  ation’s philosophy 
   the 
  6th century would merely be aesthetically 
  ing the cultural 
  age he strives to preserve. 
  re
  m
  ation. 
    
  though he plans to retire soon, and has 
  recently named his daughter Cestre to 
  succeed him. 
   
  Customs 
   
       Solars 
  obsess 
  about 
  customs 
  and 
  cultural mores, not just their own, but those 
  of any race, nation, and ethnic group.  If 
  expecting a new encounter, a Solar may 
  spend weeks researching the history, 
  customs, and etiquette called for by the 
  situation, 
  so 
  as 
  to 
  g
  dishonoring themselves or the
   
  th
  era. 
       For instance, a Solar may select the 
  Roman Republic as the cultural period he 
  wishes to support, and then memorialize it 
  in his daily life.  He might follow the Roman 
  system of honor known as Dignitas, and 
  adopt that ancient civiliz
  surrounding family importance.  Often, he 
  would dress himself in the clothing of the 
  period and perhaps learn Latin as a 
  second language.  His life, however, would 
  remain just as firmly grounded in the 26th 
  century.  He would still hold a modern job 
  and live in the modern world, facing and 
  solving 
  all 
  of 
  the 
  problems 
  and 
  responsibilities of the overlying Solar 
  civilization.  The tools and technology of
  2
  adapted to continue support
  im
       This 
  idea 
  of 
  cultural 
  preservation 
  extends 
  beyond 
  personal 
  preference.  
  Areas of great historical and cultural 
  importance are likewise protected on Earth.  
  Examples include: the Pyramids of Egypt, 
  the Parthenon, the Forbidden City, the 
  Great Wall of China, and the Statue of 
  Liberty.  Tourists can view them from afar or 
  on special visits with proper clearance, but 
  special care is always taken to insure no 
  one interferes with the sites in any way. 
       The Solars have also applied the 
  concept 
  of 
  preservation 
  to 
  environ-
  mentalism inside the Union.  Although Earth 
  now resembles a sprawling urbanized city-
  world with over 60 billion sentients, the 
  government has cordoned off certain areas 
  of the planet from the general population.   
  In  these   preserved    regions, animals and 
  
   
  New Game Benefit 
   
       Many Solars choose to preserve ancient 
  Earth cultures by taking on aspects of that 
  society’s fashion, language, social or 
  religious beliefs, etc.  However, they remain 
  people of the 26th century, and live 
  accordingly. 
       During the creation process, any Solar 
  hero may take one of the following benefits 
  for free: 
   
  • Gain a rank 1 Knowledge-culture skill 
  pertaining to a specific Earth culture of the 
  past.  Examples include:  ancient Rome, 
  American Old West, medieval Europe, 
  WWII Japan, etc.  This rank represents a 
  basic knowledge of said culture, and may 
  be improved upon at a cost of 1 + current 
  rank. 
   
  • Gain a rank 1 Knowledge-language skill 
  pertaining to a specific Earth culture of the 
  past.  Examples include:  Latin, Gaelic, 
  Japanese, Arabic, German, Chinese, etc. 
   
  plants that traditionally inhabited the land 
  find a home as well.  Solar terraformers 
  have 
  painstakingly 
  repaired 
  many 
  centuries of damage to Earth’s biosphere to 
  help these regions flourish again.  This 
  work is constantly running on Earth, in 
  order to keep the planet from falling back 
  to disarray, particularly in large urban 
  problems, as well as to 
     Solars believe in charity but not in a 
  word.  They don’t 
  eely hand out credits (the word most 
  ven 
  hem forever until they either resolve it 
  Union of Sol.  
  o
  n
  o
  y of 
  in
  areas in Europe and the Americas.  This 
  same work is performed on colonized and 
  overpopulated worlds all over the Union of 
  Sol 
  in 
  an 
  effort 
  to 
  reconcile 
  their 
  overpopulation 
  demonstrate Solars as the wisest possible 
  stewards of the Stellar Ring. 
   
  Charity 
    
  monetary sense of the 
  fr
  Solars use to mean Concord dollars to this 
  day), but may help with advice and services 
  worth thousands – whether the needy 
  person likes it or not – that is, if they have or 
  currently support a worthy cause. 
   
  Community Service 
       Solar society does not require or e
  expect community service on the part of its 
  citizens.  Though at times that seems like a 
  cultural paradox for a society who values 
  championing 
  the 
  repressed 
  and 
  endangered, in practice, the Solars have so 
  incorporated community service into their 
  psyche that separating it into a different 
  line of thinking proves difficult.  They so 
  strongly support special causes concerning 
  natural treasures or the downtrodden, that 
  it’s 
  nearly 
  impossible 
  to 
  dissect 
  the 
  individual sufferers from the grander issue. 
       Once Solars bond to a cause, it stays 
  with t
  or die.  Even then, they often pass the 
  responsibility along to their offspring as a 
  final wish to carry out on their behalf.  Since 
  Solars instill this attitude from early 
  childhood, one rarely finds a member of the 
  Union without a cause.  Contrary to popular 
  opinion outside the Union, Solars are also 
  very accepting and supportive of other 
  causes because they share an intense 
  interest in the future of mankind, unless of 
  course another’s cause directly opposes 
  their own goals and prior commitments. 
   
  Gambling 
       Gambling is one of the oldest customs in 
  human culture.  Though heavily regulated 
  and taxed by both the Solar Council and 
  various planetary governments, gambling 
  is often legalized within the 
  Usually, the g ver ing auth rity of each 
  individual colony votes on the decision to 
  allow gambling inside its jurisdiction. 
   
  Holidays 
       With so many cultures preserved and 
  adopted within the Union, holidays and 
  celebrations abound.  In fact, on any given 
  day of the year, at least one celebration will 
  probably be underway.  Though only those 
  of a specific cultural group follow man
  these holidays, some are universal: 
   
       “Remembrance 
  Day” 
  is 
  a 
  solemn 
  holiday marking the signing of the Treaty of 
  Earth, which ended the Terran Empire.  
  Solars don’t exactly celebrate this day, but 
  instead reflect on their position in the 
  galaxy and how they can improve it. 
  
   
       “Plan
  ent of 
  e first extra-Solar colony at Tau Ceti IV. 
  ed that nearly all people 
  eligion 
   Earth is the home of all the human race’s 
  s for a nominal price that can locate 
  e direction of the holy city even on other 
     The Roman Catholic Church still bases 
  the Himalayan 
  ountains.  For followers of the Hindu faith, 
  ch as the Ganges River have 
  etfall” marks the establishm
  th
   
       “Christmas” is a major holiday in the 
  Union of Sol.  By the 26th century, the 
  holiday only has a religious meaning to 
  those of the Christian Faith.  It became so 
  commercializ
  celebrate it in some way.  It remains a day 
  of gift-giving and family togetherness. 
   
  R
      
  original religions, and over one-third of the 
  Solar population still practices Old Earth 
  religions.  For some Old Earth religions, 
  Earth remains a major symbol of faith.  
  People who practice the Islamic faith are 
  still expected to pray towards Mecca five 
  times a day.  A special device is sold to 
  Muslim
  th
  worlds.  Pilgrimages to Mecca are still a 
  major part of the faith, bringing millions of 
  people across hundreds of light years for 
  the journey. 
    
  itself in the Vatican City on Earth.  Here, 
  Pope John XXVIII leads the several billion 
  followers of the Catholic faith.  The City of 
  Jerusalem 
  benefited 
  much 
  with 
  the 
  unification of the various global powers in 
  the 21st and 22nd centuries.  Becoming an 
  international city, it was spared from the 
  centuries of conflict over control that its 
  citizens (and monuments) had suffered.  
  Tibetan Buddhism also benefited from the 
  unification of the world in the 21st and 22nd 
  centuries.  Without the control of the 
  Chinese government, the religion found a 
  way to survive and thrive.  The Dali Llama 
  still presides over the faith in 
  M
  places su
  been sectioned off as areas of great 
  cultural importance. 
       A notable portion of the Union’s citizens 
  also practice Humanity Reformationism 
  and the Hatire faith.  Even smaller numbers 
  of Solars adhere to other religious believes, 
  with a relatively small number of atheists 
  compared to religious believers. 
   
  Cultural Preserves 
   
       The Union of Sol is unique among stellar 
  nations when it comes to protecting the 
  past.  On the heavily urbanized world of 
  Earth, many areas have been marked off 
  for cultural or natural preservation.  Areas 
  of natural preservation include: part of the 
  Amazon Rain Forest and African Plains, 
  some of the old North American National 
  Parks, and others.  These places are highly 
  protected 
  and 
  well 
  cared 
  for 
  by 
  terraformers.  Sadly, they cannot be visited 
  by 
  humans 
  in 
  person. 
   
  Historical 
  monuments 
  and 
  other 
  human 
  built 
  structures have also been preserved.  
  Places such as the Great Pyramids, the 
  Acropolis, the Roman Forum, the Forbidden 
  City, the Statue of Liberty (though it is hard 
  to see while surrounded by a massive city), 
  and thousands of others are still in 
  existence and well maintained.  These 
  places can still be visited, but there are 
  strict rules governing visitation, how close 
  one can come to them, etc. 
       Some areas have been built on other 
  worlds to simulate life in a different time 
  period.  People living in these Cultural 
  Preservation Zones try their best to live life 
  as the people did in that time period.  
  Modern laws still apply and some modern 
  technology exists in these areas in a heavily 
  disguised manner. 
   
  Weaponry 
       When humanity settled the stars, they 
  brought weapons with them.  Due to the 
  high population levels within the Union, the 
  w forbids a person to carry offensive 
  without 
  the 
  proper 
  at any 
  itizen 
  can 
  don 
  period-ware, 
  which 
  la
  weaponry 
  documentation.  Exceptions to this rule do 
  exist, however.  Naturally, the military and 
  police forces are always authorized to carry 
  firearms, 
  as 
  are 
  citizens 
  exercising 
  loopholes in the general laws of each 
  planetary government. 
       Solar cultural law often states th
  c
  includes traditional weapons of ancient 
  civilizations.  For example, a Solar citizen 
  that adopts the culture of the American 
  South in the United States Civil War period 
  could conceivably carry a cavalry sword as 
  
   
  part of his attire without violating the law.  
  Improper use of such weapons still results 
   standard punishment by the court 
  s the 
  unlord, 
  is 
  given 
  several 
  ceremonial 
  ile the true power of the state lies 
  today reflects only a shadow of 
  rsonal veto by a two-
   He also 
  ields the supreme power to pardon 
  convicted criminals.  When  all  is  said  and 
  in
  system. 
   
   
  Government 
   
       The Union of Sol is a constitutional 
  monarchy.  The head of state, known a
  S
  powers wh
  with the legislative body of the Union, the 
  Solar Council.  The government is further 
  divided into a judicial branch known as the 
  Supreme Court of the Solar Union. 
   
  Executive 
   
       The Sunlord serves as the single 
  member of the Union’s executive branch.  
  His position is left over from the days of the 
  Terran Empire, when a single emperor and 
  his council controlled all of human space.  
  The position 
  the power it once held.  After the Treaty of 
  Earth in 2312, the people renamed the title 
  and stripped away nearly all of its authority.  
  Although not as powerful as before, the 
  Sunlord still fulfills an important role in 
  Solar society and politics. 
        Sitting upon the Celestial Throne in the 
  Imperial Palace in Kyoto, Japan, the 
  Sunlord serves as the chief ambassador to 
  all other nations and races in the galaxy.  
  He tirelessly represents the people and 
  political stance of the Solar Union.  His 
  duties include calling together the Solar 
  Council for meetings, participating in the 
  formation 
  of 
  major 
  decisions 
  on 
  government 
  policy 
  (which 
  would 
  still 
  happen even in the Sunlord’s absence), 
  and exercising veto power over the Council 
  when necessary.  The Solar Council can 
  also override this pe
  thirds majority vote. 
       The Sunlord also holds an advisory seat 
  on the Solar Council with no voting powers.  
  When absent, he often appoints an advisor, 
  usually his honored successor, to sit in on 
  the decision-making process. 
  w
  Terraforming 
   
       A side effect of the limited borders of the 
  Union of Sol has resulted in the never-
  ending search to solve their overpopulation 
  problem.  
  The 
  most 
  natural 
  answer 
  continues to lie with heavy research into 
  terraformation techniques.  As a result, the 
  Union boasts the highest percentage of 
  habitable worlds of all the stellar nations. 
       The primary problems with terraforming 
  worlds lies in (1) the construction of an 
  atmosphere breathable by humans, (2) 
  reaching a tolerable temperature within the 
  atmosphere, and (3) adapting flora and 
  fauna to thrive in the new ecosystem. 
       The atmosphere problem is usually 
  resolved in a number of different ways.  
  Terraformers 
  can 
  compensate 
  for 
  a 
  planet’s lack of oxygen by unlocking and 
  releasing it from the planet’s crust.  This 
  often releases hydrogen as well, providing 
  water for the planet.  The transportation of 
  vast amounts of water to the surface, often 
  from icy asteroids and moons also accom-
  plishes this important goal.  The next step 
  requires scrubbing the newly created 
  atmosphere to remove poisonous elements 
  or compounds, usually through the use of 
  tailored microbes.  For instance, chlorine 
  can be combined with sodium to form salt.  
  In this fashion, scientists can break down 
  compounds 
  into 
  more 
  manageable 
  components, and eventually sweep them 
  from the atmosphere entirely. 
       Bringing the temperature under control 
  sometimes takes care of itself.  A large 
  amount of water vapor is often left in the 
  atmosphere after stage one, which then 
  condenses into seas or oceans.  This 
  process regulates the planetary tempera-
  ture, forming clouds that help to trap heat. 
       The 
  final 
  stage 
  of 
  terraformation 
  introduces flora and fauna to the newly 
  prepared 
  ecosystem, 
  starting 
  up 
  the 
  oxygen cycle.  Flora sometimes requires 
  alteration to properly adapt to the new 
  environment, especially in those atmo-
  spheres holding a higher N2/O2 content.  
  Fauna is rarely altered, as the Union holds 
  mutants, tailored or otherwise, in high 
  contempt.  Solar citizens always prefer to 
  alter the planet rather than the species. 
  
   
  done, the Sunlord stands primarily as a 
  ceremonial figure and a rallying point for 
  Solar nationalism. 
   
  Legislature 
       Based b
  ss roof of 
  nity Palace in Osaka, Japan, the Solar 
  Each of 
  e eight prefectures in the Union elects a 
  delegates 
  determined 
  by 
  opulation census figures.  This has led to a 
  ond the Council 
   to make and override 
  consideratio
  es do not 
  port directly to the Solar government.  
  , 
  ort 
  to 
  the 
   
  a
   
  eneath the stained gla
  U
  Council truly holds sway over the Union of 
  Sol.  The Council exists as another remnant 
  from Imperial times, once acting as the 
  advisory court to the Emperor.  Today, the 
  Council has transformed itself into the chief 
  governing body of the entire Union. 
       The Council comprises a one-house 
  legislature made up of 100 seats.  
  th
  number 
  of 
  p
  vast 
  gap 
  between 
  representation 
  of 
  second- and third-world systems versus 
  first-world systems.  For instance, delegates 
  from Earth alone control 42 of the 100 seats.  
  In fact, many systems go completely 
  unrepresented.  Nevertheless, the Council 
  still 
  has 
  supreme 
  authority 
  over 
  all 
  planetary governments and even the ruler 
  of the nation himself. 
       The Council elects a Prime Minister to 
  serve as their leader while in session.  His 
  powers do not extend bey
  and he serves only as a mediator between 
  the various delegates.  The Council also 
  elects a cabinet to run the various 
  ministries of the Solar bureaucracy.  These 
  ministries include:  Foreign Affairs, Cultural 
  Affairs 
  and 
  Planetary 
  Preservation, 
  Defense, Transportation, Housing, and 
  Health.  Finally, the Ministry of Science is 
  based out of India, on the grounds where 
  Jeff Sendir first created the stardrive. 
       The Council also retains the powers to 
  declare war, approve and break treaties, 
  make laws, tax the people, create currency 
  (now defunct with the acceptance of the 
  Concord dollar), and
  laws dealing with specific worlds. 
   
  Enforcement 
   
       When a law goes into effect, the various 
  police forces of the Union’s systems serve 
  to enforce it.  Because of logistical 
  ns, the police forc
  re
  Instead, they owe allegiance to the various 
  planetary governments and local leaders of 
  significant cities. 
       The Union also maintains a national 
  investigative body in the Bureau of Internal 
  Affairs.  This group and its agents are 
  charged with tracking down those who 
  commit high crimes such as terrorism
  treason, 
  assassination, 
  smuggling, 
  or 
  kidnapping.  Entrance into the B.I.A. 
  remains quite difficult due to its high 
  standards. 
   
  Judiciary 
   
       The Supreme Court of the Solar Union 
  administers the highest laws of the land 
  from the Great Hall in Kobe, Japan, on 
  Earth.  Here, a board of 15 justices from 
  throughout Solar space hear cases dealing 
  with violation of government laws.  The 
  Court also has the power to decide if a law 
  the Council passes may go into effect 
  according 
  to 
  the 
  Constitution. 
   
  The 
  Supreme Court is the highest authority on 
  legal matters in the Union and their 
  decisions are final. 
       At the planetary level, towns and cities 
  also have their own courts.  Above these sit 
  the district courts spread across the world, 
  which in turn are ruled over by the 
  Planetary Supreme Court.  Each of these 
  judiciary 
  systems 
  also 
  rep
  Prefecture Courts, and finally, the Supreme 
  Court of the Solar Union. 
   
   
  Union of Sol Military 
   
       The Solar Council directly administers
  the milit ry through the Ministry of Defense.  
  The Ministry of Defense elects a council of 
  twelve (three from each branch of the 
  armed services) to handle military affairs.  
  They control all aspects of the armed 
  forces, including the assignment of officers, 
  as well as various missions and goals. 
       Despite these arrangements, the military 
  remains under the firm control of the 
  Council and must obey the will of its 
  appointed  politicians.    They  have  divided 
  
   
  Military Uniforms 
   
       Because the people in the Union of Sol 
  have such a connection to the past, it is 
  natural that certain institutions would be 
  effected in their daily practices.  The 
  military is no exception.  The uniforms of the 
  major branches all reflect different time 
  periods.  The Solar Navy wears dark blue 
  uniforms 
  patterned 
  after 
  20th 
  century 
  western military dress.  The Planetary 
  Defense Forces wear Dark green uniforms 
  based on 19th century Germanic-Prussian 
  dress.  The Solar Marine Corps wear light 
  gray uniforms patterned after the Imperial 
  Japanese military uniforms of the late 19th 
  and 20th centuries.  The Ministry of 
  Intelligence, wears a simple dark blue 
  uniform that appears to look more like a 
  business suit than a military uniform. 
       In addition, commanding officers of 
  ships and military bases may receive a 
  dispensation to wear a uniform reflecting 
  their personally chosen era of cultural 
  identity.  However, the uniform must contain 
  the proper military markings, and must be 
  from an appropriate time period.  A Solar 
  officer could never wear a tribal loincloth or 
  a suit or medieval armor, but an American 
  Confederate Civil War uniform or British 
  WWI pilot uniform would almost assuredly 
  find acceptance. 
   
  the military into four distinct branches: The 
  Solar Marine Corps, The Solar Navy, The 
  Planetary Defense Force, and the Union 
  Ministry of Intelligence.  All branches of the 
  military generally use a style of uniform 
  from the 19th or 20th centuries and a similar 
  ranking system.  Certain officers can 
  receive special dispensations for unique 
  e to the 
  eople of the Union.  The Union of Sol by no 
  gest navy in the Stellar 
  ing, hence their “C” grade ranking 
  the Union. 
  ing some vital conquests in 
  huldan space. 
  s considered a position of 
  restige to serve in the Solar Navy.  Many 
  Thuldan border. 
  ter, they would be 
   charge of invading some of the worlds of 
  e Expansion Pentad nations, including the 
  Thuld
  o means the most prestigious of the 
  cultural uniforms. 
   
  Solar Navy 
   
       The Solar Navy is the branch of the 
  military that brings the most prid
  p
  means has the lar
  R
  according to the 27th edition of Fighting 
  Ships.  Regardless, their citizens reserve a 
  special love and idealized vision of the 
  Solar Navy that comes from long and 
  drawn out conflict with the Thuldan Empire 
  during GW2.  After all, the StarMech 
  Collective was ravaged by the Thuldan 
  onslaught, not so 
       During the 2nd Galactic War, the Solar 
  Navy had to defend an area of space 
  almost entirely encircled by hostile nations.  
  It not only held its ground against the much 
  larger navies of the Thuldan Empire, but 
  actually managed to aid in pushing back 
  the Expansion Pentad and expanded the 
  Solar border by some 20% by the war’s 
  end, includ
  T
       Today, it i
  p
  families send their children to the various 
  naval academies to begin their life of 
  government service.  The navy itself is 
  divided into ten task forces, each headed 
  by one of the Union’s ten fortress ships.  
  Each of the Eight Prefectures is guarded by 
  a fleet.  Of the other two fleets, one is linked 
  with the flagship and largest fortress ship in 
  the fleet, the U.S.S. Kiku.  The last fleet is a 
  special 
  operations 
  fleet 
  assigned 
  to 
  wherever it is needed most.  Usually, it is 
  placed on the Solar-
   
  Solar Marine Corps 
   
       The Marines stand as the invasion force 
  of the Solar Military.  During the 2nd Galactic 
  War, they were in charge of reclaiming the 
  worlds the Expansion Pentad had claimed 
  from the Union of Sol.  La
  in
  th
  an Empire itself.  The Marines are by 
  n
  military branches, but are among the most 
  loyal to their cause and the proudest of who 
  they are.  There are very few members of 
  the Solar Nobility who wish to lead the 
  Marines into battle, and this suits the 
  Marines just fine. 
   
  Planetary Defense Force 
   
       The Planetary Defense Force (PDF) is the 
  standing army of the Union of Sol, acting as 
  the main line of defense on every world.  
  
   
  Because the Union has by far the highest 
  opulation amongst the stellar nations, they 
   
  into 
  several 
  internal 
  ureaus, each assigned a specific task.  
  ndles the elite special 
  rces and covert missions groups.  The 
  ntities of the members of 
  I06 are kept secret, and are only known 
  p
  have a large body of able-bodied citizens 
  from which to recruit. 
       The Planetary Defense Force acts as the 
  general defense militia of every world.  
  Recruits generally stay on the planet they 
  are drawn from, but may be called away for 
  duty.  In the case of the 2nd Galactic War, 
  members of the PDF were called to aid in 
  the defense or invasion of another planet.  
  The PDF should not be mistaken for merely 
  a standard garrison force.  They are well 
  trained and equipped, and act as the bulk 
  of all Solar infantry maneuvers.  During 
  GW2, they were the main reason the Union 
  was able to occupy and hold so many 
  planets.  The right training and equipment, 
  combined 
  with 
  sheer 
  numbers 
  is 
  a 
  wondrous thing indeed. 
   
  Union Ministry of Intelligence 
   
       The smallest and most mysterious of all 
  the military branches, the Union Ministry of 
  Intelligence acts as the espionage branch 
  of the Solar Military and for the Solar 
  government.  They are a highly secretive 
  group, in charge of the collection and 
  correlation of intelligence from the various 
  stellar nations. 
       It 
  is 
  divided
  b
  There are ten separate divisions of the 
  Ministry of Intelligence.  For instance:  MI01 
  is the administrative division in charge of 
  assigning tasks to field agents.  MI02 
  oversees intelligence analysis.  MI03 is in 
  charge of Grid-based espionage.  MI04 is 
  in charge of internal threats.  MI05 studies 
  the technological advancement of other 
  nations.  MI06 ha
  fo
  names and ide
  M
  by the highest military officials.  MI07 
  regulates weapon procurement.  MI08 
  oversees 
  economic 
  assessment 
  and 
  industrial espionage.  MI09 polices the 
  Union’s mutant population, keeping tabs on 
  the current population and bringing down 
  dangerous mutant criminals.  MI10 is a 
  secret. 
  Solar Fleets 
   
       The following is a listing of the fleets of 
  the Solar Navy and their corresponding 
  areas of operation. 
       For a clearer understanding of precisely 
  where the fleets are posted, reference the 
  Union of Sol map found on page 149 in the 
  current chapter for your convenience. 
   
  Flag Fleet 
       Fortress Ship USS Kiku 
       Sol Prefecture / Special Assignment 
   
  1st Fleet 
       Fortress Ship USS Alexander 
       Sol Prefecture 
   
  2nd Fleet 
       Fortress Ship USS Atlantis 
       Atlantea Prefecture 
   
  3rd Fleet 
       Fortress Ship USS New York City 
       Peloponnesia Prefecture 
   
  4th Fleet 
       Fortress Ship USS Sun Tzu 
       Kentares Prefecture 
   
  5th Fleet 
       Fortress Ship USS Tigris-Euphrates 
       Perseverance Prefecture 
   
  6th Fleet 
       Fortress Ship USS Montezuma 
       Pacifica Prefecture 
   
  7th Fleet 
       Fortress Ship USS Sidney 
       Aurora Prefecture 
   
  8th Fleet 
       Fortress Ship USS Kilimanjaro 
       Gatanita Prefecture 
   
  9th Fleet 
       Fortress Ship USS Victory 
       Special Operations 
   
       “I would gladly give my life serving Sol.” 
  - Cestre Gatanita, 2500 
  
   
  Power Players of the 
  Union of Sol 
   
  Union Concerns 
   
  Princess Cestre Gatanita 
       Princess Cestre (Hf/Solar/DFA-13) is 
  known for being one of the most attractive 
  women in Stellar Ring politics.  She stands 
  at 1.6 meters and has a mix of European 
  and Asian features.  At age 26, Cestre 
  Gatanita is the youngest of four children in 
  the royal family.  Her brother Takeshi is the 
  admiral of the fourth fleet, her sister 
  Allehandra leads the eighth fleet, and her 
  brother Hideki is the governor of Tau Ceti 
  IV.  The success of her siblings has lead 
  Cestre to be quite ambitious in her life.  The 
  result of this has been that her father, 
  unlord Acron Gatanita, has selected her 
     She shows a high level of intelligence at 
  n can compete with them.  
  o
  o
  e seen as the defender of the Sol 
  system itself.  He commands this fleet not 
  from the flag
  ut from his 
  wn ship the super-dreadnaught USS 
  rict adherence to the 
  and 
  hips.  Because the Kiku is the ship of the 
  times of war, he sees it as the 
  ving 
   strong dislike of the Thuldan Empire and 
  ke to see nothing more than a 
  ttack and 
  reat once and for all.  He 
   willing to ally with any nation, even the 
  cord, to do so. 
  i 
     As Prime Minister of the Solar Council, 
  ei 
  (Hm/Solar/DTO/15) 
  has 
  an 
   He is 
  rnment but not 
  e leader of the Solar people.  He leads 
  he scenes, never having to work 
  the Sunlord 
     Zhen Pei is an ambitious man who 
  to the cultural ideas of ancient Han 
  n of 
  es to somehow 
  liminate the ceremonious rank.  However, 
  the people of the Union hold the 
   has an 
   not wish to achieve 
  is goal through violent means, but rather, 
  s to someday unite parliament 
  is comes into 
  he goals of Princess 
  estre, the future heir to the Solar throne.  
  e been known to come into conflict 
  unlord Acron Gatanita 
   Gatanita (Hm/Solar/DFA/22) has 
   a century.  In 
   what it means to be 
   citizen of the Union of Sol.  He is well 
  in the ecological and
  of worlds.  He has ruled through much of 
  S
  as his heir. 
    
  her young age, and is fluent in four 
  languages:  Japanese, Galactic Standard, 
  Latin, and Thuldan.  Though she is highly 
  educated in her own Japanese heritage, 
  Cestre is obsessed with the cultures of 
  other nations.  She believes that the more 
  she understands the other nations, the 
  better the Unio
  Cestre has many l fty g als for the Union 
  when she takes power, which is expected 
  within 
  the 
  decade. 
   
  She 
  hopes 
  to 
  reestablish the Union as a leader in 
  Galactic politics.  She also hopes to bring 
  the 
  other 
  nations 
  together 
  against 
  aggressors such as the Thuldan Empire. 
   
  High Admiral Ojore Madubuike 
       Standing almost 2.3 meters in height, 
  High Admiral Ojore Madubuike (Hm/-
  Solar/TO-0) is a naturally imposing person.  
  Ojore is a veteran of the 2nd Galactic War’s 
  Thuldan front, where he received heavy 
  scarring to his face from an electrical fire.  
  Madubuike has faithfully served his nation 
  for nearly sixty years, and commands 
  considerable influence in the court of the 
  Sunlord. 
       He is the commander of the Flag fleet, 
  the personal fleet of the Sunlord, and is 
  therefor
  ship USS Kiku, b
  o
  Yamato. 
   
  His 
  decision 
  to 
  use 
  the 
  dreadnaught rather than the fortress ship 
  comes from his st
  Roman ideals of Dignitas.  Under this 
  concept, one must lead on his own and 
  gather the respect of others through power.  
  In the 26th century, this includes comm
  s
  Sunlord in 
  Sunlord’s ship and not his own. 
       Admiral Madubuike is known for ha
  a
  would li
  rearming of the Solar Navy to a
  end the Thuldan th
  is
  Galactic Con
   
  Prime Minister Zhen Pe
    
  Zhen 
  P
  interesting position in Solar society. 
  the head of the Solar gove
  th
  behind t
  within the ceremony that 
  receives. 
    
  adheres 
  China.  He believes that the positio
  Sunlord is useless, and hop
  e
  because 
  Sunlord in such high regard, he
  uphill battle.  He does
  th
  he hope
  behind him in this goal.  Th
  sharp contrast with t
  C
  Both hav
  at the Solar Council. 
   
  S
       Acron
  ruled the Union of Sol for over
  his time, he has defined
  a
  educated in the customs and cultures of 
  other stellar nations and has a strong belief 
   historical preservation 
  
   
  the 
  the 
  Galactic C
  , and the 
  recent peri
  ugh seen 
  s a good ruler, the long years have tired 
  litical atmosphere of 
  e Solar Council, and he wishes to retire.  
  izes the time has 
  n
  e Stellar Epoch, the most 
  er 
  f the Union.  Located in the North 
  n the New 
  ,
  o conduct financial transactions.  
  Second Galactic War, the rise of 
  oncord as a power
  od of rebuilding.  Tho
  a
  him of living in the po
  th
  At the age of 150, he real
  come to ha d over rulership to someone 
  else.  To this end, he has groomed his 
  youngest daughter Cestre as his heir.  
  Acron is still a strong man and a fair ruler, 
  and plans to slowly transfer power to his 
  daughter in the next decade. 
   
  Karen Michaels 
       As the diplomatic assistant to Sunlord 
  Gatanita, Karen Michaels (Hf/Solar/DFA14) 
  must devote her life to her job.  That is, she 
  must constantly put up with the whining and 
  machinations of foreign diplomats on a 
  day-to-day basis.  She resides in a top level 
  suite of th
  expensive hotel in Paris, France.  This way, 
  she 
  can 
  keep 
  close 
  to 
  the 
  foreign 
  embassies throughout the city. 
   
  New York Interstellar Stock Exchange 
       New York City has been a financial 
  center on Earth since the early twentieth 
  century.  After the colonization of other 
  worlds and star systems, the New York 
  Stock Exchange became the New York 
  Interstellar Stock Exchange (NYISE) and 
  continues to hold a dominant role as a 
  trade center. 
       Though there are many other stock 
  exchanges on Earth and in the Union, the 
  NYISE is perceived as the financial cent
  o
  American Province on Earth, i
  York City Megalopolis, the NYISE stands as 
  a monument to capitalism which even the 
  Rigunmors admire.  Built on the site of the 
  original stock exchange  the structure 
  towers above the skyline and is constructed 
  on the model of a traditional columned 
  bank design.  Here, all stellar nations may 
  have a place to buy and sell stock.  Due to 
  its central location, the NYISE is a preferred 
  location t
  Solars 
  take 
  pride 
  in 
  the 
  historical 
  significance of New York City as a trade 
  center and see the NYISE as a form of 
  cultural preservation. 
  Solar Architecture 
   
       Architecture throughout Old Space is 
  quite varied from world to world.  The Union 
  of Sol is no exception to this rule.  The 
  Union has many of the oldest colonized 
  worlds in the Stellar Ring.  Many cities 
  have, at their heart, the original structures 
  from the first colonists.  An example of this 
  is the city of New Home on Tau Ceti IV.  In 
  the middle of this modern city, a person can 
  find a small grouping of prefabricated one 
  story structures with the words “Indo-
  African League Colonial Authority” written 
  on the sides.  Modern Solar structures have 
  an odd mix of modern construction and 
  technology 
  with 
  older 
  historical 
  appearances.  It is not uncommon to see a 
  building that is several hundred stories high 
  with 
  neo-gothic 
  elements 
  such 
  as 
  gargoyles, 
   and stained glass 
  arches,
  windows.  In a city on the world of Abydos, 
  one can find an arcology built to look like 
  an Egyptian pyramid.  While the Solars see 
  this unique approach to architecture as 
  part of their attempts to preserve the Old 
  Earth cultures on the colony worlds, it 
  should be noted that not all structures are 
  constructed with a historical era in mind. 
   
  Boren-Tsurumaki Terraforming Ltd. 
       Formed during the Imperial Era as a 
  small 
  biochemical 
  company, 
  Boren-
  Tsurumaki Terraforming Ltd. has become 
  the largest terraforming corporation in the 
  Union.  Due to the fact that the Solars have 
  limited borders and have the highest 
  population of all nations, they have learned 
  to make due with the worlds they possess.  
  Therefore, the Union of Sol benefits from 
  the most advanced terraforming technology 
  in the Stellar Ring.  B-TTL stands at the front 
  of many other terraforming corporations 
  cated in Solar space. 
  d with the Union 
  lo
       They have contracte
  government for many of the most important 
  terraforming projects including the Beta 
  Cygni system.  Because of its importance to 
  the Union, B-TTL carries weight in the Solar 
  Council.  CEO Sandra Brhezlov (Hf/Solar/-
  DTO/15) holds a seat on the Council, duly 
  elected from the Atlantea Prefecture.  Her 
  company is well known for its large number 
  
   
  of lobbyists floating around the Council 
  chambers.  Some say the Union’s never-
  ending environmentalist trend can be 
  traced back to B-TTL and its strong 
  lobbying power. 
   
  Hideki Gatanita 
       The first child of Sunlord Acron Gatanita, 
  Hideki (Hm/Solar/DFA-14) was given the 
  governorship of Tau Ceti IV, one of the most 
  populated and powerful planets in the 
  Union.  As the oldest child, Hideki is furious 
  that Acron has named his younger sister 
  estre as the heir.  He is the eldest sibling, 
  e the next Sunlord.  To this 
  he Fraal 
  olar 
   Union of Sol still enjoys the 
  Stellar
  e 
  mount of distain for the Republic for 
  t at the 
  C
  thus he should b
  end, he works through intermediaries on 
  Earth to undermine Cestre’s political works.  
  If she is perceived to be inept enough, 
  perhaps his father will have to choose 
  another heir.  Hideki has recently been 
  approached by agents of Prime Minister 
  Zhen Pei who have expressed interest in 
  helping him embarrass his sister.  But at 
  what price? 
   
  T
       The Fraal hold a unique position in S
  society.  The Union itself is not very 
  accepting of aliens in its government, yet 
  Fraal seem to be the exception.  This is 
  partly due to the fact that the Fraal have 
  been living with humans for nearly half a 
  millennium.  And while the majority of fraal 
  have joined the Orion League over the 
  centuries, the
  second highest fraal population among the 
  Stellar Nations. 
   
  The Historical Preservation Society 
       Easily 
  among 
  the 
  most 
  outspoken 
  groups of lobbyists in the Solar Council, the 
  Historical Preservation Society (HPS) is 
  dedicated to saving the remains of old 
  Earth civilizations from modern industrial 
  projects.  Recently, several acres of land 
  once held as ancient Mayan holy sites were 
  paved over and developed into high-rise 
  urban housing.  The natural result is that 
  HPS is crashing down the doors of every 
  Councilman who will listen in order to save 
  the rest of the surrounding land from 
  destruction. 
   
   Nations 
   
  Austin-Ontis Unlimited 
       Although they were allies in the Profit 
  Confederation, the Solars do not currently 
  have a warm relationship with Austrin-
  Ontis.  While the military purchases from 
  the Austrins is an acceptable expense, the 
  Solars are trying to wean themselves away 
  from A-O as a weapons supplier now that 
  their wartime discount is gone.  They do, 
  however, plan on continuing to import vast 
  amounts of food. 
       Perhaps the Solars biggest concern with 
  Austrin-Ontis is their growing competition in 
  the field of terraforming.  Should the 
  Austrins ever surpass them in this field, the 
  Union could stand to loose trillions of 
  dollars per year. 
   
  Borealis Republic 
       The Union of Sol has never had very 
  close ties to the Borealins.  Even during 
  GW2 they concentrated more on the 
  Thuldan and Hatire fronts, leaving their 
  Rigunmor allies to battle the Republic.  As a 
  result, there has never been any true 
  animosity 
  between 
  the 
  two 
  nations, 
  although the Solars do reserve som
  a
  underestimating the Thuldan threa
  beginning of the war.  Healthy trade exists, 
  and the only point of contention is the 
  growing Solar interest in the interstellar 
  entertainment industry. 
   
  Hatire Community 
       Due to its close ties with the Thuldan 
  Empire, the Hatire Community has a very 
  low standing view within the Union.  They 
  are by no means against the religion of the 
  Cosimir, but see this nation as a puppet of 
  the Thuldan Empire.  However, given the 
  Union’s 
  overpopulation 
  problems, 
  they 
  purchase immense amounts of food from 
  the Hatire Community. 
   
  Insight 
       The Solars tend to stay neutral on the 
  status of Insight.  The fledgling nation 
  refuses to closely ally with any nation to 
  date, and the Union has other concerns.  
  Still, the Solar Council has been known to 
  
   
  purchase Grid upgrades from the Inseers, 
  while Insight has used a bit of Solar 
  technique in repairing damaged worlds of 
  the former Dreth Commonwealth. 
   
  Nariac Domain 
  ere nominal opponents of 
  cord.  Trade remains relatively 
  ealthy. 
   GW2. 
   have kept a high level of 
  lations ever since, largely due to their 
  mutual hatred of the Thuldan Empire.  The 
  number of ships of 
  tarMech design and construction. 
  , and the Union is no 
  xception.  They do share one major 
  gh. 
   
  Both 
  nations 
  egis 
  ations, the Union of Sol 
  n of Sol’s primary 
  ilitary base in the Verge.  Since the world 
  tes received its independence from 
       The Nariacs w
  the Second Galactic War, troubling the 
  Solar border often.  Despite this, the Solars 
  reserve their hatred for the Thuldans, and 
  like to keep their options open.  They have 
  opened a modicum of trade with the 
  Domain, which seems to be pressing for 
  closer ties.  It remains to be seen what the 
  Sunlord may choose to do. 
   
  Orion League 
       The Union and the League have never 
  suffered from poor relations outside the 
  war.  Both nations are naturally diplomatic, 
  and swiftly made attempts to heal the 
  wounds of GW2.  The only subject of 
  tension is the strong Orion support of the 
  Galactic Con
  h
   
  Orlamu Theocracy 
       The Solars and Theocracy have a 
  generally neutral relationship.  The Union 
  does not agree with the Orlamu tendency to 
  support the Concord, but nevertheless 
  maintains trade and diplomatic relations.  
  The Union does not purchase a large 
  amount of Orlamu stardrives, however, as 
  they have continued their stardrive trade 
  agreement with the StarMech Collective 
  from the years of
   
  Rigunmor Star Consortium 
       Relations between the Solars and the 
  Rigunmors have grown increasingly cold 
  since the Treaty of Concord.  This is mainly 
  due to the competition of the two nations as 
  prime 
  interstellar 
  financial 
  centers.  
  Nonetheless, 
  both 
  nations 
  maintain 
  diplomatic and trade ties, and may well ally 
  again should a Third Galactic War erupt. 
   
  StarMech Collective 
       The Starmechs have been allies with the 
  Solars since the Second Galactic War.  
  Both nations
  re
  Solar fleet fields a 
  S
   
  Thuldan Empire 
       Thuldans 
  and 
  Solars 
  have 
  a 
  longstanding history of enmity with each 
  another.  Having been major opponents in 
  two galactic wars has caused the two 
  nations to have little diplomatic or trade 
  contact.  Though oddly enough, both 
  nations have a similar dislike of the 
  Galactic Concord. 
   
  VoidCorp 
       Though they were enemies in GW2, the 
  Solars and VoidCorp share a decent level 
  of trade.  The colossal economy of the 
  corporate nation reaches to every corner of 
  the Stellar Ring
  e
  connection, 
  thou
  constantly hassle the Galactic Concord. 
   
  Galactic Concord 
       The Union of Sol is one of the Concord’s 
  antagonists.  They feel cheated of what they 
  believe to be their natural position as 
  galactic mediators.  The Union likes to 
  remind the Concord of this at all times, and 
  is often quite disruptive and arrogant in the 
  Galactic Consulate. 
   
   
  Verge Concerns 
   
  A
       Like all stellar n
  has interests in the Aegis System and 
  Bluefall.  They hold one island on the 
  planet, Polnesia, serving as their embassy.  
  The Solars use the Aegis system to exert 
  their influence in the Verge attempting to 
  usurp the role of the Galactic Concord. 
   
  Lucullus 
       Lucullus is the Unio
  m
  of Pena
  the Union, the Solars no longer attempt to 
  exert any control over the former colony.  
  Still, the Union remains a powerful force in 
  the system, interacting with the Barons of 
  Lucullus on a regular basis, good or bad. 
  
   
  Oberon 
       Having nearly no significant holds in the 
  Verge, the Union of Sol would like nothing 
  better than to bring the rhodium rich state 
  f Lison into its fold.  They remain among 
  to have good relations with 
  o
  the few nations 
  the paranoid state.  The system exemplifies 
  why the Solars entered the Verge in the first 
  place, wealth and open territory. 
   
   
   
  Katrina Gatanita 
   
       Acron Gatanita has served as Sunlord of 
  the Union of Sol for over a century.  When 
  he retires, his daughter Cestre will become 
  the first female Sunlord.  His sons, nieces, 
  and nephews all hold powerful positions in 
  the Union.  But where is his wife?  Most 
  Solars don’t mention her name anymore. 
       Katrina Gatanita was a shining star.  A 
  loving wife and doting mother, her grace 
  and beauty were beloved by the people of 
  the Union.  But in 2464, her untimely death 
  rocked the people of Sol to the core.  While 
  taking a private trip to the Australian 
  Province on Earth, Katrina’s shuttle crashed 
  into the coral reefs surrounding the 
  continent, taking all hands with it. 
       Technical malfunction was announced 
  as the official cause of death, although 
  many suspected Thuldan sabotage as the 
  cause.  Sunlord Acron refused to tarnish his 
  wife’s memory by giving the Thuldans the 
  satisfaction of an accusation. 
       Following Katrina Gatanita’s death, High 
  Admiral 
  Madubuike 
  made 
  numerous 
  bloody forays into Thuldan territory, in a 
  personal effort to honor her.  To this day, 
  she remains one of the Union’s most 
  beloved and melancholy heroes of GW2. 
  Solar Conquests: 
  Chrysanthemum Imperium 
   
       The Chrysanthemum Imperium once 
  bordered 
  the 
  nations 
  of 
  the 
  Hatire 
  Community, Union of Sol, and the Delavan 
  Autonomous Region.  Displeased with the 
  Terran Empire, they broke away during 
  GW1 and gained recognition by the Treaty 
  of Earth.  They were closely tied to 
  Japanese culture, and thrived for a time as 
  a commerce center between the three 
  nations they bordered.  It did not last. 
       When the Second Galactic War erupted 
  in 2346, and the conflict widened into a free-
  for-all 
  among 
  the 
  various 
  interstellar 
  powers, 
  the 
  Imperium 
  seized 
  the 
  opportunity, claiming a few systems from 
  the 
  neighboring 
  Autonomous 
  Region.  
  Imperium leaders knew they would be 
  among the Solars’ first targets, and desired 
  additional resources to mount a defense. 
       Historians suggest the Union coveted the 
  Imperium’s vital trade routes, or perhaps 
  saw the nation as small and weak by 
  comparison.  The Imperium also became a 
  target of conversion-by-the-sword tactics 
  via Hatire Crusaders as Delavan territory 
  continued to fall.  Caught between these 
  two superior powers, the Chrysanthemum 
  military became stretched to the limit.  Their 
  remaining neighbor, and one-time victims, 
  the Delavans, also suffered under Hatire 
  assault and refused to spare the Imperium 
  any aid or ally against their common foe. 
       By 2349, the Imperium’s flag ship, the 
  fortress ship CIS Mempo, was destroyed by 
  the 3rd Solar Fleet.  In 2351, their only other 
  fortress ship, the CIS Tora, fought a last 
  ditch effort to defend the Imperium’s capital 
  system.  Following the total military victory, 
  the Union of Sol absorbed the Imperium 
  into its territory.  When the war ended over 
  a century later, the Chrysanthemum culture 
  had all but disappeared.  Now, almost thirty 
  years after the Treaty of Concord, they exist 
  only as a lesson in Solar history books. 
       Those rare heroes descended from the 
  Chrysanthemum 
  Imperium 
  have 
  an 
  appreciation for fine culture.  At no cost, 
  gain for free, with a –1 bonus to specialty 
  skill 
  uses, 
  either 
  the 
  Creativity 
  or 
  Entertainment broad skills. 
  
   
   
   
   
  
   
  The USS Yamato 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  USS Yamato 
  Yamato Class (Super) Dreadnought 
   
  Target Modifier:  -5 
   
  Armor:  LI d8+3/ HI d8+3/ En d8+3 
  Crew Quality:  Veteran 
  Toughness:  Super Heavy  
   
   
   
   
   
  Crew Check:  14 
  Maneuverability:  1 
   
  Acceleration:  3  
   
   
  Total Crew:  6400 hands 
   
  Stun:  200 
   
  Wound:  200 
   
  Mortal:  100 
   
  Critical:  50 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Weapon  
   
  Range    Acc 
  Type 
  Grade 
      Modes 
  O/G/A Damage  
   
  Fusion Bore 
   
  5/10/15    +1*       En       Super Heavy   F                 3d6m / 3d4c / 3d6c  
  Fusion Beams 
   
  3/6/12    -1* 
   En 
  Medium      F/G             d12+2w / d12+4w /d8+5m 
  Heavy Plasma Beams 
  2/4/8 
     -2* 
   En 
    Light      F/G             d8+2w / d12+2w / d8+2m 
  Heavy Mass Cannons 
  2/4/6 
     -2* 
   LI 
    Light      F/G             2d6s / 2d6w / 3d6w 
  Plasma Torpedoes 
  3/6/9 
     -1* 
   En 
   Heavy        F 
              3d6s / 3d6w/ d8+3m 
  Ordinance Cell Arrays        
   
  Statistics are as per missile type 
   
  *Taking into account the fire control systems 
   
  
   
  TYPE 
  SYSTEM 
  HULL POINTS 
  POWER POINTS 
   
   
  6400 (+3200)  
  Hull: 
  Super Dreadnought 
   
   
  Armor: 
  Super Heavy Neutronite 
  1280 
  0 
  Power: 
  6 Mass Reactors 
  1500 
  0 
   
       (each rated for 875 power points) 
   
   
   
       (Total of 5250 power points) 
   
   
  Engines: 
  Induction Engines 
  640 
  640 
  FTL: 
  Stardrive 
  320 
  960 
  Life Support: 
  160 Autosupport Units (whole ship) 
  160 
  160 
   
  320 Recycler Units  (6400 people) 
  320 
  320 
  Accommodations: 
  230 Crew Bunkrooms 
  690 
  0 
   
       (4608 enlisted) 
   
   
   
  192 Crew Quarters 
  384 
  0 
   
       (1152 enlisted) 
   
   
   
  86 Officers Quarters 
  172 
  0 
   
       (512 officers) 
   
   
   
  64 Officer Staterooms 
  128 
  0 
   
       (128 officers) 
   
   
   
  4 Troop Bunkrooms 
  12 
  0 
   
       (80 Marines) 
   
   
  4 Troop Quarters 
  8 
  0 
   
       (20 Ma
   
   
  Defenses: 
  Deflection Inducer 
  320 
  640 
   
  Repair Bot Damage Control System 
  320 
  320 
   
  6 Jammers 
  6 
  6 
   
  Stardrive Scrambler 
  64 
  128 
  Weapons: 
  1 Turret Fusion Bore 
  75 
  75 
   
  12 Double-Turret Fusion Beams 
  336 
  360 
   
  20 Triple-Turret Heavy Plasma Beams 
  400 
  480 
   
  30 Double-Turret Heavy Mass Cannons 
  270 
  360 
   
  22 Plasma Torpedoes 
  220 
  330 
   
  20 Ordinance Cell Arrays 
  200 
  400 
   
  500 Extra Ordinance Cells 
  500 
  0 
   
  30 Point Defense Guns 
  30 
  0 
  Command: 
  Flag Bridge 
  3 
  0 
   
  2 Secondary Command Decks 
  20 
  0 
  Communications: 
  5 Mass Transceivers 
  5 
  5 
   
  6 Laser Transceivers 
  6 
  6 
   
  6 Radio Transceivers 
  3 
  6 
   
  Drivesat Communications Relay 
  150 
  300 
  Sensors: 
  Drive Detection Array 
  80 
  120 
   
  Mass Detectors (12 arcs) 
  6 
  6 
   
  Multiband Radars (12 arcs) 
  6 
  12 
   
  Spectroanalyzers (12 arcs) 
  12 
  12 
   
  IR Detectors (12 arcs) 
  6 
  0 
   
  Ladar (8 arcs) 
  8 
  8 
   
  rines) 
  
   
  Computers: 
  Computer Core, Good 
  32 
  32 
   
  Tactical Control, Good 
  1 
  0 
   
  Navigational Control, Good 
  1 
  0 
   
  Sensor Control, Good (all sensors) 
  6 
  0 
   
  Fire Control, Good (all weapons) 
  103 
  0 
  Hangars: 
  Hangar Bay 
  80 
  0 
   
  Docking Clamps (1000 hull point capacity)
  200 
  0 
  Miscellaneous: 
  8 Airlocks 
  8 
  0 
   
  10 Boarding Pods 
  20 
  0 
   
  10 Brigs (40 man capacity) 
  20 
  0 
   
  5 Cargo Holds (500 square meters) 
  15 
  0 
   
  Evacuation System  (whole crew) 
  34 
  0 
   
  Fabrication Facility 
  4 
  2 
   
  24 Security Suites   (2400 coverage) 
  60 
  60 
   
  6 Sick Bays  (12 capacity each) 
  36 
  0 
   
  Stabilizer 
  320 
  320 
   
   
   
   
  Totals: 
   
  9600 
  6068 
   
   
   
  (5108 w/out stardrive) 
   
   
       In 2450, the Union of Sol enjoyed 
  moderate success during the war.  The 
  navy petitioned the construction of another 
  command ship to improve operations on 
  the Thuldan front.  The plans originally 
  alled for another fortress ship, but though 
  olar economy could not 
  ense undertaking.  But 
  o, maybe three, dreadnoughts. 
  iter-c
  ss dr
  ould have strengthened the fleets on the 
  front
  High
  O re 
  adubuike 
  discarded 
  the 
  idea. 
   
  A 
   the c
  iliti
   
  d p rposes
   Kiku too far away from
   f
  ended 
  tea
  o
  io
   
  ard m del.  It
  eadnought and fortress ship.  Although 
  e USS Yamato came out of dry dock in 
  2460, it 
  so doomed to be the la
  ind.  Without the driving need of war with 
  the Thuldan Empire, the Union of Sol 
  denied its navy the funds necessary to build 
  more super dreadnoughts. 
   
       To this day, the Yamato continues to 
  occupy an interesting position.  While the 1st 
  Prefecture, the Flag Fleet merely spends 
  most of its time there.  The flagship Kiku 
  never strays far from the Sol system itself, 
  and never leaves the Prefecture.  As a 
  the F
  to 
   
  Ojore 
  Madubuike 
  spends 
  more 
  time 
  Yamato tha
  aboard the 
  Kiku, preferring to leave the Sunlord’s ship 
  /Solar
   of the
  of Sol 
   but I 
  heir 
  ry planet and system I 
  tled.  So yes, they scarred me, but in the 
  depths of their souls, I wounded them far 
  worse.” 
  - H
  re M
  Academy, 2495 
  c
  the nation performed quite well in the 
  Fleet is permanently assigned to the Sol
  military sense, the S
  support such an imm
  they did have the resources to build at least 
  tw
   
  member of 
  lag Fleet, the Yama
       While the addition of two or three 
  becomes the de facto command ship when
  Hyperion- or Jup
  la
  eadnoughts 
  away from the Sol Prefecture.  High Admiral 
  w
  Thuldan 
  , 
   
  Admiral 
  jo
  aboard 
  n he does 
  M
  Hyperion- or Jupiter-class vessel could not 
  under the command of Admiral Jonathon
  live up to
  apab
  es of a fortress ship 
  Gatanita (Hm
  /TO-11), a cousin
  for comman
  u
  , and he could not 
  Sunlord, while he patrols the Union 
  take the USS
   Sol 
  from his personal super dreadnought. 
  and the surrounding systems or ext
  Ins
   
  periods of time.  
  d, he c mmiss
  ned
  “Yes, the Thuldans scarred my face,
  on their ships, on t
  the design of a new class of dreadnought, 
  wice the size of the stand
  o
   was 
  left my mark 
  soldiers, on eve
  t
  to be the first of a line of ships between 
  bat
  dr
  th
  was al
  st of its 
  k
   
   
   
  igh Admiral Ojo
  adubuike, at 
  the Solar Naval 
  
   
  Major Systems of the Union 
  Union of 
  nique 
  osition among the
  rmer Terran Em
  or 49 ye
  First 
  tic War.  At t
  of the Union 
  system
  e birthplace of a
  olars never allow 
  e
  y 
  mong the stars, h
  now 
  nds itself threatened with finite borders 
  nd overpopulation
  lony 
  orlds have beco
  ty-
  lanets, stuffed wi
  ns of 
  entients.  What b
   
  dventure? 
     The 
  systems 
   
  are 
  escribed in gener
  re 
  xpected to flesh them out at their own 
  iscretion for more 
   use; 
  opulation break-d
  y and 
  s. 
  ol 
     The Sol system r
  tellar Ring, at the
  avigation 
  for 
  lthough disputed 
  nd Austrin-Ontis Unlimited, the Union 
  onsiders Sol the
  efended system in
  he presence of nu
  tors an
  ts dot the 
  dition t
  lag Fleet and the f
  it
  .  
  ikewise, the class G2 star serves as the 
  ub of commerce 
  .  
  ountless vessels p
  stem carrying on with business 
  entures of every kin
  ercury 
     The closest pla
   
  mains utterly unin
  , though 
  serve   
   
  research concerning the terraformat
   of 
  n worlds during the 22nd and 23rd 
  mil
  , Mercury previ usly 
  housed numerous mining operations in the 
  early days of the Terran Empire.  Lon
  d 
  nd abandon
  ese installation
  e 
  raded into molten ruins.  Only an 
  mated satellite orbits this worl
  w, 
  sending back s
  r data to the 
  naval base. 
   
  Venus 
   
       Holding significantly more plan tary 
  mass than Mars, Venus was the first 
  terraformed world in the Terran Empire.  
  Although it took several decades, the olar 
  Union slowly siphoned the green
  se 
  gases in the atmosphere to tolerable l
  making the air breathable.  This eventually 
  resulted in the very large McManus Ocean 
  (named after the chief terraformer) a
  o 
  ents of var
  size.  Both reta
  pre-terraformation regional names 
  ith 
  the smaller known as Ishtar Terra, and the 
  larger as Aphrodite Terra.  The deepest 
  ocean regions once existed as a
  nt 
  lains, but now 
  der many fath
  of 
  ending their names to each sea as 
  nta, Gulneverre, and L
  ia 
  Planitia Abysma
   
   
   
       The 
  Sol claims a u
  p
   stellar nations as the 
  molte
  fo
  pire, the sole “stellar 
  centuries.  Si
  nation” f
  ars before the 
  Galac
  he center 
  rests the Sol 
   and the planet Earth, 
  up a
  th
  S
  ll mankind, a fact that 
  anyone to forget.  After 
  deg
  auto
  more than 300 y ars of human activit
  a
  owever, the Union 
  fi
  a
  .  Their original co
  w
  me metropolitan ci
  p
  th tens of billio
  s
  a
  etter place to run an
    
  discussed 
  here
  d
  al terms, and GMs a
  e
  d
  intimate campaign
  p
  owns, topograph
  other detail
   
   
  S
   
    
  S
  ests at the center of the 
   nexus of astronomical 
  p
  n
  civilization-at-large.  
  water, l
  A
  by the Thuldan Empire 
  the Atla
  a
  c
   single most heavily 
  d
   all of human space.  
  T
  merous sensor relays, 
  drive detec
  ystem in ad
  d naval pos
  s
  F
  o a large portion of the 
  ortress ship Kiku, which 
  only leaves Sol w h the Sunlord aboard
  L
  h
  for the entire Union
  C
  erpetually pass through 
  the Sol sy
  v
  d. 
   
  M
   
    
  net to Sol, Mercury
  re
  habitable to life
  it  did  once  
  as   a   center   for   field
   
  ion
   
  arly
  o
  g use
  ed, th
  s hav
  d no
  enso
  Lunar 
  e
  S
  hou
  evels, 
  nd tw
  contin
  ying 
  in their 
  – w
  ncie
  lie un
  oms 
  avin
  ls. 
   
   
  
   
   
   
   
   
  
   
       With a popula
  sentients, Venus l
  verrun by cities.  The capitol of New Roma, 
  riginal terraformers faced a 
   
  at Sif Mons may 
  uild to its first explosion in centuries, which 
  ould play havoc with the newly-developed 
  here of Venus. 
  ing Earth’s fragile 
  nvironment requires a constant effort, 
  lion workers, and a massive 
  mount of annual funding. 
  reservation for their enjoyment.  These are 
  tion of over 40 billion 
  ong ago became a world 
  o
  located in Aphrodite Terra along the 
  northern coast of the Sea of Love, holds 
  almost 500,000 people itself.  Planetary 
  Governor Joanna Hallfax (Hf/Solar/DFA-7) 
  resides here, but is known to leave much of 
  the busy-work to her staff so as to take 
  advantage of the resorts of Maxwell 
  Montes, Venus’ highest peak.  The next 
  largest 
  cities, 
  Livingston 
  and 
  Merck 
  Research 
  City, 
  are 
  also 
  located 
  in 
  Aphrodite Terra. 
       Just about the only land on Venus not 
  overly developed lies around the few 
  remaining active volcanoes, the largest of 
  which is Sif Mons.  In the early days of their 
  craft, the o
  nearly  insurmountable  challenge  with  the 
  volatile landscape of Venus.  They proved 
  fortunate to have Earth’s first such project 
  succeed at all, not yet possessing the ability 
  to defuse the larger volcanoes.  Even today, 
  some geologists worry th
  b
  c
  atmosp
   
  Earth 
   
       “The center of the Ring.”  “The cradle of 
  mankind.”  And “the epitome of civilization.”   
  Citizens of the Solar Union have many 
  names for Earth, but about 60 billion of 
  them just call it “home.”  Earth continues to 
  be the social, economic, political, and 
  military 
  center 
  of 
  the 
  entire 
  Union.  
  Although 
  enormously 
  overpopulated, 
  terraformers constantly work to keep the 
  environment stable.  Indeed, Antarctica 
  remains 
  cold, 
  although 
  several 
  large 
  glaciers have waxed and waned over the 
  years.  As a result, low-lying coastal regions 
  planet-wide have been flooded, and then 
  reclaimed.  Maintain
  e
  nearly a mil
  a
       Sunlord Acron Gatanita and the Solar 
  Council rule the Union from the province of 
  Japan, which holds several areas of natural 
  p
   
   
  mostly small gardens, shrines, and parks 
  that traditionally belonged to the Japanese 
  Emperor of the pre-space era. 
       Also of note, almost a dozen orbital 
  colonies lay between Earth and Luna at 
  Lagrange points.  Prior to the advent of 
  terraformation, such orbital colonies were 
  the only realistic alternative to human 
  habitation outside of Earth and Luna.  
  Although several have been decomm-
  issioned over the centuries, eleven are still 
  fully functional.  L4 and L5, the oldest, were 
  among the original colonies, and continue 
  to generate gravity by central rotation of the 
  station.  Needless to say, all of the orbital 
  colonies host fighter squadrons, defense 
  latforms, 
  and 
  n
  p
  uclear 
  armament 
  to 
  revent aggressors from reaching Earth if 
  e need should ever arise. 
   
  Luna 
       Colonists settled Earth’s only moon, 
  known as Luna, before the advent of 
  terraforming.  Although the Union later 
  developed the technology to give Luna an 
  atmosphere, the project was turned down 
  upon considering what effect such a drastic 
  change could have on Earth’s oceans.  
  Today, almost 3 billion people inhabit Luna 
  in sprawling complexes of domed and 
  subterranean cities. 
       The Solar Naval Academy also rests on 
  Luna’s dark side, training the men and 
  women of the Union to guard against 
  outside aggression, especially Thuldan 
  ggression. 
  p
  th
  a
  
   
  Mars 
   
       After 
  the 
  success 
  of 
  Venus, 
  the 
  terraformers of old turned their eyes 
  towards Mars.  With a very thin atmo-
  sphere, it proved to be more challenging 
  than Venus, but the abundance of ice 
  provided a counter-balance to the task.  
  Thus, the Boreal Ocean now covers almost 
  the entire northern hemisphere, while most 
  of the southern hemisphere remains above 
  sea level.  The most notable exception is 
  the Sea of Hellas, formerly a vast crater. 
       Today, 
  Mars 
  demonstrates 
  the 
  characteristics of every other inhabited 
  area 
  of 
  the 
  Sol 
  system: 
  complete 
  overcrowding.  More than 45 billion 
  sentients inhabit the world, and Planetary 
  Governor Julius Gatanita (Hm/Solar/DTO-5) 
  does his best to make room for the next 
  generation.  However, given the sad state of 
  Mars, the only room left for expansion 
  within 
  his 
  jurisdiction 
  is 
  to 
  make 
  subterranean housing on Mars’ two moons, 
  whose surfaces are also already covered 
  with 
  installations 
  and 
  habitat 
  domes.  
  Phobos and Deimos are quite small, 
  however, and will struggle to sustain even a 
  million more inhabitants combined. 
   
  The Asteroid Belt 
   
       Never having received a proper name, 
  the Asteroid Belt’s mineral wealth was 
  exhausted centuries  ago  as  the powers of 
  Earth set off in exploration of the stars.  Now 
  largely ignored, the area’s various space 
  stations serve as Solar Naval sensors, ship 
  repair facilities, and weapon platforms. 
   
   
  Jupiter as seen from the icy surface of its 
  ixth moon, Europa. 
  s
   
   
  Jupiter 
   
       The largest planet in the Sol system, 
  Jupiter is the progenitor of the label “Jovian 
  planet,” meaning gas giant.  Of its 
  numerous moons, humanity has occupied 
  several during the centuries since leaving 
  Earth.  The ice fields of Callisto helped 
  terraform its surface into a suitable Class 1 
  environment.  The still volcanic Io hosts a 
  Solar Marine Corps training facility for 
  harsh ground missions.  Europa is now 
  home to over 3 billion inhabitants, thanks to 
  its subterranean ocean.  The fraal also 
  colonized the largest moon, Ganymede, 
  long before humanity arrived.  Since that 
  time, it has become the center of fraal 
  society within the Solar Union, with about 
  500,000 million permanent fraal residents.  
  Ganymede also includes over 2 billion 
  humans living alongside them. 
   
  Saturn 
   
       Famous throughout the Stellar Ring for 
  its breath-taking ring structure, the gas 
  giant Saturn holds more than 30 moons in 
  gravitational field.  Titan, the largest, 
  boasted 
  a 
  nitrogen-rich 
  atmosphere 
  making 
  it 
  a 
  prime 
  candidate 
  for 
  terraforming, and now home to 1.5 billion 
  sentients.  The smaller moons of Dione, 
  Tethys, 
  Enceladus, 
  and 
  Iapetus 
  have 
  settlements of their own.  The Solar Military 
  maintains a presence on Epimetheus, Atlas, 
  nus, Enceladus, and Prometheus. 
   
  Ja
  
   
   
  ranus 
  ble   for   domed 
     The “smallest planet” of Sol is actually 
   largest asteroid among the Kuiper 
  g
   
  U
   
       A medium-sized gas giant, Uranus is 
  tipped on its side, with the southern pole 
  facing toward Sol.  Thus, its ring structure 
  appears to go vertically around the planet.  
  Although none of the 20 moons of Uranus 
  are terraformed, domed settlements exist 
  on Titania, Oberon, Miranda, Ariel, and 
  Umbriel.  Corporate facilities function on 
  Cordelia, Ophelia and Bianca, while the 
  Solar Military has a large shipbuilding 
  facility on Caliban. 
   
  Neptune 
   
       The eighth planet is the gas giant 
  Neptune.  Of its eight moons, only Triton 
  and    Proteus    were   suita
  settlement.  Various gas-mining facilities 
  also orbit the Neptune.  Galatea and 
  Nereid, two smaller moons, have been 
  converted to prison complexes, holding 
  tens of thousands of the Union’s more 
  dangerous criminals.  Both facilities boast 
  full-time, well-trained guards. 
   
  Pluto 
   
    
  just the
  Belt, a disk-shaped re ion of icy meteoroids 
  loosely orbiting Sol in the outermost edges 
  of 
  the 
  system. 
   
  Regardless 
  of 
  the 
  planetoid’s size, the Solar Navy maintains 
  an advanced listening post on Pluto and its 
  moon, Charon. 
   
   
   
  Jupiter’s four largest moons, from left to 
  right:  Io, Europa, Ganymede, and Callisto. 
  
   
   
   
   
   
   
   
   
  Mercury 
   
  Venus  
   
  Earth 
  Primary  
   
   
  Sol 
   
   
  Sol 
   
   
  Sol 
  Planetary Class  
   
  Class 3  
   
  Class 1  
   
  Class 1 
  Gravity  
   
   
  G1 (0.38 g) 
   
  G2 (0.94 g) 
   
  G2 (1g) 
  Radiation 
   
   
  R4 (346 rem/hr)  
  R1 (8.8 rad/yr)  
  R1 (4 rad/yr) 
  Atmosphere 
   
   
  A0 (trace) 
   
  A2 (N2, O2) 
   
  A2 (N2, O2) 
  Pressure 
   
   
  P0 (vacuum) 
   
  P3 (1.1 atm) 
   
  P3 (1.0 atm) 
  Heat 
   
   
   
  H1-H4 (-183/467 C) 
  H2 (20 C) 
   
  H2 (15 C) 
  Orbital Distance 
   
  0.39 AU  
   
  0.72 AU  
   
  1 AU 
  Diameter 
   
   
  4,878 km 
   
  12,102 km 
   
  12,756 km 
  Year 
   
   
   
  88 days  
   
  243 days 
   
  365 days 
  Day 
   
   
   
  59 days  
   
  243 days 
   
  24 hours 
  Axial Tilt 
   
   
  0 degrees 
   
  -2.6 degrees 
   
  23.5 degrees 
  Density  
   
   
  5.43 
   
   
   
   
  1 
  0.80 
  # Satellites 
   
   
  0 
   
   
   
   
  1 
  0 
   
   
   
   
   
  Mars 
   
   
  Jupiter  
   
  Saturn 
  Primary  
   
   
  Sol 
   
   
  Sol 
   
   
  Sol 
  Planetary Class  
   
  Class 1  
   
  Class 5  
   
  Class 5 
  Gravity  
   
   
  G2 (0.87 g) 
   
  G4 (3.8 g) 
   
  G4 (3.3 g) 
  Radiation 
   
   
  R1 (5.1 rad/yr)  
  R1 (9.7 rad/yr)  
  R2 (18 rad/yr) 
  Atmosphere 
   
   
  A2 (N2, O2) 
   
  A1 (H2, H) 
   
  A1 (H2, H) 
  Pressure 
   
   
  P3 (0.9 atm) 
   
  P5 (gas giant)  
  P5 (gas giant) 
  Heat 
   
   
   
  H2 (11 C) 
   
  H0 (165 K) 
   
  H0 (134 K) 
  Orbital Distance 
   
  1.50 AU  
   
  5.20 AU  
   
  9.54 AU 
  Diameter 
   
   
  6,792 km 
   
  142,980 km 
   
  120,536 km 
  Year 
   
   
   
  687 days 
   
  11.8 years 
   
  29.5 years 
  Day 
   
   
   
  24.6 hours 
   
  9.9 hours 
   
  10.7 hours 
  Axial Tilt 
   
   
  24 degrees 
   
  3 degrees 
   
  27 degrees 
  Density  
   
   
  0.85 
   
   
  1.33 
   
   
  0.70 
  # Satellites 
   
   
  2 
   
   
  39 
   
   
  30 
   
   
   
   
   
  Uranus  
   
  Neptune 
   
  Pluto 
  Primary  
   
   
  Sol 
   
   
  Sol 
   
   
  Sol 
  Planetary Class  
   
  Class 5  
   
  s 4 
  Class 5  
   
  Clas
  Gravity  
   
   
  G4 (2.8 g) 
   
  G4 (3.1 g) 
   
  G0 (0.08 g) 
  Radiation 
   
   
  R1 (14 rad/yr) 
   
  d/yr) 
   
  R3 (25 rad/day) 
  R1 (8 ra
  Atmosphere 
   
   
  A1 (H2, He, CH4) 
  A1 (H2, He, CH4) 
  A0 (trace) 
  Pressure 
   
   
  P5 (gas giant)  
  P5 (gas giant)  
  P0 ( 
  Heat 
   
   
   
  H0 (76 K) 
   
  H0 (73 K) 
   
  H0 (40 K) 
  Orbital Distance 
   
  19.19 AU 
   
  30.07 AU 
   
  39.48 AU 
  Diameter 
   
   
  51,118 km 
   
  49,528 km 
   
  2,340 km 
  Year 
   
   
   
  84.0 years 
   
  165.8 years 
   
  248.5 years 
  Day 
   
   
   
  17.2 hours 
   
  16.1 hours 
   
  6.4 days 
  Axial Tilt 
   
   
  98.4 degrees 
   
  29 degrees 
   
  94 degrees 
  Density  
   
   
  1.30 
   
   
  0.90 
   
   
  1.8 
   
  # Satellites 
   
   
  21 
   
   
  8 
   
   
  1 
   
   
  
   
  Alpha Centauri 
   
       Between four and five light years from 
  Sol lies Alpha Centauri.  This trinary system 
  consists of Alpha Centauri A (a G2 yellow 
  star) and Alpha Centauri B (a red-orange 
  dwarf), orbiting each other at a distance of 
  approximately 24 AU.  The third star, Alpha 
  Proxima (or Alpha Centauri C), is a very 
  dim red dwarf about 13,000 AU from the A-B 
  pair.  Proxima is only marginally held by the 
  binary’s gravity well.  Given the system’s 
  overall proximity to Sol, the first interstellar 
  stardrive trip made by Earth used Alpha 
  Centauri as its destination.  And with the 
  discovery of a Class 1 moon orbiting 
  Centauri A, Alpha Centauri grew to become 
  a major population and economic center of 
  the Terran Empire, and later the Union of 
  Sol. 
   
  Puck 
   
       Closely orbiting Centauri A, the tiny 
  world of Puck suffers constant volcanic 
  activity.  While it may possess some mineral 
  wealth, such operations are more easily 
  carried out elsewhere in the system. 
  ew Hope. 
   
  Dylan 
   
       Located 1.2 AU from Centauri A, Dylan is 
  a 
  larger-than-Earth 
  planet 
  with 
  an 
  oppressively thick atmosphere.  The small 
  amounts of pure nitrogen and vast amounts 
  of oxygen and sulfur-oxide posed too great 
  an opposition for terraformers.  The trouble 
  with Dylan’s atmosphere proved easy to 
  overlook, however, by its Class 1 moon, 
  Vesta.  Although never developed in its own 
  right, Dylan served as a source of oxygen 
  while terraforming N
   
  Vesta 
   
       Well within the habitable zone of 
  Centauri A, Vesta exists as the only 
  naturally occurring Class 1 world in the 
  system, and the first planet outside of Sol 
  colonized by mankind.  Now settled for 
  almost 
  three-and-a-half 
  centuries, 
  this 
  mountainous moon is home to over eight 
  billion  sentients.   Towering  megalopolises 
  The Proxima Conflicts 
   
       In 2250, the powers of Earth declared the 
  formation of the Terran Empire in an 
  attempt to halt the wave of colonial 
  nationalism developing through human 
  space.  Several colonies openly rebelled 
  against the imperial mandate, the first of 
  these being Alpha Centauri. 
       When the citizens of Vesta decided to 
  maintain their independence, they sent a 
  flotilla of ships led by the battleship Arizona 
  to the Terran post on Hermit, circling Alpha 
  Proxima.  The Terran defenders lost the 
  battle, but the Empire retaliated with 
  military reinforcements from nearby Earth. 
       Soon, other systems followed Centauri’s 
  lead, and the Terran Empire had to put 
  down several rebellions over the next six 
  years, ending with the insurgence of the 
  Pioneer Coprosperity Zone.  All of these 
  short-lived uprisings followed the initial 
  event at Alpha Proxima and historians have 
  traditionally lumped them together as a 
  series 
  of 
  events 
  called 
  the 
  Proxima 
  Conflicts. 
   
  rise far above the mountaintops even as 
  engineers carve out subterranean cities 
  beneath them, threatening to overflow the 
  tions to the 
  olar Council. 
  also plays home to a bevy of major 
  dustries.  Rising Stars Designs, one of the 
     Barely within Centauri A’s habitable 
  zone, the Terran Empire renamed the 
  planet formerly known as Khunis to New 
  Hope during the terraforming process used 
  to increase the oxygen levels to human 
  norm.  Three hundred years later it has
  moon entirely.  The planetary governor of 
  Vesta is Kerry McManus (Hf/Solar/NP), a 
  career politician with aspira
  S
       Vesta 
  in
  major ship designers in the Union keeps its 
  home offices here, as does Coliseum 
  Enterprises, a top-five holofilm producer.  
  Even MI03, the Ministry of Intelligence 
  division in charge of Grid-based activities 
  maintains its primary office on Vesta. 
   
  New Hope 
   
    
   
  become the population center of the 
  system, with almost 50 billion sentients. 
  
   
   
   
  While most big industries in-system may 
  sect of Buddhists all possess permanent 
  base themselves on Vesta, the actual work 
  settlements here. 
  takes place on New Hope.  That being the 
   
  case, the constant ship traffic would 
  Orpheus 
  astound even first-world system citizens of 
   
  utermost planet circli
  ri 
  omed colonization of several of the giant’s 
  oons by religious organizations.  The 
  Church of Humanity Reformation, Catholic 
  Church, various Islamic movements, and a 
   
  uri 
  orld 
   
  its 
  rc s, the Terran Empire 
  Orp
  c des after the lucrative 
  min
  orn o
  , only 
  utpost 
  such 
  asteroids, the Conly Belt possesses very 
  small amounts of desirable minerals.  Prior 
  to the construction of the naval outpost on 
  most other nations.  Orbiting New Hope, 
       The first of two planets orbiting Centa
  Destiny Station oversees ship traffic, and 
  B, Orpheus is a medium sized-terran w
  also acts as a naval command, control and 
  with virtually no atmosphere, and not
  communications center for the system. 
  enough gravity to hold one if it did.  If not for 
   
  mineral resou
  e
  Majestic 
  would probably have never developed 
   
  heus.  Now, de a
       The o
  ng Centau
  ing has w
  ut
  a naval o
  A, this gas giant orbits at a distance of only 
  occupies the planet. 
  8.72 AU.  Though it contains gas-mining 
   
  stations and other such facilities common to 
  Conly Belt 
  gas giants, Majestic is best known for the 
   
  luminescent neon storms within its upper 
       Largely overlooked by the system’s 
  atmosphere.  In fact, the inspirational 
  inhabitants, this asteroid rests about 2.4 AU 
  quality of these storms has prompted the 
  from Centauri B.  Unlike other 
  d
  m
  
   
  Orpheus, smugglers someti
  steroids as a point of exchan
  mes used the 
  ge. 
  of the
  e by 
  xtreme solar flares.  Today it acts as a 
  Hermit circles 
  , 
  a
   
  Zion 
   
       So close to Centauri B, the gas giant 
  Zion has only managed to keep three 
  moons within its gravity well.  Notably, 
  however, the fraal passed through the 
  Centauri system on their way toward Earth, 
  leaving a series of ruins on two of the 
  moons, Naessta and V’relll. 
   
  Thimble 
   
       Little larger than Earth’s own moon, the 
  world of Thimble circles both Centauri A & 
  B in a wide orbit at 53 AU.  Scientists 
  theorize that it may once have orbited one 
   
   stars, and was knocked loos
  e
  listening post for incoming vessels, and 
  helps to arrange safe starrise points. 
   
  Hermit 
   
       Approximately 13,000 AU from Centauri 
  A & B, the lonely world of 
  Alpha Proxima.  Over the course of time, 
  the tiny M5 red dwarf has tidally locked its 
  only planet.  When the Centauri worlds 
  were 
  settled, 
  Earth’s 
  superpowers 
  established a long-range sensor post and 
  naval base here to keep a watchful eye on 
  Earth’s first colony.  The facility still exists
  though its purpose is no longer to guard 
  Vesta.  Now it acts as a naval officer-
  training academy. 
   
   
   
   
   
   
  Puck 
   
   
  Dylan  
   
  (Vesta) 
  Primary  
   
   
  Centauri A 
   
  Centauri A 
   
  Dylan 
  Planetary Class  
   
  Class 3  
   
  Class 3  
   
  Class 1 
  Gravity  
   
   
  G1 (0.74 g) 
   
   g) 
   
  G2 (1.2 g) 
  G4 (3.7
  Radiation 
   
   
  R4 (100 rem/hr)  
  R2 (2 rem/wk) 
   
  R1 (5 rem/yr) 
  Atmosphere 
   
   
  A3 (CO2, S2, SO2) 
  A3 (O2, SO2) 
   
  A2 (N2, O2) 
  Pressure 
   
   
  P2 (0.56 atm) 
   
  P4 (17.2 atm) 
   
  P3( 1.3 atm) 
  Heat 
   
   
   
  H4 (482 C) 
   
  H1 (-65 C) 
   
  H2 (32 C) 
  Orbital Distance 
   
  0.53 AU  
   
  1.20 AU  
   
  119,070 km 
  Diameter 
   
   
  4,866 km 
   
  24,138 km 
   
  4,937 km 
  Year 
   
   
   
  94 days  
   
  381 days 
   
  40 days 
  Day 
   
   
   
  53 hours 
   
   
  19 hours 
  170 hours 
  Axial Tilt 
   
   
  3 degrees 
   
  84 degrees 
   
  23 degrees 
  Density  
   
   
  0.84 
   
   
  2.7 
   
   
  0.91 
  # Satellites 
   
   
  0 
   
   
  1 
   
   
  0 
   
   
   
   
   
  New Hope 
   
  Majestic 
   
  Orpheus 
  Primary  
   
   
  Centauri A 
   
  Centauri A 
   
  Centauri B 
  Planetary Class  
   
  Class 1 (2) 
   
  Class 5  
   
  Class 4 
  Gravity  
   
   
  G2 (1.1 g) 
   
  ) 
  G4 (4.0 g) 
   
  G1 (0.24 g
  Radiation 
   
   
  R1 (3 rem/yr) 
   
  R3 (89 rad/day)  
  R4 (240 rem/hr) 
  Atmosphere 
   
   
  A2 (N2, O2) 
   
   
  A0 (trace) 
  A1 (H2, He) 
  Pressure 
   
   
  P3 (1.07 atm) 
   
  P5 (gas giant)  
  P1 (0.22 atm) 
  Heat 
   
   
   
  H2 (25 C) 
   
  H0 (-220 C) 
   
  H0 (-200 C) 
  Orbital Distance 
   
  1.30 AU  
   
  8.72 AU  
   
  1.59 AU 
  Diameter 
   
   
  27,041 km 
   
  87,164 km 
   
  11,603 km 
  Year 
   
   
   
  428 days 
   
  28.7 years 
   
  436 days 
  Day 
   
   
   
  28 hours 
   
  9.3 hours 
   
  56 hours 
  Axial Tilt 
   
   
  12.84 degrees  
  39 degrees 
   
  9.07 degrees 
  Density  
   
   
  1.03 
   
   
  0.07 
   
   
  0.26 
  # Satellites 
   
   
  2 
   
   
  13 
   
   
  0 
  
   
   
   
   
   
  Zion 
   
   
  Thimble 
   
  Hermit 
  Primary  
   
   
  Centauri B 
   
  Centauri A & B  
  Alpha Proxima 
  Planetary Class  
   
  Class 5  
   
  Class 4  
   
  Class 4 
  Gravity  
   
   
  G4 (3.8 g) 
   
  G0 (0.18 g) 
   
  G2 (0.93 g) 
  Radiation 
   
   
  R4 (170 rem/hr)  
  R3 (62 rad/day)  
  R3 (51 rad/day) 
  Atmosphere 
   
   
  A1 (H2, He) 
   
  A0 (trace) 
   
  A0 (trace) 
  Pressure 
   
   
  P5 (gas giant)  
  P0 (0.08 atm) 
   
  P1 (0.2 atm) 
  Heat 
   
   
   
  H0 (-263 C) 
   
  H0 (-207) 
   
  H0 (-194 C) 
  Orbital Distance 
   
  5.94 AU  
   
  53 AU  
   
  3.19 AU 
  Diameter 
   
   
  75,589 km 
   
  6,180 km 
   
  18,486 km 
  Year 
   
   
   
  12.4 years 
   
  372.7 years 
   
  3.1 years 
  Day 
   
   
   
  11.2 hours 
   
  4 hours  
   
  0 hours 
  Axial Tilt 
   
   
  17.6 degrees 
   
  41.4 degrees 
   
  10.16 degrees 
  Density  
   
   
  0.07 
   
   
  0.61 
   
   
  1.62 
  # Satellites 
   
   
  3 
   
   
  0 
   
   
  0 
   
   
  Tau Ceti 
   
       Best known as the site for the Mutant 
  Uprising of 2346 that sparked the Second 
  Galactic War, the Tau Ceti system has 
  been a central system of the Union since 
  the early days of the Terran Empire.  
  Resting just under 12 light years from Sol, 
  the Class G8 yellow dwarf holds six planets 
  and an asteroid belt in its grip. 
   
  usmus 
  and 
  ll into Tau Ceti. 
  allidus 
  Genesis 
   
       At 0.15 AU closer to the system’s star 
  than Tau Ceti IV, this Class 2 world never 
  developed a life-supporting atmosphere.  
  However, it did present one of the earliest 
  terraforming opportunities for the Terran 
  Empire.  After 38 years of work, the 
  renamed Genesis opened for colonization.  
  Unfortunately, 
  the 
  early 
  terraformation 
  techniques had not accounted for certain 
  elements of the atmospheric makeup, and
  ter only five years.  With 
  illions of dollars gone to waste, domed 
  re erected, or subterranean 
  led with breathable air.  The 
  lanet’s name became a bitter irony to its 
  y 
  Genesis 
  hosts 
  pproximately 1 billion sentients, with 30% 
  utants and given no true 
  ghts by the Union of Sol.  Rumors persist 
  ht to live as equals!”     - Zacharius Eb, 2501 
  A
   
       Less than .2 AU from Tau Ceti, this tiny 
  world is little more than a ball of molten 
  rock.  It’s atmosphere is far too hot for any 
  human development.  In fact, its orbit has 
  slowly decayed over the centuries, bringing 
  Ausmus closer and closer to the star.  
  Several thousand years from now it will 
  pass through the corona, lose its orbit, 
  fa
   
  C
   
       Ausmus’ sister planet, Callidus lies 
  further away, allowing for extensive mining 
  operations.  While the constant volcanic 
  activity makes such operations difficult, its 
  mineral wealth compensates for the harsh 
  conditions.  Bedrock Mining Inc, Dante’s 
  Peak, and Quinton Enterprises all maintain 
  divisions on or beneath the surface of 
  Callidus. 
  the Class 1 environment proved unstable, 
  breaking down af
   
  “Mutants of Sol!  Join me and fight for your rig
   
  b
  colonies we
  acilities sea
  f
  p
  inhabitants. 
       During the early years of GW2, after the 
  Solars put down the Mutant Uprising, the 
  Council government voted to transport the 
  surviving rebels from Tau Ceti IV to 
  Genesis. 
   
  This 
  spread 
  the 
  mutant 
  population among the worst inhabitable 
  areas, far from the eyes of normal human 
  citizens. 
   
  Toda
  a
  registered as m
  ri
  that the Thuldan Empire secretly funnels 
  money to Genesis in hopes of sparking 
  another uprising. 
  
   
   
   
  Tau Ceti IV 
  It has five major continents, separated by 
   
  three major oceans.  The area best known 
       This naturally occurring class 1 world is 
  to the rest of the Stellar Ring is the 
  the reason Tau Ceti attracted attention in 
  planetary capitol Sage, located along the 
  the first place.  Similar in size to Earth, Tau 
  northwestern seaboard of the continent 
  Ceti IV, often referred to simply as Tau Ceti, 
  Arcadia.  When the Mutant Uprising of 2
  boasts a population of 40 billion sentients.  
  raged across the continent, the city of
  346 
   Sage 
  and  its  populace  were  ravaged.    Over  a 
  
   
  Zacharius Eb 
  Mutant Rights Activist 
   
  Level 12 Mutant Diplomat (MW) 
  STR    9  
    (0) 
  INT    9  
  (0) 
  DEX   11 
  (+1) 
  WIL   10 (0) 
  CON  10 
   
  P
   
  ER  16
  Durability:  10/10/5 
  Action Check: 12+/11/5/2           # Actions:  2 
  Move:  sprint 12, run 12, walk 4 
  Reaction score:  Ordinary/2   Last resorts:  4 
   
  Attacks 
  Unarmed-brawl [10]         d4s/d4+1s/d4+2s 
  9mm charge pistol [12] d4+1w/d6+1w/d4m 
   
  Defenses 
  CF Softsuit: d6 (LI), d6 (HI), d6-1 (En) 
   
  Skills 
  Athletics [9]; Unarmed [9]–brawl [10]; 
  Modern 
  [11]-pistol 
  [12]; 
  Vehicle 
  [11]; 
  Stamina [10]-endurance [12]; Survival [10]-
  survival training [11]; Knowledge [9]-comp 
  op [10], first aid [10], language: Standard 
  [12]; Security [9]-security devices [11]; 
  Tactics 
  [9]-infantry 
  [12], 
  vehicle 
  [10]; 
  Awareness [10]-intuition [12]; Resolve [10]-
  mental [12]; Interaction [16]-bargain [17], 
  interview [17]; Leadership [16]-command 
  [18], inspire [18]; Telepathy [16]-mind blast 
  [21], suggest [17]. 
   
  Mutations 
  Hyper PER (Amazing):  +3 to PER 
  Enhanced Senses (Good):  -2 to Awareness 
                                          & Investigate checks 
  Vascular Control (Ordinary):  -1  to   mortal 
                                            damage sustained 
  Minor Physical Change (Moderate):  bright 
                                          purple eyes 
  Weak Immunity (Slight): +2 penalty against 
                                         Disease CON checks 
   
       Zacharius Eb was born to the mutant 
  colony of Genesis in the Tau Ceti system.  
  From 
  an 
  early 
  age, 
  he 
  displayed 
  compassion to the suffering of those around 
  him, growing into a progressive leader of 
  his community, constantly rallying for social 
  change in the Union.  In recent few years he 
  has received recognition as the unofficial 
  leader of the Genesis mutant population. 
  century and a half later, the scars have 
   
  the 
   
  5%, raising Tau Ceti to the 
  the 
   
  Mason Belt 
     Marking the boundary of the inner 
  etropolises of Tau Ceti IV.  
   with the 2nd battle wing of 
  the 1st Fleet.  From the dreadnought USS 
  Bucephalus, she ensures the safety of all 
  traffic through Tau Ceti. 
  healed, but the memory remains.  In the 
  center of the city, a two-story monument
  contains all the names of the Uprising’s 
  victims, and the anniversary continues as 
  one of the darker days of remembrance in 
  Union. 
       Today, Hideki Gatanita (Hm/Solar/DFA-
  14), firstborn of Sunlord Acron Gatanita 
  rules the system as the Governor.  In the 
  thirty-odd years of holding his post, Hideki 
  has managed to improve the gross product
  of the system by 1
  second highest revenue system in 
  Union, overshadowed only by Sol. 
   
    
  system, the Mason Belt continues to provide 
  impressive levels of ore to the industries of 
  Tau Ceti.  Once host to thousands, now only 
  hundreds of mainly independent miners 
  work its rocks for a living. 
    
  Atran 
   
       While none of this medium-sized gas 
  giant’s 
  moons 
  contain 
  a 
  Class-1 
  environment, several have been developed 
  by the Solars.  Rychus, the fourth moon, is 
  host to a series of domed settlements with 
  enclosed biospheres.  The facilities, owned 
  by Olympian Industries, provide extremely 
  wealthy citizens a verdant alternative to the 
  crowded m
  These closed communities carefully screen 
  potential neighbors for business conn-
  ections and genetic mutations during the 
  interview process, and actually boast a 
  small flotilla of corporate cutters to provide 
  security for Rychus.  The chairman of 
  Olympian Industries, Scott Konas (Hm/-
  Solar/TO-7) 
  also 
  lives 
  on 
  Rychus’ 
  biospheres. 
       The second, sixth and seventh moons all 
  contain Solar naval installations, including 
  a medium-sized repair facility.  Rear 
  Admiral Issola Tarandus (Hf/Solar/DCS-16) 
  patrols the system
  
   
   
   
  Serengeti 
   
       Barely large enough to hold its atmosphere, this gas giant retains only three small moons in 
  its grasp, all of which contain too little mineral wealth to bother developing.  Only a sensor post 
  and a handful of automated gas mining stations orbit the gas giant. 
   
   
   
  This image was captured by Max Naples, a
  pendent miner working in the Mason Belt. 
  n inde
  
   
  Adv
  ok:  The N
     The Mutant Uprising of Tau Ceti in 2346 
  d the 
  actic 
  War, 
  plunging 
  human 
  n into
    While 
  imminently 
   of the Uprising, the 
  oint of their 
  ew plot to call attention to their cause. 
  g the uprisings of 2346, all 
  system 
  is, the 
  erraforming failure.  While millions of 
  ed among them, once 
  people to act. 
  -12) is a 
   
   
   
   
  e 
  lienable 
  ius also prays that the 
   will step in and attempt 
   pass the Mutant Rights Act, or perhaps 
   
  has no 
  tention of allowing the mutant criminals to 
   to allow their crimes to go 
  npunished.  Hideki Gatanita, the governor 
   
  joining 
  their 
  cause 
  or 
  charius Eb can be 
  enture Ho
  ew Mutant Uprising 
  maintains a political agenda and his own 
  individual goals of equal-rights. 
       Once the mutants gain control of the 
  Orleans Dome, he intends to make use of 
   
   
    
  is widely held as the spark that ignite
  2nd 
  Gal
  civilizatio
   126 years of war.
  historians assert that GW2 
  loomed regardless
  citizens of Tau Ceti will always remember 
  the bloody event as the worse p
  history.  Now, the mutants have hatched a 
  n
   
  Background 
   
       Followin
  surviving mutants in the Tau Ceti 
  ere forcibly relocated to Genes
  w
  great t
  Solar citizens live within secure domed 
  colonies, 
  the 
  administration 
  gave 
  the 
  mutants the least shielded of the domes, 
  and a scattering of sealed subterranean 
  cave complexes.  For the last century-and-
  a-half, the mutants of Genesis built a new 
  life for themselves, hidden from public view. 
       While the Concord’s Galactic Consulate 
  has repeatedly failed to pass a universal 
  Mutant Rights Act, the mutant populace of 
  Tau Ceti has become more and more 
  agitated.  In the last few years, a new 
  eader has emerg
  l
  again urging the 
       Zacharius Eb (Xm/Solar/DMW
  naturally born mutant with enhanced social
  abilities and a variety of telepathic abilities. 
  , 
  After several years of urging and debate
  Zacharius 
  has 
  convinced 
  the 
  mutant
  community of Genesis to take drastic
  action. 
       With an army of five thousand mutants, 
  Zacharius intends to take over the domed 
  olony of Orleans.  Backed by a Thuldan 
  c
  strategic advisor, Timothy Strykus (Hm/-
  Thuldan/DFA-6), the mutants have gained 
  the dome’s airlock access codes.  Their 
  intention is to simultaneously raid the 
  Planetary Defense Force barracks, news 
  centers, and starport, then move on to 
  secure secondary targets.  Unlike the 
  Uprising of 2346, Zacharius has no intention 
  of endorsing wholesale bloodletting and 
  rampant riots throughout the city.  H
  local Grid News networks to broadcast live 
  interviews with mutants of Tau Ceti to the 
  rest of the Stellar Ring.  His hope is to show 
  the real-life suffering of all Solar mutants 
  while characterizing them as something 
  other than the bloodthirsty sub-humans that 
  Union government describes to the outside 
  world. He wants the Stellar Ring to see 
  utants as real people with ina
  m
  rights.  Zachar
  Galactic Concord
  to
  convince the Solars to let them peacefully 
  immigrate to a more lenient nation.  If not, 
  he has dedicated himself to becoming a 
  martyr for the cause.  Perhaps in his death, 
  he can still change the course of history. 
       The Union of Sol, for its part, 
  in
  leave, or
  u
  of Tau Ceti, receives permission to send in 
  the 87th Regiment of the Solar Marine Corps 
  under the direction of Intelligence Division 
  MI04 to quell the revolt.  Prior to launching 
  the attack, they intend to shut down the 
  drivesat relay to silence their message. 
   
       Virtually any group of heroes can 
  become 
  caught 
  up 
  in 
  these 
  events.  
  Investigators, 
  diplomats, 
  entertainers, 
  traders, scientists and many others could 
  have traveled to the Orleans Dome for any 
  number of reasons.  Military heroes could 
  already reside at the station when the 
  uprising starts, or receive orders to journey 
  there and end it.  By the other token, the 
  heroes could sympathize with the mutant 
  situation 
  by
  attempting to help them escape the Solar 
  assault. 
        
  Supporting Cast 
   
       Depending on the manner of the heroes’ 
  involvement, the GM may wish to flesh out a 
  few SCMs.  Stats for Za
  
   
  found in the accompanying sidebar, but the 
  adventure will certainly require other 
  mutants as well. 
       Non-mutant templates could include 
  Alan Novak (Hm/Solar/CS-8) as the leader 
  of the Orleans Dome PDF forces, and Lorna 
  Devlin (Hf/Solar/FA-4) as a reporter for the 
  Trans-Centauri News Agency. 
   
   
  Other Major Systems 
  of the Union 
   
  Alkaid 
   
       In the middle of the Atlantea Prefecture, 
  the Alkaid system holds great historical 
  significance.  In 2465, after the Second 
  Galactic War had stormed on for more than 
  a century, the leaders of the three great 
  alliances arranged a secret meeting in this 
  quiet system to discuss ending the war.  
  Rigunmor Executive Guilder Alison Breel 
  had to work incredibly hard to obtain 
  assurances from the Solar Union’s Sunlord 
  to allow such a conference at Alkaid.  The 
  Thuldans 
  almost 
  backed 
  out 
  of 
  the 
  arrangement due to the potential for a 
  olar 
  assassination 
  attempt 
  against 
  t.  But the great peacemaker 
  arthen Hale prevailed in bringing them 
  eace and trust in one another. 
     After weeks of closed negotiations, the 
  Alkaid Conference ended, but not so the 
  war.  The three leaders went back to their 
  countries and allies, and it took seven more 
  years until GW2 slowed to a halt with the 
  signing of the Treaty of Concord.  Still, 
  historians 
  look 
  upon 
  Alkaid 
  as 
  the 
  beginning of the end for the largest 
  interstellar war mankind has ever fought. 
       Today, the planet Tebronius still orbits 
  the blue giant star of Alkaid, with two billion 
  sentients 
  living 
  under 
  the 
  historical 
  overtones set by the Conference.  All 
  manner of industries prevail on Tebronius, 
  serving as a cosmopolitan example of the 
  Solar Union.  The city of Serenity serves as 
  th
  system and the Prefecture.  Known for their 
  diplomacy and goodwill, an Order of 
  Alkaidian Knights also makes their home in 
  Serenity.  They originally formed in the 
  years following the peace conference, and 
  now model many of their ideals after the 
  medieval cultures of ancient Earth, serving 
  as diplomats and ambassadors across the 
  Stellar Ring. 
   
  Alphere 
   
       The Alphere system has grown into a 
  major population center for the Kentares 
  Prefecture.  At 35 billion sentients, many 
  have considered it a first-world system for 
  the last three decades, and its population 
  only continues to rise.  Alphere is a class 
  G4 yellow star, orbited by seven planets, 
  three of which are habitable thanks to 
  terraforming efforts.  The others are airless 
  rocks and three gas giants of varying size 
  and numerous class 3 and class 4 moons. 
       The inhabited planets of the system 
  include: Hamlet, a natural class 1 world of 
  temperate climate, now a city-planet of 17 
  billion citizens; Ophelia with its three large 
  oceans, due to the deliberate melting of 
  60% of her ice caps, and home to seven 
  billion 
  people 
  spread 
  across 
  va
   
  islands and small continents; and Horatio, 
  given a breathable atmosphere over 30 
  years ago, and now serving as home to 
   
       As the only nation with limited space to 
  expand, the Union of Sol has developed the 
  best terraforming technologies in the 
  Stellar Ring.  The Beta Cygni system 
  currently enjoys the benefits of these skills 
  by Boren-Tsurumaki Terraforming Limited.  
  The system is composed of a class F3 star, 
  orbited by one molten rock world, one gas-
  laden class 3 planet, two medium-sized gas 
  giants with several moons each, and one 
  frozen hunk of rock at the system’s edge.  
  The B-TTL company has accepted a 
  government contract to make the system 
  available for healthy colonization within the 
  next 25 years.  It’s a tight deadline and a 
  poor system, but they’re confident of thei
  S
  Emperor Regis
  W
  together by convincing all parties of the 
  necessity for an end to the conflict, as well 
  as the opportunity to set an example of 
  over 10 billion sentients. 
   
  Beta Cygni 
  p
    
  e local seat of government, both for the 
  abilities. 
  rious
  r 
  
   
       The 
  Karys, 
  the 
  erbearingly thick.  Heavy 
  f 
  chlorine 
  and 
  sulfur 
  ioxide corrode the scrubbers.  Therefore, 
  ining 
  ated, 
  its 
  een 
  troduced into the local ecology, and freely 
  r
  he rest of Mandala sports three major 
  own local industries 
  planetary capitol of 
  first two planets, Omearon and 
  serve 
  as 
  he 
  focus 
  of 
  the 
       Now Tectonic Inc. runs a single m
  operation on Chara III.  Largely autom
  t
  terraforming efforts.  The furnace world of 
  Omearon has nearly finished the process of 
  altering its atmosphere to stop the buildup 
  of greenhouse gases.  After seeding the 
  environment 
  with 
  ozone, 
  atmospheric 
  scrubbers will then clean the air, helping to 
  bring down the temperature until icy 
  chunks of the far planet can be brought to 
  Omearon’s surface for water.  Karys faces 
  a different challenge, however.  The 
  emperatures 
  remain 
  stable, 
  but 
  t
  atmosphere is ov
  concentrations 
  o
  d
  B-TTL has set up numerous low orbit 
  stations to perform the work.  These units 
  still require regular upkeep, but have made 
  much better progress than facilities on the 
  surface.  Carbon dioxide from Omearon 
  may eventually find use on Karys once the 
  process has matured for several years. 
       Rumors abound that B-TTL surface-
  based atmosphere scrubbers were not 
  abandoned from maintenance difficulties, 
  but rather from violent indigenous life.  
  Franklin Stevenson (Hm/Solar/DFA-7), the 
  project coordinator has denounced these 
  rumors as bad fiction.  Despite this, the 
  ecologically radical group FreeHorizon has 
  already had one vessel impounded as 
  corporate security caught them sneaking 
  into the system. 
   
  Chara 
   
       Once 
  the 
  most 
  productive 
  mining 
  operation of the Atlantea Prefecture, Chara 
  now lies in ruin, a wasted system.  In 2391, 
  a Thuldan Fleet entered the system.  At the 
  time, the nearest Solar fleet had become 
  preoccupied 
  fighting 
  a 
  Thuldan 
  feint 
  maneuver elsewhere in the prefecture.  The 
  Planetary Defense forces fought bravely, 
  but the Thuldans brutally crushed them.  
  They 
  then 
  proceeded 
  to 
  entrench 
  themselves 
  and 
  strip 
  mine 
  Chara’s 
  abundant resources.  By the time the 9th 
  fleet liberated the system in 2402, Chara 
  had lost 85% of its treasure.  In addition, the 
  Thuldans destroyed the mining facilities as 
  they fell back and abandoned the system. 
  two-dozen workers oversee the station on a 
  four-month 
  rotation 
  in 
  the 
  radiation-
  shielded facility.  The system still has a long 
  way to go before a full recovery, and no 
  longer boasts a drivesat relay to the Solar 
  Grid.  Twenty years of Thuldan strip mining 
  sucked the first two planets dry, and the 
  asteroid belt is nearly used up as well.  Two 
  small gas giants mark the outer system, 
  and have drawn several derelict ships, both 
  Solar and Thuldan, into its orbit.  Many 
  were salvaged almost a century ago, but 
  some may yet hold secrets. 
   
  Delta Pavonis 
   
       The moon of Mandala holds prominence 
  as the centerpiece of Delta Pavonis.  Now a 
  growing third-world culture, Mandala once 
  orbited the gas giant Onyx as a frozen rock.  
  Almost 50 million people now inhabit 
  cities and lush thriving ecosystem.  The 
  most striking aspect of Mandala is a vast 
  cultural preserve encompassing more than 
  1,000,000 square miles. 
       The purpose of this preserve is to allow 
  for the cultural recreation of several Native 
  American cultures from Earth’s ancient 
  past, specifically the various natives of the 
  Great Plains.  Numerous period species of 
  both 
  plant 
  and 
  animal 
  have 
  b
  in
  exist throughout the prese ve.  Practitioners 
  of several related cultures spend time 
  visiting Mandala, and playing along with 
  the reenactment of the culture.  Solar 
  authorities 
  granted 
  the 
  historical 
  sightseeing company Centennial Tours the 
  authorization to hire two hundred actors to 
  live within the preserve to add authenticity 
  to the setting for tour groups.  These men 
  and women spend three weeks at a time 
  living in period lifestyle, with only the barest 
  of modern communication and protection 
  devices. 
       T
  cities, each full of their 
  nd businesses.  The 
  a
  Geronimo City supports over twenty million 
  people, 
  nearly 
  half 
  of 
  the 
  moon’s 
  inhabitants. 
  
   
  Phact 
   
       Towards the outer borders of the Union 
  ond wave of 
  uropeans and Indo-Africans.  Today, 
  ellow Tree stands as a cosmopolitan 
  m
       The st
  s much 
  different, h
  y.  Phact 
  olds the distinction as one of two systems 
   class 1 worlds that broke away 
  om the Terran Empire as part of the 
  palace of 
  of 
  Sol, 
  Phact 
  contains 
  the 
  naturally 
  occurring class 1 world of Yellow Tree.  The 
  planet was originally settled in the late 22nd 
  century 
  by 
  settlers 
  from 
  the 
  Asiatic 
  Federation, and later by a sec
  E
  Y
  egalopolis of Union space. 
  ate of the system wa
  owever, in its early histor
  h
  containing
  fr
  Middle Kingdom.  Although the nation 
  lasted only thirty-six years, various rebels, 
  warlords, and loyalist forces hotly contested 
  Phact from 2326 to 2341, when Admiral Sun 
  Qi ended the last of  the infighting. 
       Today, more than 150 years after the 
  Middle Kingdom peacefully joined the 
  Union, the 32 billion people of Yellow Tree 
  have moved away from those hectic 
  warring times.  Collectively, they still retain 
  the Middle Kingdom’s tendency to comply 
  with the will of strong leaders, both in 
  government and social life.  The System 
  Governor, 
  Orlando 
  Delefuega 
  (Hm/Solar/FA7) represents such a leader 
  for the modern day.  In the grand tradition 
  of the system, he surrounds himself with 
  sycophantic ‘yes’-men, and rarely polls the 
  populace before initiating new policies.  He 
  also resides in the historical 
  Middle 
  Kingdom 
  founder, 
  Ming 
  Guo.  
  Delefuega is by no means a dictator, as his 
  immediate 
  superiors 
  in 
  the 
  Pacifica 
  Prefecture have kept him in check.  To date, 
  he has hastily yielded in every dispute. 
   
   
  Pollux 
   
       Located in the Gatanita Prefecture, the 
  Pollux system represented the destination 
  for a second great wave of colonization by 
  Solar pioneers.  It also serves as the widely 
  recognized home of the planet Abydos.  A 
  second-world planet, Abydos is named 
  fter an ancient Egyptian city on Earth 
  first great kings were buried 
  midst great monuments.  The leader of the 
  s 
     Today, Cleopatra Narmer (Hf/Solar/TO-
  ition of Planetary Governor 
  f Abydos.  While competent in her job, a 
   - Cleopatra Narmer, 2499 
  a
  where the 
  a
  colonial effort, an ultra-wealthy entrep-
  reneur by the name of Ricardo Narmer 
  whose fascination with ancient Egypt is now 
  renowned, actually named the planet. 
       Although nearly 30 billion people live on 
  the Class 1 world of Abydos, the lack of 
  sizeable oceans means more surface area, 
  which makes the overpopulation much 
  more tolerable.  Over the centuries, the 
  Narmer family, still quite rich, has overseen 
  the 
  replica 
  construction 
  of 
  numerou
  Egyptian historical sites.  Tourists can visit 
  the Great Pyramids of Giza, the Valley of 
  the Kings, the Sphinx, Saqqara, the Temple 
  of Ra, and dozens of less famous sites 
  spread throughout Abydos.  Indeed, the 
  Narmer family’s obsession with Egypt has 
  grown to affect nearly the entire populace, 
  and the common man on the street is as 
  likely to possess as much knowledge of 
  ancient Egypt as a college professor on 
  Earth. 
    
  9) holds the pos
  o
  well-qualified staff of subordinates actually 
  keeps 
  the 
  planet’s 
  economy 
  running 
  smoothly.  Only 36 years old, Cleopatra 
  concerns herself more with her individual 
  studies 
  into 
  Egyptian 
  mythology 
  and 
  religion than with bureaucratic details.  
  Some whisper that she never handled the 
  death of her father very well, and turns now 
  to Egyptian mysticism as a way of bringing 
  him back from his mummified corpse.  If 
  she has lost her grip on reality, her younger 
  brother Horus Narmer (Hm/Solar/NP) would 
  likely take her position as Planetary 
  Governor. 
   
  “The ancient Egyptians knew many things.” 
  
   
  Teaser Material 
   Netbook to be finished won’t have to wait 
  erway.  However, here are a few snippets of 
   
       Those of you who waited so very long for th
  nearly as long for the rest.  They’re already w
  sidebars from other stellar nations. 
   
  is first
  ell und
  Sendir’s Festival of Lights 
   
       First discovered when a freight hauler 
  made starrise near Denathca in 2286, the 
  brilliant starrise encompassed a space fall 
  larger than the tiny cargo ship should have 
  manifested.  In addition, rather than a 
  single color, the starrise was a shimmering 
  range of color, from blue to orange, from 
  green to purple, from white to black.  The 
  colors appeared in a giant starburst 
  washing over with waves of color.  When 
  the crew reported the event to the Church, 
  a research team was sent to investigate, 
  and over the next five years, they discerned 
  the secret of what would come to be known 
  as Sendir’s Eye of Brilliance. 
  Continued in FreeSpace Alliance 
   
  Nariac Grid Entertainment 
   
       The Nariac government pervades every 
  aspect of its citizens’ lives, even including 
  the grid entertainment the people enjoy in 
  their leisure time. The state-sponsored 
  holovid channels are run by the Nariac 
  Gridcasting 
  Institute 
  (NGI), 
  a 
  media 
  organization that churns out a variety of 
  programs 
  ranging 
  from 
  instructional 
  documentaries to melodramatic space 
  operas. The government’s influence on 
  content is evident in all these shows, where 
  criticisms of the State are nonexistent and 
  the philosophies of the government are 
  unabashedly promoted. Although these 
  shows have gained a measure of popularity 
  within 
  Nariac 
  space, 
  the 
  programs’ 
  nationalistic flavor and comparatively poor 
  production 
  values 
  have 
  limited 
  their 
  distribution to foreign outlets. 
       A committee made up of political 
  analysts, psychologists, and government 
  administrators controls the NGI, deciding 
  all programming strategies and approving 
  funding for projects. 
  Continued in Expansion Pentad 
  Orion Military Special 
  Operations units 
   
       Dark Star and Black Nova are the Elite of 
  the OSN and OMF. Members of these two 
  forces are put through a rigorous training 
  and 
  selection 
  program 
  that 
  includes 
  psionic screening for loyalty. 
       Dark Star is a specialized fleet created 
  specifically to transport Black Nova and 
  defend them when ground side. … 
          Black 
  Nova 
  is 
  commanded 
  by 
  Brigadier General Marcus Develier, a no 
  nonsense, out of the box thinker, who has a 
  reputation for daring to do what should not 
  be done, and succeeding.  The soldiers of 
  Black Nova are given extensive boarding 
  techniques training, zero-g combat training, 
  ground tactics, and even some ship 
  operations skills. 
  Continued in FreeSpace Alliance 
   
  Division Suffix 
   
       Suffix’ main task is to fill in the gap that 
  Division Insight left behind when it went 
  rogue. Obviously, it is not allowed the same 
  amount of freedom that it’s predecessor 
  had. If anything, VoidCorp was more than a 
  little paranoid in the first few years of Suffix’ 
  existence and imposed a heavy security on 
  even the lowest employees. But with the 
  continued attacks of Insight this abnormal 
  amount of security had to be dropped to 
  allow Suffix greater efficiency, and this both 
  increased protection against Grid attacks 
  and made it possible to start striking back. 
  Suffix now consists of a peculiar mixture of 
  market-focused programmers and elite 
  Grid pilots tasked with fighting their 
  invisible wars. 
  Continued in Expansion Pentad 
   
  “Now, which book to finish next, FreeSpace 
  or Expansion?  Hmmmm . . .” 
                                                John Yackel, 2004 
  
SOURCE: textdata/thevault/Deduped  Shit/Fan made supplements/stardrive campaign Profit Confederation.pdf