TEXT: TRAVELLER
  
  Design: Darrin L. Drader
  Conversion: Darrin Drader and Joshua Cole
  Starship Conversion: Andrew Hames, Alan Welty and 
  Andrew Bacon
  Playtesting: John Hinz, Andrew Bacon, Kerry Schell, 
  Barrie Robison, Robert Morris, Alex Friedrich
  Editing: Colin Dunn,Darrin Drader
  Special Thanks: Shayne Vacher
  Layout & Graphic Design: Will Chapman
  Dedication: To Gary Gygax, the father of roleplaying 
  games, illuminator of millions of imaginations. Without 
  him this book would never have been possible and the 
  lives of many of us would be much less wondrous. R.I.P.
  “Traveller” and the Traveller logo are Trademarks owned 
  by Far Future Enterprises, Inc. and are used according 
  to the terms of the Traveller Logo Licence version 1.0c.  
  A copy of this licence can be obtained from Mongoose 
  Publishing.  The mention or reference to any company or 
  product in these pages is not a challenge to the trademark 
  or copyright concerned.
  Open Game Content: All rules elements contained in 
  this book. 
  Designation of Product Identity: All proper names 
  of individuals, places, and things, including the setting 
  name Reign of Discordia.
  Credits
  Contents
  Legal Notices
  Foreword 
  2
  Introduction 
  4
  Major Worlds 
  19
  Character Options 
  50
  Politics & Organisations 
  67
  Starships 
  84
  Running Reign of Discordia 
  134
  Rovers Beacon 
  140
  Sample Adventure: Virus 
  149
  Index 
  166
  
  2
  In 2004, I had an idea for a new roleplaying game 
  product line. I’ve been a fan of science fiction from the 
  time I was a very young child, which is really not that 
  surprising, given all of the space opera themed science 
  fiction that was floating around in the late 1970s. There 
  was obviously one movie in particular that was released 
  in 1977 that was so remarkable that it would forever 
  define the standard of what I was looking for in a good 
  science fiction. In addition to that, there were a couple of 
  live-action TV series and at least one ongoing animated 
  space opera series that I couldn’t get enough of. As a 
  child, when I wasn’t in grade school being forced to 
  learn the mundane things like addition and subtraction 
  and how to read, my friends and I were on the 
  playground, or in their backyards, or in my apple tree… 
  shooting down enemy spaceships, or delivering an 
  enormous explosive to an incoming battlestation before 
  it destroyed our home planet. Ah to be young again.
  As I grew older I found that many of those shows that 
  I loved so much as a child didn’t age very well. While 
  the characters were as compelling as ever, the writing 
  was riddled with blatant scientific errors. Often times 
  the script writers obviously couldn’t tell the difference 
  between a planet, an asteroid, a solar system, and a 
  galaxy. I can think of one show in particular where they 
  made a big deal about the fact that they were entering 
  a new galaxy and yet it was a huge deal for them to get 
  the fleet up to light speed. Yes, light speed. Not faster 
  than light speed, not hyperspace… light speed. If you 
  Foreword
  have any notion of what the distances are between 
  galaxies, you would know that this was absolutely 
  ludicrous! It’s clear to me that in so many cases the 
  writers and producers were more concerned with 
  appealing to uneducated kids who liked the wahoo 
  elements of space opera than they were interested in 
  getting it right. I mean how hard would it be to open 
  up a reference book to learn a few things about the 
  realities of space? Granted, the internet didn’t exist 
  back then and the public education system wasn’t 
  overly concerned with making sure that kids our age 
  knew the difference between a comet and a meteor, but 
  they could have at least put forth a little bit of effort!
  And so there I was in 2004, remembering how much 
  I used to love these absolutely flawed space opera 
  shows because of the stories, the visual elements, 
  and yes, the flashy wahoo parts. As someone who had 
  designed several roleplaying game products, I knew 
  that roleplaying could stimulate the same parts of the 
  brain that a good science fiction show could. It was all 
  about the imagination. Yes, there are several science 
  fiction games and settings on the market, but to me 
  they all lacked a certain something that I couldn’t put 
  my finger on. The more I thought about it, the more I 
  realized that while mass- marketed science fiction had 
  become more technically correct over time, it had also 
  become a lot more safe. The characters no longer felt 
  like space cowboys and the storylines rarely included 
  plots where the bad guys were really bad and the 
  good guys were undeniably good. Worlds were more 
  By Darrin Drader
  
  3
  often threatened with diplomatic disputes than they 
  were with superior technology in the hands of an 
  enemy bent on destroying it and everyone who lived 
  there. In short, most science fiction had become a bit 
  bland, though far more accurate from a technical point 
  of view.
  So I wanted to write a game setting that would inject the 
  excitement and the adventure back into space opera, 
  but I wanted to do so in a way that not only embraced 
  factual science, but actually showcased it. I wanted a 
  setting where you needed special technology to fly 
  into the atmosphere of a gas giant to keep from getting 
  crushed, and you certainly couldn’t breathe outside 
  of the ship unless you were breathing your own air 
  reserve since the atmosphere would be completely 
  toxic. I wanted habitable planets to not all be these 
  perfect worlds like Earth; sometimes they would be a 
  little too hot, a little too cold, or a little too large. Maybe 
  the gravity was a little higher than Earth standard, or 
  maybe water wasn’t in abundance. This is not to say that 
  someone with a degree in astronomy wouldn’t be able 
  to poke a few holes in the setting. It’s still supposed to 
  be fun, right? The main thing I wanted was a science 
  fiction universe where the errors weren’t so glaring 
  that me, a guy who has taken a few science courses and 
  regularly watches documentaries on space, wouldn’t 
  find glaring problems that a simple consultation with an 
  encyclopedia could fix.
  But despite the fact that I had some good ideas, this 
  was not to happen in 2004. In fact, it wasn’t until four 
  years later that I found Reality Deviant Publications, 
  which was a willing partner in such an undertaking. I 
  started writing once I got the green light, and it was like 
  a pressure valve was released. All of this cool space-
  opera-style imagery took root in the setting, such as 
  space stations, domed cities, orbital mining platforms, 
  and homicidal lizard people bent on the destruction of 
  all life as we know it…. Reign of Discordia was written 
  for that inner five year old that lives within each of us, 
  but it was made to also appeal to the adult in all of us 
  who wants complexity and detail.
  Reign of Discordia was originally released as a PDF 
  for another rules system, and it immediately became 
  a huge seller within the category. So why are we now 
  doing a Traveller version? Because Traveller is possibly 
  the best science fiction roleplaying game system ever 
  designed, and because the more we thought about 
  it, the more we saw ways that the system would bring 
  something new to the Reign of Discordia universe while 
  the universe could bring something new to Traveller. 
  This means that if you’re a veteran player of the 
  Traveller system, some of the assumptions that you’ve 
  always held may work differently in this setting. We 
  try to present this as a setting that gives you a vehicle 
  with which to create new and compelling stories while 
  adding to the tools that you have at your disposal. The 
  new rules and equipment are mostly optional and 
  additive. In other words, you could play a Reign of 
  Discordia setting just fine without importing anything 
  new from this book, and the setting will still be money 
  well spent. Very few elements from the core Traveller 
  book have been taken away.
  If you’ve just picked this up but you weren’t around in 
  the ‘70s, don’t panic. Characters don’t run around in 
  silver jumpsuits spouting cheesy lines to the tune of 
  disco… unless you want them to. I’ve done what I can 
  to make this an interesting, compelling, action-packed 
  setting, so now it’s up to you. I hope you enjoy it!
  Darrin Drader
  
  Life after the
  stellar Imperium
  4
  Five years. ... It has been five years since the Imperium 
  transports delivering food and supplies stopped 
  coming to Yseth. What was once considered the most 
  successful colony world in the Frontier systems with 
  over a billion people was now little more than the 
  galactic ghetto. While the planet struggled to increase 
  the production of its agrofarms so that it might support 
  the population of the planet, starvation took its toll 
  on the people. Kabe looked back at his family’s small 
  house for the last time, as he boarded the freighter that 
  would bring him back to the core worlds. He might 
  have to take a job he disliked at first, but at least he 
  would be able to find food now. Hopefully…
  Introduction
  The Stellar Imperium has fallen. No sooner had the 
  triumphant cheers died down on hundreds of worlds 
  than the harsh realities of their desperate new situation 
  became clear. Their cold, lizard-like enemy, the R’Tillek, 
  may have played a significant role in the fall of the Stellar 
  Imperium, but the collapse did not stop thier campaign 
  of aggression against the former member-worlds. 
  Initially there was hope, as the leaders of the minor 
  rebellions assumed that some new and better form of 
  government would step in to fill the vacuum. At the very 
  least, they thought the various alien races would align 
  along species lines. They were wrong. Instead, the exact 
  opposite occurred as most worlds opted to embrace 
  their own local governments rather than take the chance 
  of having one imposed upon them again. 
  During the reign of the Stellar Imperium, technology 
  had been freely shared between the races. Most 
  races focused on manufacturing and developing the 
  technologies that most suited them. This resulted in 
  many key technological industries centering on the few 
  worlds that specialized in them. As a result, the prices 
  of many items skyrocketed as soon as the Imperium 
  fell, because the knowledge for producing them did 
  not exist on the many worlds where they were needed. 
  Now there are many who seek to obtain the schematics 
  and technical knowledge behind these proprietary 
  technologies from those who jealously guard them, 
  hoping to produce their own versions at a cut-rate, thus 
  reducing their dependence upon other worlds.
  In addition, the governments of the many systems did 
  not follow the expected trends towards capitalistic 
  democracies. In some cases the liberated worlds 
  adopted Democratic or Socialist governments so they 
  could take care of the needs of the people. However, 
  many of the local leaders who led their people 
  against the Stellar Imperium were not interested 
  in handing over their new-found power, instead 
  claiming these worlds for themselves, setting up 
  petty dictatorships.
  As interstellar trade struggles to reach some sort of 
  sustainable equilibrium, many wonder what became 
  of the riches accumulated by the Stellar Imperium. 
  Gone are the enormous warships that once patrolled 
  the member worlds. Much of the military hardware that 
  was once commonplace has been destroyed and the 
  replacement equipment that has found its way to the 
  open market is rapidly produced and of inferior quality. 
  The former Imperium’s Core worlds now lie in ruins, 
  completely uninhabited because of the horrific 
  weapons the R’Tillek used against them. Scavengers 
  and adventurers now frequent these worlds, hoping 
  to find technology that will fetch a high price on the 
  market. Still others search the vast systems marked as 
  empty on all the star charts in hopes of finding partially 
  completed, mothballed, or salvageable ships at one of 
  the fabled secret shipyards of the Imperium. Such ships 
  would surely be built to the superior specifications 
  of the Stellar Imperium, and therefore be superior 
  to the currently produced models, both in terms of 
  performance and the price they would fetch from the 
  right buyers.
  In this new era of decay, many have become frustrated 
  with the crumbling infrastructure of the settled worlds, 
  and have instead left for the Frontier Worlds. The 
  planets in this sector of space were newly discovered 
  during the final days of the Stellar Imperium and some 
  of them are home to small upstart colonies. Many 
  consider these worlds unspoiled places of opportunity, 
  where they can forge their own way and survive the 
  instability of the current age.
  Welcome to the age known as The Reign of Discordia.
  
  5
  History
  The history of the rise and fall of the Stellar Imperium 
  begins on Earth, in the late twenty-first century, when 
  mankind acquires the capability to move more easily off 
  of the planet and into the solar system.
  Conquest of the 
  Solar System
  Mankind’s first significant steps off Earth occurred 
  when faster and more fuel-efficient means of exploring 
  the solar system were discovered. Three high-speed 
  space elevators were constructed, and these greatly 
  reduced the extraordinary cost of escaping the Earth’s 
  gravity well. At the same time, compact, yet increasingly 
  safe, reactors created less expensive means of moving 
  rapidly through the solar system. The colonization 
  of the local planets occurred soon thereafter. The 
  latter half of the twenty-first century saw the return of 
  manned missions to the moon as well as the first trips 
  to Mars and Jupiter. The first permanent lunar base 
  was established in 2180, and then a permanent domed 
  Martian base was established fifty years later. Contrary 
  to more than a hundred years of science fiction, 
  however, there was no chance of terraforming Mars 
  due to the high salinity of the Martian soil. Colonization 
  served merely to prove that permanent settlements 
  could be established, and that they could be cost-
  effective. Twenty years later additional bases were 
  constructed on Jupiter’s moons Europa and Ganymede. 
  The last great stride forward was the establishment of 
  a small self-sustaining space station in orbit around 
  Uranus. Years later, after Humans encountered other 
  space faring races from other worlds, these early bases 
  were converted into top secret research facilities or 
  were expanded and converted into defense platforms, 
  supporting several heavy combat starships.
  The  Tachyon Quantum 
  Field Drive
  Prior to 2230, the extent to which Humanity could 
  explore the cosmos was limited by the constraints 
  of the traditional Einsteinian universe, and by what 
  could be achieved with conventional chemical and 
  particle propulsion systems. Despite great advances in 
  efficiency and energy production in the twenty-first and 
  twenty-second centuries, the fact remained that travel 
  at the speed of light and faster still existed only in the 
  realm of science fiction. Mankind had almost convinced 
  itself that it would never achieve the dream of traveling 
  to the stars.
  This mentality began to change in 2192 when tachyon 
  particles were proven as scientific fact. Originally proposed 
  in the twentieth century as a thought experiment, the 
  tachyon was thought to be a subatomic particle that 
  always exceeds the speed of light. Breakthroughs in the 
  understanding of the dark energy that continually pulls the 
  galaxies away from each other led to the serious study of 
  tachyon particles, and proof of their existence.
  What was found was that all of the matter that Humans 
  come into contact with was of a mundane nature. It 
  behaved according to the laws of relativity; it could 
  not move faster than the speed of light and the faster 
  it traveled through space, the slower it moved through 
  time. Tachyons were a different type of particle entirely. 
  Although present in the observable universe, they were 
  very difficult to study due to the fact that they behaved 
  according to completely different laws. While the origin 
  of tachyon particles is still a matter of much conjecture, 
  many suspect that they spill over from another universe 
  where the laws of physics work differently.
  Once tachyons were proven, physicists began 
  observing and interacting with them in earnest. They 
  envisioned a tachyon field that could potentially 
  carry Humans to the stars. They theorized that if a 
  spacecraft could be fully enveloped in a tachyon field, 
  everything inside of that field would begin to behave 
  like a tachyon, accelerating to nearly unimaginable 
  speeds. The theory held up as they began to test it on 
  unmanned spacecraft in the 2210s, moving objects as 
  far as the nearest star, Alpha Centauri, and back. 
  In 2219, this technology was tested on a small vessel 
  crewed by a yellow tabby kitten called Sputnik, which 
  was named in honor of the first man-made object 
  launched into space. The craft was designed to travel 
  to Alpha Centauri, snap a series of pictures, and then 
  return to Earth. A week later Sputnik not only returned 
  intact, but his age was unaffected by faster-than-light 
  travel. Safe faster than light travel had been established, 
  and Sputnik went on to become an international 
  celebrity as the first living thing from Earth to travel to 
  another solar system.
  In 2230, the first tachyon quantum field drive spacecraft 
  with a Human crew left Earth’s solar system and began 
  exploring the stars. When the craft encountered the first 
  terrestrial planet that was capable of sustaining Human 
  life, numerous additional ships were commissioned, and 
  upon completion, they were assigned to locate suitable 
  worlds for Human expansion in hopes of easing Earth’s 
  overpopulation problem. The worlds of Aruim, Upagra, 
  and Lato were soon discovered, and intrepid individuals 
  left Earth to become the first colonists on alien worlds.
  
  6
  Early Alien Contact
  Up until 2250, the debate still waged as to whether or 
  not there was any intelligent life on in the universe. 
  Although Humanity had encountered plant and animal 
  life on some of the planets they had discovered, they 
  had not yet found any species that used technology 
  or possessed language. Humanity was beginning to 
  believe that they were the only rightful inheritors of the 
  universe; then they met the Tallinites. 
  These aliens were first encountered in their hive ships, 
  and the Human military deemed them to be too great 
  of a threat to challenge militarily, so they initiated 
  trade and pursued diplomatic relations. The Tallinites 
  proved to have genuinely peaceful intentions but they 
  maintained a strong military to protect against threats. 
  They also warned that not every spacefaring race was 
  as welcoming as they were.
  A year later, the first major innovation of the Tachyon 
  Quantum Field Drive was created. Tachyon field 
  technology already allowed ships to jump from one 
  point in space to another; however, the ability to do 
  this safely was dependent upon accurate astrogation. 
  Because ships still moved through normal space while 
  inside the tachyon field, it was important that the space 
  in between the jump point and the destination was free 
  of obstacles. The quantum field repelled small solid 
  objects, but the field was no match for larger objects, 
  such as stars, planets, and asteroids. Up until this point, 
  space travel consisted of small jumps forward, scanning 
  the space ahead, and then jumping again once it was 
  deemed safe.
  The mark II Tachyon Quantum Field Drive was released 
  at the same time as vastly improved sensors. The 
  two worked in conjunction and were able to detect 
  large bodies in space and make course corrections 
  accordingly, thus removing some of the danger inherent 
  in faster-than-light travel. Jump calculations were 
  automatically adjusted while moving at faster-than-light 
  speeds and as a result, the effective range of starships 
  increased, while the length of time needed to get to a 
  destination decreased.
  Shortly after the advent of the new drive, a survey 
  expedition on the mostly aquatic world of Relar very 
  nearly led to the first interstellar war. An underwater 
  team engaged in sport fishing found numerous species 
  that were not only edible, but also quite palatable. One 
  of the creatures they hunted had an exoskeleton, and at 
  first glance, reminded the team of a large shellfish on 
  Earth. The creature escaped the hunters, but it turned 
  out to be an intelligent creature belonging to a water-
  breathing spacefaring race called the Relarrans.
  The Relarrans had allowed the Human ships to 
  approach the planet, assuming that they would check 
  for valuable metals, find none in easy-to-access 
  locations for gas-breathing beings, and then move on, 
  just as others had. It had never occurred to them that 
  the newcomers would hunt their seas, or them for that 
  matter. In a display of force, a fleet of Relarran ships 
  entered the system and opened fire on the Humans. 
  Only some desperate diplomacy on the part of the 
  Human captain defused the situation. The humans 
  issued an apology and recalled all of their people to 
  the ship, then established official diplomatic relations 
  once first contact tensions had died down. Several 
  months later, the Relarrans entered into a trading 
  agreement with the Humans and Tallinites.
  The  Lamogos Threat
  The relatively productive nature of alien relations 
  underwent a monumental shift in 2260.  Wjile engaged 
  in a system survey, the Human starship Lincoln 
  encountered a ship of unknown configuration orbiting 
  a gas giant. The two races agreed to meet aboard 
  the Human vessel, and were shocked to discover 
  that their similarities went beyond having similar 
  humanoid builds; all of their physical characteristics 
  were identical in every way except for skin and eye 
  color. Humans skin tones range from pale white to dark 
  brown while the Lamogos skin tone was primarily dark 
  blue, though there was some variation including bluish-
  green and green skin. Their hair was consistently black 
  except among older members of the species, and the 
  irises of their eyes varied between blue, green, gray, 
  and pink.
  Once the initial shock of their physical similarities 
  wore off, it became clear that the Lamogos were more 
  militaristic than the Humans. While the Humans tried to 
  ascertain whether the Lamogos were related in some 
  way, the Lamogos guests hacked into secure computer 
  systems aboard the Human vessel to learn its weapon 
  and shield capabilities. The Human captain took 
  immediate offense to this breach of security and sent 
  them back to their ship. While diplomatic efforts were 
  breaking down, the Lincoln’s geneticists determined 
  that the Lamogos were not of Human stock and would 
  definitely not be capable of producing offspring 
  together.
  The Human ship left the planet’s orbit, unable to 
  establish any form of diplomatic relations with the 
  Lamogos government. Several more encounters 
  occurred over the following months, all of which 
  were tense, with the Lamogos threatening to fire 
  upon the Human ships if they did not withdraw from 
  their space. The Human military, still untested in 
  
  7
  space combat, opted to avoid open conflict. Ten years 
  after their initial contact, communication was finally 
  established with the Lamogos homeworld, however, 
  this exchange of information revealed that there were 
  deep philosophical issues dividing the two species, and 
  relations quickly devolved into a cold war.
  The Human generals suspected that they were at a 
  disadvantage in terms of the shield strength, firepower, 
  and the size of their fleet. As they received intelligence 
  reports from Lamogos space, it soon became apparent 
  that the Human military would be overwhelmed by 
  Lamogos forces if war were to erupt at that time. 
  Worried that the Lamogos would soon obtain the same 
  intelligence and initiate a war, the order was given to 
  trade for and steal the most advanced starship military 
  gear employed by other species. As an additional 
  measure, the Humans formed a stronger alliance with 
  the Relarrans and the Tallinites, expanding trade to 
  include military equipment while agreeing to provide 
  for one another’s defense in the event of a war. This 
  measure helped close the gap with the Lamogos.
  Little more than a footnote to the history of this period, 
  the Humans had their first encounter with the Gaieti. 
  This new race appeared to be plant based and its 
  technology was both superior and more destructive 
  than anything the other races had in their arsenal. Much 
  to the relief of Human leadership, the Gaieti appeared 
  uninterested in the affairs of the other races, though 
  they were concerned that such an advanced race could 
  wipe them out on a whim. Although diplomatic relations 
  were established, the Gaieti have not yet contributed 
  anything useful aside from small bits of mundane 
  information. Many believe that the Gaieti’s influence 
  among the stars may predate all other races by several 
  thousand years, and still others are convinced that this 
  enigmatic race has information about the rest of the 
  galaxy, and possibly other galaxies as well.
  The  First Interstellar War
  War came in 2277 when the Lamogos claimed 
  ownership of the world Hagenti, which had already 
  been colonized by Humans. The Human colonists were 
  unaware that the Lamogos had claimed the resource-
  rich world ten years prior to that. The Lamogos 
  instigated the conflict when they arrived at the planet 
  and threatened planetary bombardment if the Humans 
  failed to vacate. The Humans responded to this with a 
  sudden and unexpected display of force, attacking the 
  Lamogos ships and destroying them.
  During the years that had passed between the 
  beginning of the Human – Lamogos cold war, the 
  Humans had managed to close the technological 
  gap between the two species. The Lamogos quickly 
  recovered from their unexpected defeat and 
  responded by escalating the conflict by sending 
  more ships. Numerous battles played out in the space 
  
  8
  surrounding Hagenti, along with several colony worlds 
  belonging to both sides. 
  Much to the relief of Humanity, the military capabilities 
  of the Earth Defense Force were an adequate match for 
  the Lamogos fleet. For three years the battles waged 
  across a hundred worlds, even spilling over into space 
  dominated by other races. Despite inspired leadership, 
  expert tactics, and powerful military technology on 
  both sides, it became clear that this would be a war 
  of attrition since neither side was gaining the upper 
  hand. As resources were expended, shipments of 
  food, fuel, and basic supplies began to wane to the 
  numerous planetary colonies, creating a public outcry 
  to end the war. In frustration, the Humans and Lamogos 
  came to the negotiating table together and agreed 
  that the only way to settle the dispute was to finish the 
  fight on Hagenti soil. Two years later, when neither 
  side had gained an advantage over the other, and 
  asvthe casualties mounted, both sides agreed to jointly 
  colonize the world.
  The  Interstellar Concord
  One of the unexpected side effects of the Earth-Lamog 
  war was the discovery of hundreds of new worlds, some 
  of which were rich in natural resources and home to 
  alien species. Both sides in the conflict had sent an 
  unprecedented number of scouting missions out into 
  uncharted worlds, looking for worlds that would serve 
  as bases for research and development or construction 
  that would aid in the war effort, while remaining 
  hidden from the enemy. Some of the new species they 
  encountered were primitive, but there were also many 
  that had made the first tenuous steps into space.
  Twenty years after the end of the war, Hagenti was 
  prospering and both Humans and Lamogos were 
  settling there in by the tens of thousands every year. 
  Many expected that the end of the war would give 
  way to sectarian violence, but over the course of 
  two decades, as new generations were born to this 
  world, the two groups began to work together, share 
  resources, and even find companionship with one 
  another. The two governments acknowledged this 
  and they set up a state-sponsored cultural exchange 
  twenty years after the end of the war. Several high-
  ranking Humans and Lamogos visited each other’s 
  homeworlds and were allowed to go out among the 
  people, explore the arts, sample the foods, and develop 
  an understanding of the other people. The president of 
  Earth, Raphael Callas, is said to have fallen in love with 
  the culture of Lamog while visiting. When he returned, 
  he made a famous plea for peace to those he referred 
  to as “Humanity’s brothers among the stars.”
  This plea did not go unheard. The Lamogos proposed 
  a new governing organization that incorporated 
  Humans, Lamogos, Tallinites, and many of the minor 
  spacefaring races that they had recently discovered. 
  The organization was intended to establish a military 
  alliance between these worlds to protect against any 
  outside forces, open up free trade, and share resources. 
  The governments involved cautiously agreed to this 
  arrangement, and called the new organization The 
  Interstellar Concord (or the IC for short).
  Thirty-five years passed, during which time the 
  member worlds of the IC became closer. The 
  advantages of the organization became clear as 
  prosperity began to spread throughout the member 
  worlds. Food shortages were easily solved; processed 
  hydrogen based fuel was more evenly distributed, 
  as was medical care. Physicians from the various 
  races came together for the purpose of advancing 
  the science of xenobiology, making it possible for 
  species to receive medical care on worlds primarily 
  inhabited by other species. By this time the veterans of 
  the previous war, many of whom held strong anti-alien 
  sentiment, had grown old and no longer dominated the 
  political discourses on their worlds. The horrors of the 
  war that brought two cultures to the brink of extinction 
  were reduced to a historical fact, while peace and 
  prosperity seemed infectious as it swept from world 
  after world.
  In 2251, Hagenti was named the capitol world of the 
  IC. Unlike many terrestrial worlds, very few locations 
  on Hagenti were prone to extremely cold or warm 
  temperatures. Most scientists attributed this to the fact 
  that the planet orbited a star that was larger than Earth’s 
  sun, and the planet had less of a wobble than Earth, 
  causing smaller fluctuations in seasonal temperatures. 
  Because of the almost uniformly pleasant climate, along 
  with the the wide-spread and expanding availabilty of 
  goods and services, the various known races began to 
  gravitate towards the planet en mass. In very little time, 
  Hagenti became the cultural and political center of the 
  Interstellar Concord, eclipsing Earth, Lamog, and the 
  homeworlds of other member races.
  The  Second 
  Interstellar War
  The peace and prosperity of the IC was suddenly 
  challenged by a series of massive and unexpected 
  attacks. In one day, three nuclear devices detonated 
  in Ral-Nantir, one of the most heavily-populated cities 
  of Hagenti, and five stellar navy ships belonging to 
  the Lamogos likewise exploded during routine patrol 
  missions, killing all aboard.
  Shock and outrage among the Lamogos was immediate, 
  with most assigning blame to Earth. Tensions between 
  the two races increased, particularly among those who 
  
  9
  were living side-by-side on Hagenti, while investigators 
  raced to uncover the guilty party. Many believe that 
  the IC would have been torn apart by the crisis had it 
  not been for one individual who was apprehended just 
  outside of the nuclear blast zones on Hagenti. 
  Nabbed by planetary security for no reason other 
  than that security felt he looked suspicious, satellite 
  surveillance confirmed that he had entered the blast 
  zone about an hour before the attacks and then exited 
  just in time to watch the blast from a safe distance. A 
  search of his belongings turned up goggles with extra 
  dark lenses, which a person could use to view a nuclear 
  explosion without causing eye damage. The individual 
  appeared to be Human, but upon returning him to a 
  high security interrogation facility, it became apparent 
  that he was a shapechanger; a species unknown to the 
  IC at that time. He stated that he belonged to a race 
  called the Farradin, which was intent on conquering 
  this region of space. Before interrogators could extract 
  any more information from the being, it activated 
  the nanites that had been dormant in its body. The 
  resulting explosion killed all of the investigators in the 
  immediate area.
  Following the attacks, enemy warships engaged IC 
  forces. Although they appeared to be evenly matched, 
  the attacking warships seemed to have intelligence on 
  the weak points of the various IC ships, allowing them 
  to eliminate them more easily than should have been 
  possible. Additionally, Farradin saboteurs carried out 
  several more operations against civilian targets within 
  the IC. Throughout these tense times, the IC military 
  was able to capture Farradin agents and soldiers, 
  but the enemy invariably committed suicide before 
  any useful information (such as the location of their 
  homeworld, or the deployment of their military) could 
  be extracted.
  The first four years of the Second Interstellar War were 
  marked by one Farradin victory after another. Generals 
  within the IC were beginning to seriously consider 
  the notion that they would not be able to achieve 
  victory under the present conditions. Not only were 
  their civilian populations at risk, but their military craft 
  were not as effective as they should have been due 
  to the tactical knowledge that the enemy possessed. 
  To suppress the free movement of Farradin saboteurs 
  throughout IC territories, interplanetary travel was 
  restricted to all but those able to obtain special 
  passports, all communications were monitored, and the 
  government became very interested in all people who 
  voiced the opinion that suspending their freedoms was 
  unconstitutional.
  A year later, the IC created a stealth craft that 
  was undetectable to Farradin sensors. This vessel 
  managed to track a Farradin warship as it returned 
  to its homeworld after a battle. Several more covert 
  missions ensued and several other worlds under the 
  enemy’s control were located. Findings indicated that 
  their worlds were poor in resources and organization 
  and required a constant influx of supplies to keep 
  the civilization from collapsing. The Farradin had 
  established a pattern of taking these resources by force 
  and then subjugating conquered worlds afterward. The 
  war against the IC was the most ambitious campaign 
  they had yet attempted and would have more than 
  doubled their subject worlds if successful.
  With this new information, the IC gathered every ship 
  it could spare into a massive armada and attacked 
  the Farradin homeworld, hitting it with the most 
  powerful weapons designed by its member worlds. 
  Billions on the planet were killed in minutes. The few 
  on the planet who held political power and managed 
  to survive signaled the Farradin’s surrender. Colony 
  worlds similarly fell in line. Some military craft 
  continued the fight for a few months, but ultimately, 
  cut off from supplies and food, they too were forced to 
  surrender or perish.
  In what is still viewed by historians as an extremely 
  heavy-handed approach solution to the problem, the 
  IC plundered all of the surviving military craft for 
  technology that would be useful—then they dismantled 
  the fleet and extracted or destroyed all planetary 
  resources that would have allowed the Farradin to re-
  attain spaceflight. The IC then abandoned the Farradin 
  worlds for the most part, sending a patrol through every 
  few months to ensure that they were still planet-bound. 
  In the years since the end of the war, the colony worlds 
  have suffered greatly, being completely cut off from 
  food and other commodities that had been supplied by 
  the homeworld.
  Following the war, the IC constructed shipyards in 
  orbit around the planet of Dorang to create a new and 
  upgraded fleet of warships that belonged to the IC, as 
  opposed to relying on the military assets of the member 
  worlds. The new ship designs incorporated some of the 
  advanced technologies taken from the Farradin ships. 
  At this time the IC was beginning to enjoy its newfound 
  power over member worlds. Some of the freedoms 
  stripped from citizens during the Second Interstellar 
  War were returned, but the government refused to give 
  back unrestricted freedom of speech and the ability 
  to move from world to world without jumping through 
  a series of bureaucratic hoops. Rumors surfacing from 
  Hagenti suggested that the leadership was interested 
  in transforming the IC into a full-blown empire. 
  This seemed to be confirmed fifteen years after the 
  construction of the shipyards on Dorang when the 
  navy unveiled the Imperium class destroyer. This new 
  class of ship was nearly 1500 meters in length and was 
  
  10
  more advanced than any other ship that had ever been 
  produced. In fact, it made the warships used by the 
  other member races minor obstacles in confrontations. 
  It was believed that only the Gaeti possessed ships with 
  greater capabilities.
   Rise of the 
  Stellar Imperium
  In 2417, President Kalun Hooren of Hagenti, a Lamogos, 
  rallied the member worlds, declaring that the Concord had 
  strengthened to the point where they had become the first 
  Stellar Imperium. With the blessing of the senate, he was 
  named the first Emperor. Many scholars had misgivings 
  about this move, but the public (hence the majority of 
  the politicians) were supportive. The Senate, which was 
  made up of representatives from all of the member worlds, 
  passed the initiative to rename the organization.
  Under Hooren’s leadership, the new Stellar Imperium 
  began to focus on expansion through force, seeking out 
  new worlds and races, making some members while 
  enslaving others. The change occurred gradually, and 
  due to the secrecy of the military and the absence of 
  the civilian press in these newly discovered regions, the 
  general populations of the member worlds remained 
  blissfully unaware of the atrocities being carried out in 
  their names.
  In 2545, Stellar Imperium scientists announced the 
  second major improvement upon the Tachyon Quantum 
  Field Drive. While the first innovation of the drive made 
  it much more possible the reach far off places, the latest 
  improvement made it possible to travel at a speed 
  greater than light while traveling slow enough that 
  sensors could warn them of the dangers in the ship’s 
  path. The new drive was simply called the FTL Drive. 
  While jumping remained the fastest way to cover great 
  distances quickly, the newest innovation of the drive 
  was capable of making thirty short “microjumps” every 
  second. This allowed a ship to move at faster-than-light 
  speeds while going slow enough to survey the systems 
  the ships passed through. The passengers in a ship 
  moving in this way felt as though they were smoothly 
  moving through space at a speed faster than light. 
  Patrolling huge tracts of space became possible, and 
  ship no longer needed to move from planet-to-planet 
  within any given system at sublight speeds. This did 
  not eliminate the need for sublight capabilities entirely, 
  which meant that hydrogen was still required, but the 
  amount of hydrogen needed was greatly reduced.
  
  11
  Nearly eighty years later, in what many considered at 
  the time to be a matter of little importance, the Stellar 
  Imperium discovered the homeworld of an intelligent 
  species called the Sangor. The Sangor were one of 
  the strangest creatures they had laid eyes on, with a 
  warm blooded fleshy body that was very flat and had 
  multiple spindly arms and legs. As was standard with 
  all newly discovered worlds, the Imperium offered 
  them the choice to surrender or be destroyed. The 
  Sangor, a race of extreme pacifists, were more than 
  willing to surrender to this conqueror. They then 
  even volunteered to help their conquerors to mine 
  the surface of their planet, stripping it of most of its 
  valuable resources.
  Despite their willingness to appease their new masters, 
  the Imperium found that they were neither efficient 
  nor motivated workers, and no amount of training 
  or coercion would make these creatures into better 
  workers. The metals and other substances on the 
  world of Sangorlai were so scarce that the costs of the 
  endeavor outweighed the benefits. Fifteen years after 
  its discovery, Sangorlai was abandoned and promptly 
  forgotten about by everyone except for those who 
  considered themselves unfortunate enough to have 
  served there.
  It came as a shock fifteen years later when an unknown 
  spacecraft in another system twenty light years 
  away was discovered to be a Sangor craft. Prior to 
  colonization, the Sangor had been a preindustrial 
  race, and their technological level hadn’t measurably 
  changed during the occupation of their world. After 
  the Stellar Imperium withdrew from their world, they 
  found some FTL drives that no longer functioned, 
  some shuttlecrafts that were in poor repair, computers, 
  and a few other pieces of technology. They reverse-
  engineered all of these devices with a level of skill 
  that the Imperium had not previously been aware 
  was possible, and they created their own versions of 
  these technologies. More surprising was the fact that 
  the Sangor had already managed to discover and 
  colonize five worlds during the fifteen years since the 
  Imperium’s departure.
  Soon after their re-discovery, the Sangor petitioned 
  the Stellar Imperium for member status, which 
  was granted. While this new arrangement offered 
  their worlds military protection, it also opened up 
  several new worlds to the massive empire that was 
  obsessed with expansions. Also of note was that the 
  Sangor had claimed ownership over a large cluster 
  of stars that contained several habitable worlds. The 
  Imperium began surveying those worlds in hopes 
  of finding suitable places to establish new colonies 
  and military outposts.
   Barbarians at the Gate
  The clash that would prove so catastrophic that it would 
  bring the Stellar Imperium to its knees began in 2562 
  when a massive armada was dispatched to a far-off 
  star system the Sangor had recently discovered. Upon 
  their arrival they found that the system was occupied 
  by a warm-blooded lizard-like race known as the 
  R’Tillek. It became apparent that the R’Tillek lacked 
  a central authority, instead consisting of numerous 
  nomadic spacefaring tribes. As was typical with newly 
  discovered races, the Imperium warships offered the 
  R’Tillek the choice of surrendering or being destroyed. 
  The R’Tillek chose the latter option rather, leading to 
  immediate hostilities with an enemy they had greatly 
  underestimated. The armada suffered massive losses 
  and was forced to retreat back to Imperium space.
  Battle after battle ensued over the next three years. The 
  Stellar Imperium discovered other systems occupied by 
  the R’Tillek, and they dispatched warship after warship 
  to conquer their new foes. The generals leading the 
  new war effort assumed that the tribal organization of 
  the R’Tillek would work against them, but they instead 
  found that when one group was attacked, R’Tillek 
  reinforcements would come from nearby systems to 
  reinforce them. The Imperium generals also vastly 
  underestimated the sheer number of undiscovered 
  worlds that were occupied by the R’Tillek. Many 
  remarked that it was mere coincidence that they had 
  never encountered them before.
  The war waged on, and many estimate that more 
  Imperium soldiers were killed in this conflict than the first 
  two interstellar wars combined. The R’Tillek casualties 
  were also great, but the number of ships they had at their 
  disposal was staggering and the soldiers never seemed to 
  tire from the fight. Ultimately, three years into the conflict, 
  the Stellar Imperium opted to withdraw from R’Tillek 
  space and seek expansion in other areas.
  With their retreat, the Stellar Imperium diplomats 
  attempted to establish a dialogue with the R’Tillek, 
  but they found the vast majority of the enemy tribes 
  unwilling to discuss anything short of unconditional 
  surrender of all of the Imperium worlds. Worse yet for 
  the Imperium, the few that were willing to consider a 
  peaceful solution seemed to be poorly regarded by the 
  other tribes, making any peace offers hollow at best. 
  The Imperium opted to break off negotiations with the 
  R’Tillek entirely, increased planetary defenses around 
  their own worlds, and made sure to avoid systems 
  where they suspected they would find the R’Tillek.
  One of the developments of this conflict was that the 
  Imperium began to explore a new sector of space. In 
  a few short years, they found a number of terrestrial 
  
  12
  worlds withld no native intelligent species. Ripe for 
  exploration, they dubbed these the Frontier Systems 
  and offered grants for anyone willing to settle these 
  worlds in the name of the Imperium.
  The  Fall of the 
  Stellar Imperium
  Weakened by their conflict with the R’Tillek, 
  information about the full extent of the Imperium’s 
  exploitation of the alien races on colonized worlds 
  was being spread throughout the member worlds by 
  a newly-emboldened media. Worse, the once-mighty 
  armadas of the empire were in ruins and the news of 
  this weakness was also finding its way back to member 
  worlds. Debates erupted on numerous worlds about 
  whether the Stellar Imperium was an organization that 
  they should remain with. Nearly half, many among the 
  Relarra and the Tallinite worlds, decided to secede 
  from the Imperium.
  The Human emperor, Maddox of Earth, upon learning 
  of the secession plans, became angered and declared 
  that he would not allow these worlds to leave. Imperium 
  ships were pulled from numerous assignments so that 
  they could put down rebellions on these worlds. In 
  some cases they resorted to orbital bombardment to 
  bully these worlds into submission. At first this was 
  passed off as a series of minor police actions, but the 
  fighting spread until it became a full-scale civil war.
  Battles waged on hundreds of worlds. Small colonies 
  were beaten into submission but the larger ones, many 
  of which still possessed their own warships from the 
  days of the Interstellar Concord, were able to meet the 
  Imperium ships in the skies and fight the troops on the 
  ground.
  As the civil war waged on, the R’Tillek reasserted 
  their military dominance.  They appeared in Imperium 
  space and laid waste to the Imperium core world 
  of Piresega. Unlike the Imperium, which fought to 
  disable the opposition and bring the planet back into 
  the fold, the R’Tillek were only happy with complete 
  and total annihilation of the world’s population. After 
  bombarding the planet with nuclear missiles, they 
  infected the atmosphere with biological agents that 
  killed all remaining inhabitants. In the space of a few 
  hours, the entire world of Piresega was a graveyard. 
  The R’Tillek then disappeared from Imperium space, 
  leaving the ruins of the devastated world behind them. 
  The Imperium realized that they needed to prepare for 
  a full-scale invasion, while still trying to put down the 
  rebellions on dozens of member worlds.
  Seven years passed. The civil war waged on, but the 
  R’Tillek remained quiet, not attacking any further 
  Imperium worlds. Many within the Imperium believed 
  that the previous attack had been payback for the 
  Human incursion into R’Tillek space but would not lead 
  to a full-scale invasion. Defense readiness was stepped-
  back and forces were once again committed to putting 
  down the numerous rebellions that continued to wage 
  throughout the Imperium.
  In 2682, the Imperium was running out of resources. 
  Even the Lamogos and the Humans, the main backers 
  of the Stellar Imperium, were giving up hope that this 
  would end well, so they agreed to pool their resources 
  and focus on their homeworlds. Most of the rebellions 
  against the Imperium thus succeeded, and these worlds 
  finally won their independence. What remained of the 
  Stellar Imperium pulled back and sought to establish 
  peaceful relations with the worlds that had rejected 
  them. Progress was being made when the R’Tillek 
  once again returned, this time attacking many worlds 
  that were no longer with the Stellar Imperium. Again, 
  they stayed only a few hours — just long enough to 
  devastate major population centers and then destroy 
  the remaining survivors with biological agents.
  Three years later, the R’Tillek returned. This time they 
  destroyed Hangeti and Dorang, the remaining core 
  Imperium worlds, and decapitated what remained of 
  the Stellar Imperium. The few worlds that had stayed 
  with the organization reorganized into a loose alliance, 
  but it quickly became clear the rule of the day was 
  that every world was on its own. What remained of the 
  Stellar Imperium collapsed, leaving many people very 
  worried about what the R’Tillek would do next.
  Two years after the collapse of the Stellar Imperium, the 
  R’Tillek laid waste to a pair of minor Sangor worlds.
  Five Years After the Fall
  In the years since the fall of the Stellar Imperium, the 
  former member worlds have failed to ally themselves 
  with one another. The vast majority have chosen to 
  remain fiercely independent, even eschewing the 
  notion of banding together with other worlds primarily 
  inhabited by the same species. A number of worlds 
  have sought to expand their influence and power 
  by conquering their neighbors. In some cases they 
  have been successful, but the lessons of the recent 
  past have taught the inhabitants of most of the would-
  be conquered worlds that their autonomy is worth 
  struggling for.
  Most of the capitol ships now are smaller and less 
  powerful than the ones that used to serve as the 
  primary work-horses of the Imperium fleet. Very few 
  worlds have the resources or the technical knowledge 
  to build such powerful and massive ships and the 
  surviving shipyards lack the capacity. Many believe 
  
  13
  the Imperium kept shipyards in secret locations that 
  were not even known to the former member worlds of 
  the Imperium. Many speculate that several abandoned 
  ships,complete, or nearly complete, still exist, docked 
  at various lost outposts and forgotten. Several world 
  governments would be very interested in retrieving 
  these ships, if they indeed exist.
  The new age is one of great danger, as many fear that 
  the R’Tillek have not concluded their predations on 
  the former Imperium worlds. The biological agents 
  the R’Tillek used on several worlds seem to have 
  disappeared, leaving the ruins of entire worlds open 
  for exploration. There are so many secrets and so much 
  advanced technology lying dormant on those dead 
  worlds that many individuals who fancy themselves 
  adventurers journey to these blasted desolate places 
  to see what they can salvage. One surprise that has 
  come to light is that the biological agents used on 
  these worlds appear to have left most plant and animal 
  species unharmed, which means that the R’Tillek 
  managed to target very specific species with their 
  engineered virus. The wildlife that once stayed away 
  from the cities has become their only living masters, 
  and many of these naimals pose a threat to those who 
  seek to explore the ruins.
  In this less civilized age, some find hope in the fact that 
  the R’Tillek do not seem to have taken an interest in the 
  Frontier Systems. Consequently, recent years have seen 
  a large migration of members of all races out to these 
  worlds. Unlike most regions of space, none of these 
  worlds are not dominated by any single species, but 
  instead have populations composed of a mix of most 
  - if not all - of the major alien races. Because these were 
  developing worlds when the Imperium fell, they lack 
  many of the trappings of civilization. The people who 
  live on the frontier worlds often find that survival is a 
  difficult prospect. 
  Consumer goods that are plentiful in the core worlds 
  are not as easy to obtain on the frontier. Things as 
  simple as name brand clothing, processed foods, and 
  personal gadgets are few and far between. Community 
  sizes tend to be small and make their own clothing and 
  grow their own food; generally living without many of 
  the common luxuries that others take for granted. This 
  gives these worlds a wild and unsettled feel, reminding 
  some of ages past. The romantic notions of life in the 
  Frontier Systems has captured the imaginations of many 
  writers, artists, and philosophers from the core worlds 
  who fail to realize how dirty, dangerous, and harsh they 
  really are. Newcomers who live long enough to realize 
  this often return to their homeworlds.
  In most areas the technology level has regressed since 
  the days of the Stellar Imperium. Corporations were 
  responsible for the vast majority of the technological 
  advances during those days, but most corporations 
  only spanned one world or one race. The research, 
  development, and production of many items became 
  specialized to one race or one world. After the 
  Imperium fell, the space lanes became the domain of 
  traders and raiders. Without capitol ships to protect 
  the shipping lanes, transporting goods from one 
  world to the next became a risky endeavor, driving 
  costs up as the corporations were forced to choose 
  between absorbing losses or hiring privately held 
  armed escorts. Many species now wish to produce 
  technological items traditionally made by other species, 
  but are finding that they lack the technical expertise to 
  produce them. In this day and age, many unscrupulous 
  individuals can find employment in the shadowy yet 
  lucrative realm of corporate espionage. Indeed, these 
  people are often paid extremely well to infiltrate other 
  corporations, steal technical data, and then return them 
  to their employers.
  Many worlds find that they are in danger of invasion by 
  more populous worlds. Particularly in danger are the 
  gas mine colonies located in the upper atmospheres 
  of numerous gas giants. These worlds are often under-
  armed and have small populations with which to mount 
  adequate defenses. Most wish to remain independent 
  so they can reap the profits from the sale of the 
  gases they mine while other worlds are interested in 
  acquiring them so they can gain the cheap fuel (and 
  other chemicals) produced y these facilities. These 
  worlds often employ mercenary companies to keep 
  them safe from those who would attempt to take over 
  their operations by force, yet there are always doubts 
  about how far these outsiders can be trusted.
  The greatest threat facing the former worlds of the 
  Stellar Imperium is the R’Tillek. Nobody knows if 
  they are interested in revenge, if they wish to conquer 
  more worlds, or if they want something else entirely. 
  Many worry that it is only a matter of time before they 
  have conquered or destroyed all of the civilizations in 
  known space. The Stellar Imperium lost to this species 
  and the nonaligned worlds now find themselves even 
  less prepared to defend against this threat than the 
  Imperium was. Some hope that the R’Tillek can be 
  reasoned with; made to understand that the government 
  responsible for the destruction of the past no longer 
  exists. Others believe that the only way to keep their 
  worlds safe is to resort to guerrilla tactics and undergo 
  dangerous missions to R’Tillek space with the intent 
  to destroy their offensive capabilities. Still others are 
  convinced that the creation of large space navies 
  stationed around their worlds will be enough to defend 
  them when the inevitable attack comes.
  Five years after the fall of the Stellar Imperium, it is a 
  time fraught with danger, suffering, and strife. It is a 
  time when heroes are needed like never before, and a 
  
  14
  time when people fight to preserve the one thing many 
  believe lost: Hope. As Earth’s Nietzschean philosopher, 
  Hal Niemfreed, has declared, “This is the age of chaos, 
  loss, and despair. Discordia reigns supreme;” or put 
  simply, it is the Reign of Discordia.
   Timeline
  2080 – First colony on the Moon established
  2130 – Mars colonized
  2150 – Bases established on Jupiter’s moons Ganymede 
  and Europa.
  2155 – Space station established in orbit of Uranus.
  2230 – Humans invent the first tachyon quantum 
  field drive, which allowed them to travel distances 
  previously only dreamed of.
  2245 – Humans begin colonizing the nearby systems.
  2250 – Humans make contact with the Tallinites and 
  trade begins.
  2251 – The first major innovation of the tachyon 
  quantum field drive is successfully tested. Ships 
  throughout the Human fleet are refitted with these 
  drives, allowing them to more reliably reach locations 
  at greater distances.
  2253 – The Relarra are discovered in their natural 
  aquatic environment. Despite an unfortunate first 
  contact situation where the Humans mistook the other 
  intelligent race as a potential source of food, the two 
  become trading partners.
  2260 – Humans have their first encounter with a 
  Lamogos ship. Despite physical similarities, the two 
  races take an immediate dislike to one another.
  2270 – Attempts at establishing positive diplomatic 
  relations between the Humans and the Lamogos break 
  down and a cold war begins.
  2273 – The Humans, Relarra, and Tallinites agree to 
  a formal trade alliance, leading to the exchange of 
  numerous technological advances that benefit all 
  species involved.
  2275 – Humans encounter a Gaieti craft a mere light 
  year from Earth. Communication is established 
  between the two races, though the Gaieti provide 
  Humans with very little information about themselves.
  2277 – The Lamogos lay claim to Hagenti, which the 
  Humans had already claimed for colonization. The cold 
  war becomes a real war as Earth and Lamog launch 
  massive armadas against one another.
  2280 – The massively destructive major battles thus far 
  in the war have resulted in a stalemate. Both sides sign 
  a treaty stating that all future battles will take place only 
  on Hagenti soil.
  2282 – After proving evenly matched, the Humans 
  and the Lamogos agree to settle their dispute by co-
  colonizing Hagenti. 
  2300 – Having peacefully colonized Hagenti, the 
  Humans and the Lamogos embark upon an official 
  cultural exchange, their goal to put behind the war that 
  nearly crippled both races.
  2335 – The major races of the known galaxy, Humans, 
  Lamogos, and the Tallinites agree to form an alliance 
  called the Interstellar Concord (IC).
  1251 – Hagenti is named the capitol of the IC. 
  2372 – The IC is challenged by outsiders, a 
  shapeshifting race called the Farradin. None of the 
  allied races are able to determine where the Farradin 
  originated.
  2375 – After several successful covert-op victories 
  on the part of the Farradin, the IC is forced to limit 
  personal freedoms in favor of greater security.
  2376 – A successful operation determines the location 
  of the Farradin homeworld. The IC attacks the planet 
  with its most destructive weapons, resulting in the 
  death of billions. The Farradin surrender and the 
  Interstellar Concord removes their ability to create 
  ships that travel faster than light. They do this by 
  stripping the planet of the materials needed to create 
  tachyon quantum fields.
  2390 – The planet of Dorang is settled by the IC and a 
  major shipyard is constructed.
  2405 – The first Imperium class ships, nearly 1500 
  meters in length, are commissioned from the shipyards 
  in Dorang.
  2417 – President Kalun Hooren of Hagenti, a Lamogos, 
  rallies the member worlds, declaring the first Stellar 
  Imperium. With the blessing of the senate, he is named 
  the first emperor.
  2545 – Stellar Imperium scientists unveil the second 
  great advancement in the tachyon quantum field drive. 
  This time simply named the FTL drive, the latest advance 
  allows ships to micro-jump through space at faster-than-
  
  15
  light speeds as opposed to jumping directly from one 
  location to another. While near-instantaneous travel is 
  still the primary function of the FTL drive, the advantage 
  of this new innovation is that they are now able to survey 
  systems while moving at faster than light speeds rather 
  than being forced to rely on sublight speeds.
  2620 – The Stellar Imperium, eager to conquer new 
  worlds for colonization, happens upon the Sangor and 
  offers them the option of surrender or destruction. The 
  primitive species surrenders. The Stellar Imperium 
  enslaves them and puts them to work cultivating the few 
  usable resources from their homeworld.
  2635 – The Stellar Imperium deems the Sangor and 
  their homeworld, Sangorlai, to be costing them more 
  than it was worth, so they pull out.
  2650 – Several years after abandoning the world of 
  Sangorlai, unknown spacecraft are spotted in nearby 
  systems. It soon becomes apparent that the Sangor 
  were able to reverse engineer the FTL drives from the 
  few mothballed vehicles left on their planet when the 
  Stellar Imperium pulled out. Much to the chagrin of 
  the Imperium, the Sangor had already discovered and 
  colonized several other worlds.
  2660 – The Sangor petitioned to join the Stellar Imperium 
  as equals. The Imperium accepts and shares their colonies 
  as well as a cluster of stars that are as yet unexplored, but 
  they believe contain several habitable worlds.
  2662 – The Stellar Imperium launches a long-range 
  armada of ships to the systems discovered by the 
  Sangor. Upon their arrival, they discover a species 
  of nomadic tribal spacefaring creatures called the 
  R’Tillek. Hostilities erupt as the Stellar Imperium ships 
  are forced to retreat.
  2665 – The Stellar Imperium is beaten out of the cluster 
  of stars occupied by the R’Tillek. Attempts to arrange a 
  formal truce end with no accords.
  2669 – Following their defeat at the hands of the 
  R’Tillek, several member worlds lose confidence in the 
  Stellar Imperium and attempt to secede. This is met with 
  stern opposition from the emperor and conflict ensues 
  on several worlds.
  2675 – The R’Tillek invade Stellar Imperium space and 
  utterly decimate the entire population of Piresega. The 
  Stellar Imperium prepares for an invasion.
  2682 – Several worlds succeed in winning their 
  independence from the Stellar Imperium. The R’Tillek 
  attack several minor worlds, again completely 
  eliminating those worlds’ entire populations.
  2685 – The R’Tillek launch one major offensive, laying 
  waste to the Imperium’s core worlds of Hagenti and 
  Dorang. The Stellar Imperium collapses.
  2687 – In the wake of the fall of the Stellar Imperium, 
  it becomes clear that the former member worlds are 
  refusing to align according to racial lines, as expected.
  2688 – The R’Tillek destroy two more worlds belonging 
  to the Sangor. 
  2690 – The current year. A Human philosopher named 
  Hal Niemfreed declares this age the Reign of Discordia.
   Commerce
  The fall of the Stellar Imperium has thrown almost all 
  former member worlds into an economic depression (the 
  only major exceptions being the Tallinite core worlds). 
  The price of almost all goods has tripled over the past five 
  years, while the average worker’s wage has stagnated or 
  decreased, leading to a situation where homelessness and 
  starvation are far more common than they once were. Many 
  people who were once honest citizens with jobs and normal 
  lives have turned to crime to support themselves and their 
  families. Other worlds have instituted socialism to ensure 
  that all citizens are provided for at the most basic level.
  Consequently, piracy has made a comeback in recent 
  years. Before the falloff the Imperium, the space lanes 
  were well-patrolled and unharried. However, the 
  depressed economic conditions, the lack of protection, 
  and the ability to prey upon weaker cargo ships has 
  proven too great a temptation for many to resist and 
  piracy has become a problem in most systems.
  Another major concern in the current economy is that 
  many corporate-produced technologies have become 
  difficult to obtain at reasonable prices, and competition 
  is virtually nonexistent. Many companies would be 
  interested in making their own versions of numerous 
  different products. However, they are limited by the fact 
  that most technologies were intentionally designed to 
  be difficult to reverse-engineer. The corporations that 
  are making money, with few exceptions, aggressively 
  protect the research and development credits they 
  have invested, and typically refuse to license their 
  designs out to other companies. More often than not, the 
  manufacturers won’t even license the rights to produce 
  compatible technologies in markets that they find 
  difficult to penetrate. This has led to a deadly serious 
  game of corporate espionage where agents are assigned 
  the task of stealing the corporate secrets of others.
  The types of items currently in high demand are life-
  support systems for all sizes of spacecraft, navigation 
  systems that are hard coded with all of the latest 
  astronomical data, terraforming equipment, reverse-
  
  16
  gravity generators, top-end artificial intelligence units, 
  immersive holographic emitters, atmospheric suits, 
  and a great number of personal electronic devices too 
  numerous to list. The Sangor have a special knack for 
  reverse-engineering many complex devices (which was 
  how they achieved space travel in the first place). That 
  said, it is a well-known fact that their knock-off devices 
  are not the highest quality and are prone to failure.
  Transportation of manufactured goods is normally 
  carried out by the corporations that produce them, 
  though smaller companies and individual entrepreneurs 
  often employ private freighters. Raiders usually prefer to 
  target private freighters over corporate ships, as they are 
  typically easier marks, with fewer defenses.
  The sale of illicit goods remains lucrative for those who 
  can live with the risks. Banned substances and weapons 
  are in greater demand than ever and most planetary 
  governments have long lists of items that are not 
  supposed to be sold to the general public. This line of 
  work comes with a high degree of risk since being caught 
  can result in imprisonment, mind wipes, or even death.
  The currency used throughout the former Stellar 
  Imperium worlds is the Standard Credit. It was called 
  the Imperial Credit before the fall, but the name was 
  changed to reflect the fact that the Imperium is a thing 
  of the past. Its value is now dictated by actual market 
  conditions. The Standard Credit is backed by the entire 
  banking industry, which, though battered, is one of the 
  few stabilizing forces leftover from the Imperium.
  Communication
  Communication between worlds is accomplished using 
  tachyon communications devices. This method involves 
  creating a direct beam from a point in space to the 
  intended recipient. Its limitation is that it does not broadcast 
  in all directions in the same way radio waves do, making 
  distress signals that span light years next to impossible. 
  Most ships that need to make a distress call from deep 
  space do so by using their tachyon radio to contact the 
  nearest planet. Real-time conversations can take place 
  across light years if the exact location of both recipients are 
  known and locked in by the radio operators.
  Communication within a local system is done via digital 
  carrier signals. These allow for broadcasting, but the range is 
  extremely limited. Communications can take anywhere from 
  minutes to hours to reach anyone, depending on distance, 
  even if they are within the same solar system. Real-time 
  conversations are only possible at very short distances.
  Comm-net: Entertainment is broadcast in holographic 
  form via commsat arrays around the inhabited worlds 
  belonging to a number of species. These broadcasts 
  are made from a number of providers who offer 
  programming that ranges from educational to dramatic. 
  As has been the case for hundreds of years, this is paid 
  for with advertising from corporate sponsors.
  The Exonet: The Exonet is the outgrowth of the 
  Internet into space. Because of the distance and the 
  length of time it takes for information to arrive, the 
  entire contents of the Exonet are stored on one super-
  computer on each planet and then it updates new 
  information daily so that people can find information 
  from all of the worlds in real-time. E-mail still exists and 
  can be sent to individuals on other planets, though this 
  goes out on a daily basis, so real-time conversations 
  only occur if all parties of the conversation happen 
  to reside on the same world. The Exonet is used for 
  everything from researching information, to playing 
  games, to making purchases.
   Dead Worlds
  In addition to the wreckage of the Imperium core 
  planets, dead worlds abound. It is estimated that sixty 
  percent of all intelligent species in the universe do not 
  survive long enough to establish a permanent presence 
  in space. Every dead planet has its own story. Some 
  civilizations died out because of the outbreak of some 
  deadly incurable diseases, some died because of a 
  massive asteroid impact, some destroyed themselves 
  through nuclear annihilation, some polluted their 
  planet to the point where they were no longer was able 
  to support life, and some died because the technology 
  they created turned on them and massacred their entire 
  species before going dormant.
  While the ultimate fate of these civilizations varies, the 
  one constant is that they all leave something of value 
  behind. In some cases it is their art, in other cases it is 
  technology, and still in others it is elements of culture, 
  such as a recipe, a style, or a new philosophy. Many 
  of these dead worlds lie in unexplored backwater 
  systems, and many scavengers have made their livings 
  by searching for and exploring worlds that might 
  have once sustained life and could hold valuable 
  secrets. Sometimes they discover groups comprised of 
  known races that have left the various settled worlds 
  in favor of privacy or shelter, many of which are not 
  pleased to receive visitors. Other times the worlds are 
  uninhabited, with a wealth of undiscovered objects and 
  technology, as well as dangers, that were left behind.
  Faster-Than-Light Travel
  The major scientific discovery that made faster-than-
  light travel possible was the understanding of how to 
  manipulate tachyon particles to create quantum fields. 
  No race (with the possible exception of the Gaieti) is 
  able to artificially produce a tachyon. Tachyon particles 
  always move at a speed greater than light. 
  
  17
  Once they could detect tachyon particles, they realized 
  that the sheer number of them existing at every known 
  location was truly staggering. Tachyon particles could 
  be attracted via a tachyon collector. Manipulating 
  tachyon particles requires a great degree of energy, 
  but once accomplished, scientists discovered that a 
  tachyon field surrounding an object caused that object 
  to behave as though it is a tachyon itself. 
  Once a tachyon field surrounds an object, it is hurled 
  forward at speeds greatly exceeding the speed of light. 
  Navigation is then accomplished by making subtle 
  variations to the tachyon field. Because travel occurs so 
  quickly, faster-than-light jumps seem instantaneous for 
  short to mid-length voyages. Longer jumps take place at 
  a rate of forty light-years per hour.
  Despite the speed of travel, the actual amount of the 
  galaxy that has been explored remains at less than 
  ten percent. The reason for this is that courses must be 
  precisely laid in before a jump occurs to avoid hitting 
  stellar objects. This requires charting out navigational 
  courses first. Exploration vessels must make a jump of 
  only a few light years, survey all of the astronomical 
  data provided by an advanced sensor array, and then 
  make another short jump. When they arrive at a new 
  location, this data is then made available to other 
  vessels so they can program safe, reliable jumps from 
  one location to another. It sounds easy but the reality is 
  that it typically takes weeks to plot something as minor 
  as a course between two stars.
  In the early days of faster-than-light travel, some 
  daredevils attempted to cover great distances in a single 
  jump by simply setting their computers with a distance 
  and engaging the drives, some going so far as to plot a 
  course for the opposite side of the galaxy. They would take 
  the latest astronomical data into account, and then rely on 
  the emptiness of space in hopes of avoiding a collision 
  with an uncharted object along the way. What they did not 
  take into account was that much of the data from never 
  before visited locations was derived from measurements 
  based on starlight, which is often warped by gravitations 
  fields such as black holes, neutron stars, and dark matter. 
  None were ever heard from again, although the wreckages 
  of a few of these craft have been found pulverized by 
  asteroids, or crashed on planetary bodies.
  The invention of the FTL drive has sped up the process 
  of charting space through the use of microjumps. These 
  jumps allow a craft to make several tiny faster than light 
  jumps per second. It is a slower method of travel, but it still 
  allows a ship to move faster-than-light while using sensors 
  to detect objects in their path well before reaching them, 
  thus allowing exploration ships to map out systems at a rate 
  approximately three times faster than previous drive types. 
  New systems are opening up to travelers at an amazing rate, 
  though most predict that it will still take close to a thousand 
  years to map out a reliable path from one end of the galaxy 
  to the other, let alone all of the places in between.
   Gas Mining
  Processed hydrogen is the single most useful fuel 
  for interstellar travel and is used both for propulsion 
  and for the fusion reactors which power all known 
  spacecraft. The most plentiful sources are found in the 
  atmospheres of many gas giants. To get the amount of 
  gas needed to keep up with demand, it must be mined 
  from these enormous planets.
  
  18
  To accomplish this, enormous mining platforms that 
  house thousands are placed in the upper atmospheres 
  of some gas giants and are kept in place using powerful 
  anti-gravity fields. These platforms suck massive 
  quantities of gas in from the atmosphere, then extract 
  the hydrogen, methane, and other useful gases before 
  ejecting the rest back into the planet’s atmospheres. 
  The living and working areas of these platforms are 
  completely enclosed. Because unprotected exposure to 
  the atmosphere of a gas giant is fatal, people rarely leave 
  the confines of the mining platforms. That said, when they 
  must leave, workers wear environmental suits that provide 
  them with a breathable atmosphere, protect them from the 
  pressure, and negate the powerful pull of gravity.
  Gas mining is considered the most dangerous profession in 
  existence because a catastrophic failure aboard a mining 
  platform could lead to the deaths of the entire complement 
  of workers. A simple power outage, followed by the outage of 
  a backup generator, is all it would take for the entire facility 
  to become a death trap for everyone there. In addition to this, 
  the workers who must perform maintenance outside of the 
  platform enclosure have a seven percent chance of death 
  per annum. No matter how rare accidents are, it is common 
  for a mining platform to accidentally lose one or two 
  workers per month, and nobody can forget the first mining 
  platform accident Humans suffered on Jupiter when an early 
  prototype platform lost power and plunged to its destruction, 
  losing all hands.
  Powers of the Mind
  Telepathy and other mind-control powers are a reality 
  in the Reign of Discordia setting; however they are 
  limited in scope. All Human and alien characters can 
  roll for Psionic Strength and pursue the Psion career if 
  they have the aptitude for it.  However, the Teleportation 
  talent is not available to characters in this setting. 
   Religion
  The truth, or lack thereof, of religion is not obvious in 
  the Reign of Discordia campaign. With the exception 
  of the Tallinites, every spacefaring culture has their 
  own religious views, to which they cling with varying 
  degrees. At the time this takes place, there are very 
  few Humans who still consider themselves extremely 
  religious. Some people are strong believers and attend 
  their respective church services regularly, while the 
  majority pays lip service to their deity of choice while 
  taking no religiously motivated actions in their normal 
  lives. A good number of Humans cling to no religion at 
  all. There are a few extremist groups who use religion 
  as a means to control others, and there are other less 
  sinister groups who hold sway over small clusters of 
  civilization, but those are the exceptions.
  The major religions of Earth followed them into the 
  stars and remain mostly unchanged from a few hundred 
  years ago. Christianity, Islam, Judaism, and Buddhism 
  are still the most popular religions among Humans and 
  have caught on to a minor extent with some of the other 
  races. Despite the fact that Tallinites are notoriously 
  atheist, some notable members have caused a stir with 
  their own people by embracing Buddhism, while Islam 
  has proven popular with some groups of Lamogos.
  The primary religion of the Relarra is the worship 
  of Shaarlaa, the Great Eye of the Deep. It is an 
  incomprehensible being that draws strength from the tides, 
  but it is cruel and destructive when awoke. The Relarra do 
  their best to avoid drawing the attention of their deity, but 
  believe that upon death they all become one within the 
  great dream of Shaarlaa and exist as thoughts forever more.
  A minority of Relarra believe that all life within the 
  universe is connected in ways that are imperceptible 
  from the point of view of the living. They believe that 
  the illusion of life is the expression of the universe 
  attempting to experience itself. Upon death, their 
  essences rejoin the fabric of the universe and they 
  bring their experiences back with them to make the 
  universe more complete.
  The Sangor religion, much like themselves, can only be 
  described by outsiders as ... odd. Pacifism is a strong 
  component in their racial outlook, and it is crucial to their 
  religion as well. They believe that to fully experience life, 
  one should surrender oneself to the will of the universe as 
  it will direct them and inform them how to live their lives. 
  They welcome outsiders and believe that invaders and 
  conquerors are an expression of the will of the universe, 
  pushing them to grow in ways they would not normally 
  consider. They believe that to defy the will of the universe 
  is to tarnish one’s own spirituality, so there is a complex 
  set of guidelines that dictate under what circumstances 
  they are allowed to take action.
  The Lamogos are largely split between belief and atheism. 
  A full half of the Lamogos believe in no higher power at all, 
  and some of the more controlling socialist governments 
  on Lamogos worlds sanction atheism as the only true path. 
  Other Lamogos cultures are polytheistic, some belong to a 
  religion called Pharlagnism which is very similar in nature 
  to Buddhism, and some subscribe to Exinorism, which is 
  the belief in a single creator deity that will one day favor 
  another race if the Lamogos people do not strictly follow 
  the laws Exin laid out for them. Exinorists tend to be elitist 
  and fanatical, and they pose a danger to many different 
  groups, both Lamogos and non-Lamogos.
  The belief system of the R’Tillek and the Gaieti are 
  completely unknown at this time.
  
  19
  “Once proud and mighty, the Stellar Imperium stood 
  alone against the rest of the galaxy, imposing its will upon 
  all it encountered. History should have told them that they 
  were doomed.” – Hal Niemfreed, philosopher
  Most of the worlds of the Reign of Discordia setting 
  are non-aligned, even those within regions that are 
  primarily inhabited by a single species. During the 
  building of the Stellar Imperium, most of the major 
  races were able to exert their influence over their 
  nearby systems. However, following the collapse of 
  the Imperium and its centralized government, very 
  few of the worlds actually chose to band together 
  under a common authority regardless of their racial 
  composition. Although the primary systems are mostly 
  inhabited by one of the major races, they are usually 
  also home to a variety of alien races. 
  The planets of Dorang, Hagenti, and Piresega comprise 
  the ruins of the core worlds of the Stellar Imperium. 
  Bombarded from space and subjected to lethal 
  biological agents, they are now ruins, completely 
  Major Worlds
  devoid of living inhabitants. They now lie unclaimed, 
  though many find lucrative careers exploring the 
  wreckage for items of value, and selling them on the 
  open market. 
  The outer portion of former Imperium space is made 
  up of a region of space known as the Frontier Systems, 
  which were just beginning to develop at the collapse 
  of the Stellar Imperium. Although all of the major races 
  have a presence in most of these systems, none of them 
  have gained enough of a foothold to actually assert 
  dominance.  Planetary governments are often on even 
  shakier ground than they are in the core systems, the 
  populations far are less stable, and the notion of peace 
  is fleeting at best. Great riches are to be found for those 
  who are brave enough to explore these worlds and take 
  what they want, but so is a quick death for the unlucky.
  The primary worlds listed below are grouped 
  according to the species that dominates the region 
  of space they lie within. This is not an exhaustive list 
  of systems and does not include additional planets, 
  
  20
  moons, or asteroids. What it does provide is a brief 
  description of the major planets of interest within 
  the setting, as well as a brief overview of the major 
  planetary features. The stars they orbit have scientific 
  names that are a rather uninteresting mixture of 
  letters and numbers, therefore, planets are listed by 
  name. Many of these systems have planets or moons 
  that are of secondary importance. Most of these are 
  left unnamed and undeveloped so that the GM may 
  generate them for her own campaign without having to 
  worry about breaking continuity. 
  The assumption is that the Human-settled planets are 
  the most likely to be used, so greater detail is provided 
  for them than the worlds of other races. It is possible 
  that a sourcebook on all the major worlds as well as 
  many of the minor ones is forthcoming.
   Human Systems
  When Humanity reached out into space, its initial 
  instinct was to colonize as many Earth-like planets as 
  possible to ease the overpopulation problem on Earth 
  and conquer new frontiers. Along the way,they could 
  often solve specific problems, such as food production 
  shortfalls and remedy the scarcity of rare metals used 
  in spacecraft construction. Since Earth’s home system 
  already had planets that were rich in valuable gasses, 
  gas mining in other systems was established as an 
  afterthought so that the cost of fuel was more affordable 
  for long-range vessels.
  Following the disintegration of the Stellar Imperium, 
  most Human worlds have become distrustful of one 
  another.  Many stand on the brink of war, either due 
  to the scarcity of resources or because of perceived 
  sleights. Some argue that it would benefit all of 
  Humanity for the Earth to become the political center of 
  these worlds again, however most of the former colony 
  and resource worlds insist on independence and are 
  willing to defend it if necessary.
  Recently, tensions have been increasing between Earth 
  and Lamog once again and many predict that this will 
  lead to a conflict at some point in the near future.
   Aruim
  UWP: Arium 
  A667648-F 
  Ht Ri
  Planetary Diameter: 10,392 km
  Major Industry: Research and development
  Government Type: Democracy
  Population: 3,046,300
  Rotation: 28 hours
  Orbit: Approximately 1 Earth year
  Notes: Relatively close to Earth, but discovered after 
  Upagra, Aruim is an Earth-like world that began as a 
  typical colony. Over time it became a popular location 
  to base the headquarters of thousands of mega-
  corporations, largely due to the pleasant climate, 
  unpolluted atmosphere, and the fact that it didn’t fall 
  under Earth’s extensive regulatory bureaucracy.
  Unlike Earth, strong measures are in place to prevent 
  the pollution and overpopulation of the planet. Strict 
  regulations require everyone to recycle at least 96% 
  of their pollutants so that they can be reprocessed or 
  fired into the system’s star. Because of the mandated 
  stewardship and the strong corporate presence of 
  this planet, they have thus far managed to avoid the 
  problems of poverty and crime that plague so many 
  other worlds. The poor simply do not exist because of 
  several factors. Everyone is offered fair compensation 
  for work, jobs are plentiful, and a strong ethic of civic 
  responsibility prevents people from abandoning those 
  who are not physically or mentally capable of work.
  The downside of such an idyllic and unspoiled world is 
  that immigrating to Arium is difficult at best. The only 
  way any being is allowed to settle in Aruim is if they 
  already have immediate family living on the planet or 
  they are offered corporate employment. Anyone who 
  becomes unemployed or is convicted of a crime is 
  shuttled to the spacedock in orbit and then deported to 
  whichever world they inhabited prior to their arrival on 
  Aruim. Those undesirables and petty criminals who were 
  born on the planet are forced into government service 
  until they have either found new employment, paid their 
  debt to society, or are executed by the judicial system.
  Aruim’s government is ostensibly a representative 
  democracy that boasts transparency in government, a 
  strong judicial system, and equality among citizens. In 
  practice, it is governed by the will of the corporations 
  who finance campaigns and lobby public officials to 
  advocate their causes. Many argue that this is the same 
  corrupt system that led to the despoiling of Earth, 
  though such critics are routinely dismissed as fringe 
  lunatics and typically soon find themselves without 
  employment and are deported. The current world-
  president is Derek Santiago, a popular figure who 
  is known for employing his charisma when publicly 
  mocking and manipulating his political rivals. 
  
  21
  Recently, a relatively small but violent conflict has 
  begun between Aruim and Dodor, over nothing 
  more than quality of life. Many living on Dodor seek 
  to immigrate to Aruim because of its comfortable 
  climate and pristine environment. Unfortunately, they 
  have been rejected due to the assumption that the 
  desert dwellers do not offer anything of value to the 
  world; an assumption that has become policy despite 
  all evidence to the contrary. In response, Dodor has 
  instigated numerous instances where its small fleet of 
  military ships has jumped to the planet and engaged 
  its defenses long enough to transport saboteurs tasked 
  with terrorizing citizen and government targets. They 
  intend to continue these actions until Aruim reforms 
  their immigration policies.
   Corrya
  UWP: Corrya Orbital Colony 
  B1614A8-E 
  Ht Na Lo
  Planet Type: Gas giant 
  Color: Yellow and white striped with swirling storms
  Equatorial Circumference: 245,600 kilometers
  Planetary Diameter: 78,190 kilometers
  Major Industry: Gas mining
  Government Type: Fascist dictatorship
  Population: 47,550
  Rotation: 11 hours
  Orbit: Approximately 30 Earth years
  Notes: Corrya was established as a hydrogen-mining 
  colony by Earth in early days of the Interstellar 
  Concord. Prior to the creation of this colony the primary 
  source for hydrogen was Jupiter, which remains the 
  primary fuel used in sublight travel. As Earth settled 
  more and more systems farther and farther away from 
  Earth, it became clear that more hydrogen-producing 
  worlds would need to be established if the price of 
  hydrogen were to remain inexpensive.
  A gas mining platform the size of a medium city floats 
  in Corrya’s upper atmosphere. Following the fall of the 
  Stellar Imperium, control of Corrya has fallen to the 
  former governor, Eli Majur, who has taken to running 
  the operation with an iron fist. Efficient workers are 
  rewarded while those who displease him occasionally 
  find themselves tossed into the planet’s dense 
  atmosphere without a protective suit. 
  To remain an independent world, Eli spent several 
  years worth of profits to purchase five capital ships 
  and numerous smaller ships for defense. Despite 
  these safeguards, this system has become a hotbed of 
  activity for raiders who prey on the ships transporting 
  the massive tanks of liquid hydrogen. To combat this, 
  Eli has made it known that anyone who can help rid 
  them of this problem will be richly rewarded, which has 
  attracted several mercenaries to the system.
   Dodor
  UWP: Dodor 
  BA50644-D 
  De
  Planet Type: Terrestrial 
  Climate: Uncomfortably hot
  Equatorial Circumference: 51,640 kilometers
  Planetary Diameter: 16,440 kilometers
  Major Industry: Colony
  Government Type: Democracy
  Population: 5,591,500
  Rotation: 28 hours
  Orbit: Approximately 3 Earth years
  Notes: This relatively small terrestrial world was 
  originally colonized during the height of tensions 
  between the Humans and Lamogos. Despite the 
  uncomfortably warm climate, Dodor was chosen 
  because it provided a strategic location from which 
  to build up military assets and launch incursions into 
  Lamogos space. Military buildup declined when the 
  Interstellar Concord was created and the inhabitants of 
  Dodor began to focus on simply making this a viable 
  colony.
  Dodor is a place of wide, sweeping deserts with seas 
  that go on for hundreds of kilometers, but are otherwise 
  completely enclosed within the landmasses. Massive 
  irrigation makes food production possible. The vast 
  majority of the people here make their homes within 
  one of three great cities while roughly a quarter engage 
  in food production in the countryside.
  Some of the remarkable features of this world are the 
  wondrous feats of architecture built amid the desert 
  sands, many of which have religious significance. 
  Dodor is sometimes referred to as the world of religions 
  because it contains major centers not only for the 
  primary faiths that originated on Earth, but many 
  prominent ones that began on other worlds as well. All 
  religions are welcome, and many people of strong faith 
  have taken up residence here, though the planetary 
  government has a strong policy of removing any groups 
  that try to propagate religious intolerance or aggressive 
  recruitment practices that target other churches.
  Many living on Dodor seek to leave the planet and 
  immigrate to a world that is more hospitable. The 
  government has agreed that it is important that their 
  people be allowed to leave if they wish, partially 
  because they fear the uprising that would occur if 
  
  22
  people decided to blame them for the planet’s relative 
  lack of resources. The primary world of choice for a 
  great many people is Aruim, though that world has 
  made it clear that they do not want them. Diplomacy 
  has broken down and Dodor has begun military 
  exercises where they forcibly insert saboteurs onto the 
  other world. Many expect this to escalate into a full-
  scale war soon.
   Earth
  UWP: Earth 
  A867744-E 
  Ht In Na
  Planet Type: Terrestrial 
  Climate: Earth Normal
  Equatorial Circumference: 40,080 kilometers
  Planetary Diameter: 12,760 kilometers
  Major Industry: Homeworld
  Government Type: Democracy
  Population: 11,792,600
  Rotation: 24 hours
  Orbit: 1 Earth year
  Notes: Earth is the Human homeworld and remains 
  the center of culture, despite the problems that have 
  plagued it for the past several hundred years. The 
  population explosion of the twentieth and twenty-first 
  centuries did not stop until there were nearly twenty 
  billion Humans on the planet. At that point the tipping 
  point had been reached, as the environment began to 
  rapidly degrade. Food production slowed and nearly 
  half of the population starved over the course of a 
  decade. Those who remained belonged primarily to the 
  nations that had solved their population problems long 
  ago and were wealthy enough to provide for their own 
  people. Europe and the Americas did particularly well, 
  while the rest of the world suffered major losses.
  In the present day, the world remains densely 
  populated and the environment has a long way to go 
  before it has recovered. The air remains choked with 
  pollutants, the streets in every major city are crowded, 
  and there are still large portions of the world just barely 
  scraping by. Many would leave this planet for others if 
  they could simply afford the ticket off.
  While the poor struggle, the rich have reached new 
  heights of excess. They seal themselves off from the 
  common people in mighty towers and expansive 
  estates. They breathe only top-quality filtered air, and 
  they have access to the best technologies, foods, and 
  finery available from throughout the known galaxy.
  Humans existed on Earth long before the discovery 
  of faster-than-light travel, and it would continue 
  to exist without it, though it could very easily face 
  
  23
  another massive die-off if some way to ramp up food 
  production were not found. Few people from other 
  planets desire a trip to Earth; those who do come are 
  usually here on business.
  The government of Earth is a representative democracy 
  with Senators that are elected from every national (or 
  ethnic) region throughout the world. The distribution 
  of representatives is dictated by the one-world 
  government constitutional draft that was ratified 
  centuries ago. The regions that were originally allotted 
  a disproportionate number of Senators have contested 
  redistribution according to population density. While 
  this has led to a great deal of resentment, the over-
  represented districts hold not only political power, but 
  military power, which has the end result of keeping the 
  poorer nations poor.
  The current president of Earth is Muhammed Abdul-
  Fataah of Palestine, who serves as the Commander 
  In-Chief of the Earth Defense Force, which is based 
  in New York City. This new president is the third to 
  come to power from the once deeply-troubled region 
  of the Middle East, and he has proven to be a popular 
  reformer in the Post-Imperium era. 
   Igand
  UWP: Igland Asteroid City 
  B161485-D 
  As
  Planet Type: Asteroid Belt 
  Major Industry: Metal/mineral mining
  Government Type: Socialist
  Population: 47,300
  Orbit: Approximately 1.5 Earth years
  Notes: Igand is rich in rare and precious metals that 
  are needed for the construction of starships and other 
  high-tech devices. Igand declared itself a free colony 
  upon the collapse of the Stellar Imperium and it has 
  hired a number of mercenary groups to defend it. The 
  planet Lato, which operated the mining facilities during 
  the reign of the Stellar Imperium, has also claimed the 
  asteroid belt as its own and it periodically invades the 
  system with the intent of annexing it.
  The government of Igand is a socialist republic. 
  Officials are elected from the various districts within the 
  city serve in parliament. According to the constitution, 
  taxes are heavy and used to ensure that every citizen 
  enjoys a livable lifestyle, regardless of their position 
  within the mining company. Currently presiding over 
  the government is Prime Minister Rachel Rochent. 
  Described by many as authoritarian, she makes 
  an honest effort to shield the people of Igand from 
  harmful societal movements, including unauthorized 
  propaganda. Many dislike their lack of freedoms, and 
  a number of underground revolutionary groups have 
  formed.
  The bulk of the asteroid’s population is concentrated on 
  Igand City, which was built in the tunnels and chambers 
  of one of the larger rocks. Away from the city, some 
  highly paid contractors live in their own ships and mine 
  asteroids that orbit the sun at great distances away from 
  the city.
   Jillara
  UWP: Jillara 
  C763420-D 
  Po
  Planet Type: Terrestrial 
  Climate: Warm and arid
  Equatorial Circumference: 34,360 kilometers
  Planetary Diameter: 10,940 kilometers
  Major Industry: Colony
  Government Type: Socialist
  Population: 46,700
  Rotation: 20 hours
  Orbit: Approximately 1 Earth year
  Notes: Jillara was never intended to be a wondrous 
  land of opportunity for the people who settled there. 
  When the planet was discovered, Earth had decided 
  that it was too arid and would require too much effort 
  to settle. Others knew that it could be done, but 
  what would be the point when there were already 
  more suitable worlds? And so the idea was officially 
  scrapped and Jillara remained untouched until the 
  mid-twenty-sixth century.
  Then a disenfranchised family of mostly out-of-work 
  manufacturing employees on Earth won the lottery 
  and purchased a starship. They disliked the corporate 
  exploitation of the people of Earth, so they decided to 
  start a socialist colony on the one world where nobody 
  would care. They informed the Stellar Imperium that 
  they intended to settle Jillara and were rewarded with 
  meager financial backing to try and develop something 
  there. Many people have since decided that they too 
  wanted a way out of the society of the core worlds 
  without having to face the extreme uncertainties of the 
  Frontier Worlds, and settled there.
  Every person who lives on Jillara is expected to work 
  in food and housing production unless they happen to 
  be too young, infirm, or old. Education is of paramount 
  importance, and the people are considered white-
  
  24
  collar laborers. They work because they choose to even 
  though they could find a far more comfortable job with 
  one of the corporations elsewhere.
  The people of Jillara hardly notice the absence of the 
  Stellar Imperium. They were accustomed to fending for 
  themselves before the collapse, so it was natural to keep 
  doing the same afterwards. The one thing that worries 
  them is that the planet used to rely on Imperium forces 
  to protect it from invaders. They are unable to afford to 
  hire mercenaries for protection, which leaves them in 
  a precarious situation. They must simply hope that no 
  aggressor will decide that their world is worth bothering 
  with. While this strategy has worked so far, many believe 
  that it is just a matter of time before some hostile force 
  takes an interest in them.
  Jillara is ruled by a council that is charged with 
  protecting their way of life. Council members are 
  appointed by their predecessors. There are nine seats 
  on the council, and to ensure that councilors act in 
  accordance with their mandate, they can be removed 
  from their positions with a majority vote. This is an 
  important check on power and act as a deterrent to 
  prevent members of the council from modernizing or 
  introducing sweeping changes to the culture of Jillara.
   Lato
  UWP: Lato 
  C8524D7-D 
  IC In
  Planet Type: Terrestrial 
  Climate: Mostly frozen
  Equatorial Circumference: 36,730 kilometers
  Planetary Diameter: 11,690 kilometers
  Major Industry: Precious metals/minerals
  Government Type: Theocracy
  Population: 50,900
  Rotation: 24 hours
  Orbit: Approximately 0.5 Earth years
  Notes: If it weren’t for the precious metals and minerals 
  buried beneath the ice of Lato, this harsh planet would 
  most likely not be worth the time or effort to colonize. 
  As it stands, only those hearty individuals who know 
  how to thrive in the extreme cold choose to stay 
  here for any length of tiime. Mine work takes place 
  underground, so those workers can mostly avoid the 
  cold, but even they are forced into the hostile climate 
  any time they come and go from work, or wish to travel 
  to other settlements on the planet.
  The inhabitants of Lato produce food in enormous 
  subterranean vaults, which are brightly lit during the 
  daytime hours and have heat continually pumped 
  in. Plants and animals are both harvested for food, 
  however, meat sells for a premium price due to the 
  amount of resources needed to raise them. 
  When the Stellar Imperium fell, a group of religious 
  zealots, who already occupied high managerial 
  positions on Lato, vied for political power. Upon 
  election, they declared that the planet would be run in 
  strict accordance with the teachings of their version 
  of Christianity. As one of the few places in the galaxy 
  where religious law holds sway, many people settled 
  here based on their beliefs alone, regardless of the 
  nature of the work or the harsh climate. Non-Christians 
  are tolerated as long as they refrain from trying to steer 
  people away from “the one true religion” or engage 
  in acts the religious leaders believe are spiritually 
  unclean. Those accused of engaging in a sinful 
  lifestyle are brought in for psychic interrogations and 
  those found guilty are usually either imprisoned or 
  sentenced to death.
  The rulers of Lato are a group of senior pastors who 
  create laws based on strict interpretations of Christian 
  scripture. Many view their social decrees as regressive 
  and sometimes ethically repulsive when compared to 
  other worlds. This criticism is often propagandized on 
  Lato as a means of showing how blatantly sinful the rest 
  of galactic civilization is. 
  Lato seeks to conquer Igand due to the long history 
  they had of managing the asteroid mining in that 
  system.
   Sanyth
  UWP: Sanyth 
  B233487-C 
  Na
  Planet Type: Rocky planet 
  Equatorial Circumference: 6346 kilometers
  Planetary Diameter: 2020 kilometers
  Major Industry: Metal/mineral mining
  Government Type: Socialist
  Population: 52,000
  Rotation: 32 hours
  Orbit: Approximately 3 Earth years
  Notes: Sanyth is the outermost of all of the colonies 
  originally settled by Earth. Despite its location, the 
  planet is abundant in precious and exotic metals and 
  most people consider it a wildly successful, even 
  
  25
  desirable world. Now that the Stellar Imperium is gone, 
  Sanyth has formed a new government that provides a 
  modest living for the people who live and work there. 
  Because metals have become more difficult to find on 
  the open market over the past five years, Sanyth has 
  tripled its prices and found that their customers remain 
  plentiful. Despite the fact that the planet is now earning 
  a great deal more money than they were before the fall 
  of the Stellar Imperium, this has not translated into an 
  increase in the quality of life for the people who live 
  there. Many have noticed this but are afraid to speak 
  against the government.
  Some of the extra money generated by Sanyth is used 
  to employ privateers. As with many planets that mainly 
  produce products for others, Sanyth has a raider 
  problem, which is based at the space station Rover’s 
  Beacon in orbit around nearby Teron. Rather than spend 
  the extra money on hiring mercenaries to protect them, 
  they instead decided to turn piracy against itself by 
  allowing raiders to make better money preying upon 
  those who would steal their goods than they would by 
  stealing the goods. The rate they pay for authenticated 
  raider kills varies from privateer to privateer, but the 
  program has been successful to the point where the 
  space around Sanyth has garnered the reputation 
  of being the death of raiders but unusually safe for 
  legitimate business.
   Teron
  UWP: Teron and Rover’s Beacon 
  B067500-B 
  As Va
  Planet Type: Gas giant 
  Color: Orange and white striped with swirling storms
  Equatorial Circumference: 1,177,000 kilometers
  Planetary Diameter:  379,700 kilometers
  Major Industry: Gas mining
  Government Type: Anarchy
  Population: 139,800
  Rotation: 8 hours
  Orbit: Approximately 11 Earth years
  Notes: The gas mining on this massive world occurs 
  on nearly a hundred small mining platforms that float 
  in the upper atmosphere, most of which are owned by 
  different corporations. There is no official government 
  of this world, so it naturally follows that there are no 
  restrictions on who can place mining platforms here.
  The people of Teron have an almost tribal culture. Each 
  platform considers itself a small community, and while 
  there is some cooperation between communities, there 
  are also violent disagreements. When diplomacy fails, 
  the preferred method for settling disagreements is 
  tying two individuals together at the wrist and then 
  providing them with knives in their off-hands. Combats 
  sometimes go to the death, but they can also be settled 
  when one of the combatants draws first blood. Many 
  other, less deadly customs are rigidly defined and 
  honored by all natives of the planet, such as bowing 
  and offering a small gift when requesting permission to 
  board a mining platform.
  The space station, Rover’s Beacon, orbits Teron, and 
  accounts for one hundred thousand members of the 
  planet’s present population. This station serves as 
  Teron’s spaceport, though it is also an enormously 
  popular trading destination. The station’s inhabitants 
  come from nearly every species despite the fact that it 
  is located in Human space. In addition to commerce, this 
  is also a popular location for diplomatic negotiations 
  and it is one of the few great places in known space 
  where people can quietly make themselves disappear, 
  for whatever reasons.
  Rover’s Beacon is also a known haven for raiders. They 
  feel so safe that they operate openly and many don’t 
  even bother attempting to maintain the appearance 
  of having a legitimate line of work. The downside of 
  staying here for any length of time is that their enemies 
  and rivals know where to look for them, and more than 
  one notorious captain has met his demise within the 
  confines of this facility. 
  See chapter 6 for more information about Rover’s 
  Beacon.
  
  26
   Unnir
  UWP: C772499-B 
  NI
  Planet Type: Terrestrial 
  Climate: Cold and arid
  Equatorial Circumference: 33,900 kilometers
  Planetary Diameter: 10,800 kilometers
  Major Industry: Penal colony
  Government Type: Socialist
  Population: 49,550
  Rotation: 22 hours
  Orbit: Approximately 3 Earth years
  Notes: Unnir was settled near the beginning of the 
  Interstellar Concord period as a penal colony. Most 
  planets tried to rehabilitate people, but this approach 
  was found to only work with approximately half of the 
  criminals studied. Those whose crimes were so severe 
  that they would have been executed in bygone ages 
  were unceremoniously dumped onto the main continent 
  of Unnir and left to their own devices. Many died, some 
  became hermits and lived the remainder of their lives 
  alone, but many did eventually come together to create 
  less than harmonious communities.
  These days criminals are still brought here when they 
  are deemed unfit to rehabilitate. Now however, the 
  planet’s has a functional government that charges a 
  hefty fee for every criminal it accepts. Generations 
  have passed since the planet was originally founded 
  and there are families now who are in as much need 
  of protection as the societies the original inhabitants 
  came from. As a result, the criminals now brought to 
  Unnir are housed in a facility resembling a walled off 
  city-sized apartment complex that is patrolled by a 
  small army of peacekeepers. Weapons are not allowed 
  among the inmate population.
  Although hostile forces have never been a problem, 
  escapes have been; a problem that’s compounded by 
  the fact there is no longer a governing body patrolling 
  the world. In the past three years there have been 
  twelve escape attempts, half of which have been 
  successful. 
   Upagra
  UWP: Upagra A788547-D 
  Ga Ri
  Planet Type: Terrestrial 
  Climate: Uncomfortably hot
  Equatorial Circumference: 33,600 kilometers
  Planetary Diameter: 10,690 kilometers
  Major Industry: Colony
  Government Type: Democracy
  Population: 447,200
  Rotation: 24 hours
  Orbit: Approximately 0.5 Earth years
  Notes: Upagra lies a mere fifteen light years from 
  Earth. It was the first terrestrial planet discovered 
  by Humans that could support life, so it was an easy 
  decision to colonize it. Despite the vast range of animal 
  and plant life, Upagra is, on average thirty-five degrees 
  Celsius, making most Earth natives uncomfortable in 
  the heat, particularly near the equatorial regions. This 
  world is known for vast deserts, dense jungles, shallow 
  warm oceans, and a complete lack of icecaps. Snowfall 
  occurs only on the highest mountain peaks. 
  The coastal regions are popular vacation spots, responsible 
  for generating nearly half of the planet’s revenue. Vast 
  air-conditioned facilities that manufacture electronic 
  equipment dot the landscape, and provide most of the rest 
  of the planet’s income. Because Upagra is a trendy vacation 
  spot, it is also a popular with criminals and other unsavory 
  elements. The trafficking of illicit substances is big business 
  here, as is the trade of arms. Many crimes that begin on 
  Earth are traced back to Upagra.
  The government of Upagra is a democracy, though 
  it is often considered to be such in name only. The 
  leading party is called the Fianids and the remaining 
  political parties are too numerous and small to be 
  serious political competition. The Fianids themselves 
  are notoriously corrupt, keeping much of the wealth 
  generated by the planet for themselves while engaging 
  in lavish lifestyles. The current ruler is President 
  Doldavin, who has served in this capacity for the 
  past twenty-five years despite elections that are held 
  every six years. The president approves all competing 
  candidates, and if one of them were to unexpectedly 
  win the election, he is not in any way opposed to 
  changing election results in his favor.
  
  27
   Relarra Systems
  As aquatic beings, the Relarra would have preferred 
  to settle worlds that were mostly ocean so that they 
  could live in their native habitat; however their capitalist 
  tendencies and their ability to create comfortable, 
  functional, and durable environmental suits have made 
  it possible to colonize worlds where they could not 
  otherwise survive. The world of Illamod, in particular, 
  is so hostile that simply not being incinerated there is a 
  testament to Relarran innovation.
  During the later days of the Stellar Imperium, the 
  Relarra were one of the first races to rebel. They had, 
  therefore,  prepared for the sudden lack of support 
  that would be inevitable once they regained their 
  independence. While some worlds throughout the 
  former Imperium are finding planetary protection 
  difficult, the Relarrans have managed to keep a number 
  of warships in mothballs and, more importantly, out of 
  the civil war against the Stellar Imperium. As a result of 
  their prudence, the Relarrans had resources in reserve 
  that they could use after the fighting had ended and 
  they had to fend for themselves.
  The Relarran worlds are non-aligned, though they have 
  made a point to avoid hostility with one another. This 
  agreement leaves them on better footing should some 
  other alien race decide to test their defenses, and it also 
  leaves the door open to possible multi-system alliances, 
  should the need arise. Despite this, they compete 
  against each other economically to a greater degree 
  than the other races.
   Etajur
  UWP: Etajur 
  C8D9424-D 
  Wa
  Planet Type: Terrestrial 
  Climate: Earth normal
  Equatorial Circumference: 24,335 kilometers
  Planetary Diameter: 7,746 kilometers
  Major Industry: Colony
  Government Type: Democracy
  Population: 50,500
  Rotation: 30 hours
  Orbit: Approximately .5 Earth years
  Notes: Slightly cooler than their home planet of Relar, 
  Etajur is a terrestrial planet that, much like their homeworld, 
  is mostly covered in water. Three small continents exist 
  on the planet, upon which some resources are mined, but 
  the majority of the Relarrans live in one of two major cities 
  on the ocean floor. Having claimed independence from 
  their home world of Relar three years ago, the inhabitants 
  of Etajur are notoriously independent and are borderline 
  hostile towards visitors from other worlds.
  The Etajur government serves three primary 
  roles: commanding the planetary defense forces, 
  administrating trade — both domestically and abroad 
  — and maintaining a courts system to resolve trade 
  disputes. While these are fairly common functions 
  of most governments, it is notable that Etajur lacks a 
  criminal punishment system. Relarra are reasonably 
  peaceful, but crimes against other Relarra are handled 
  as though they were property disputes. A Relarra who 
  kills another Relarra might be forced to give all of 
  her possessions to the victim’s family, or she might be 
  forced to serve that family as a slave. Property crimes 
  are resolved by surrendering an appropriate number 
  of credits or items to the victims.  Perpetrators who are 
  unable to pay for damages are usually forced to work 
  off their debt.
   Illamod
  UWP: Illamod Gas Mining Cluster 
  B0AA470-B 
  Va
  Planet Type: Gas giant 
  Color: Solid orange
  Equatorial Circumference: 551,732 kilometers
  Planetary Diameter: 175,621 kilometers
  Major Industry: Gas mining
  Government Type: Anarchy
  Population: 50,400
  Rotation: 22 hours
  Orbit: Approximately .5 Earth year
  Notes: Almost a brown dwarf star in its own right, 
  Illamod is what’s known as a “Hot Jupiter;” a massive 
  gas giant that orbits its star so close that its clouds glow 
  a deep red color and radiate heat. All gas-processing 
  platforms on this planet must be heat-shielded. Workers 
  rarely leave the confines of their living space, instead 
  the platform employs a small army of worker robots to 
  tend to the maintenance work outside.
  
  28
  Illamod is run by a clan of Relarra called the Ixtlinnin, 
  which originally came to this system as workers. When 
  an industrial accident took the lives of the original 
  command crew, the Ixtlinnin assumed control until 
  the Stellar Imperium could send replacements. Civil 
  war broke out within the Imperium and the Relarran 
  war occupied so many resources that this processing 
  platform was overlooked. Years later, when the 
  Imperium lost control of the Relarran worlds, the family 
  announced that they were the permanent government. 
  Most Relarrans appreciate the work they do, though 
  the truth of the matter is that they do little in terms 
  of administration aside from helping themselves to a 
  large percentage of the profits. Workers and civilians 
  onboard the platform enjoy a condition of lawlessness 
  that would frighten many species, but it is a natural and 
  mostly peaceful existence for the Relarrans.
   Pramillo
  UWP: Pramillo C721488-D
  Planet Type: Terrestrial 
  Climate: Cold and arid
  Equatorial Circumference: 19,642 kilometers
  Planetary Diameter: 6,252 kilometers
  Major Industry: Precious metals/minerals
  Government Type: Socialist
  Population: 50,200
  Rotation: 24 hours
  Orbit: Approximately .5 Earth years
  Notes: Pramillo is an uninviting place for Relarrans, 
  who are forced to work in environmental suits in most 
  locations. Because it is far richer in iron and other 
  valuable metals than any other world in their sphere, it 
  is worth the inconvenience and discomfort to populate 
  this world. This planet maintains its own population 
  and government, much like most colony worlds. 
  However, because its primary purpose was originally 
  trade, Pramillo maintains good relations with the other 
  Relarran worlds, sometimes sacrificing its own best 
  interest to do so by offering extremely good rates on 
  the resources they produce. The socialist government 
  ensures that all inhabitants are provided for so that they 
  can maintain a productive, if complacent, work force.
   Relar
  UWP: Relar 
  A889927-F 
  Hi Ht Ri Wa
  Planet Type: Terrestrial 
  Climate: Warm and humid
  Equatorial Circumference: 24,940 kilometers
  Planetary Diameter: 7,939 kilometers
  Major Industry: Colony
  Government Type: Democracy
  Population: 2,448,805,000
  Rotation: 18 hours
  Orbit: Approximately 3 Earth years
  Aside from a few small islands, the vast majority of 
  the Relarran’s homeworld is a vast ocean. Because of 
  the warm climate and the endless sea full of mostly 
  unintelligent life, this is a popular vacation planet for 
  those seeking rest, waterborne activities and sport 
  fishing. The Relarrans issue fishing permits, allow no 
  dumping of waste into their oceans, and randomly 
  inspect the catches from the visitors to ensure no 
  poaching of off-limits species fish has taken place.
  The Relarrans live on the ocean floor in great coral 
  homes. Their settlements are typically found in the 
  more shallow waters, although there are some sub-
  species that make their home in deeper waters. Sub-
  species of Relarrans are similar in terms of physical 
  and mental capabilities, though their carapaces sport 
  different shades, sometimes including brightly colored 
  patterns.
  Five water-filled space stations orbit Relar and act as 
  planetary defense, starship docking, and trade centers. 
  Guests belonging to other species who visit these 
  stations may request air or methane atmospheres in 
  their quarters for an additional charge when staying 
  here. Guests are actively encouraged to keep an 
  emergency breather with them at all times, but despite 
  these warnings, several deaths occur annually when 
  guests accidentally wander into a water-filled habitat 
  and are not able to escape in time.
  Relar’s government is a representative democracy, 
  where several clusters of underwater cities elect 
  representatives who meet regularly in a famous 
  underwater structure called the Vron Hittesh. The 
  exterior of this massive structure takes the shape of a 
  
  29
  seashell, with one enormous tower sprouting from the 
  center, which breaks the ocean’s surface and provides 
  the main council chambers with a view of the sky above.
   Tallinite Systems
  True to their insectoid nature, Tallinites slowly and 
  methodically, and peacefully, conquered one world 
  after another, building large colonies while taking care 
  not to settle on worlds that were already inhabited 
  by intelligent species. Tallinites tend to cluster in 
  enormous hive-like cities on their colonized worlds, 
  while sending individuals who are uniquely- adapted 
  outside of their cities to achieve certain goals. Despite 
  the large number of Tallinites on most of their colonized 
  worlds, evidence of their presence is usually confined 
  to one or two extremely large cities. The obvious 
  exception is their home planet.
  Tallinite exoskeletons make them resistant to heat 
  and pressure changes, allowing them to survive in 
  the vacuum of space or the pressure of the upper 
  atmosphere of a gas giant for several minutes before 
  being forced to return to their native environment. 
  This makes Tallinites particularly useful as asteroid 
  and gas miners. The Imperium used to use this species 
  as a source of cheap labor in hydrogen and metals 
  production. They now employ their natural talents to 
  produce these materials for the benefit of themselves.
  Tallinites seldom act aggressively against other species, 
  though they often find themselves in conflict with their 
  own kind. Wars between worlds have become common 
  in the past five years; rapid, bloody affairs with massive 
  body counts. Rather than reach peace accords, they 
  fight until one side proves victorious and demands 
  fealty from the defeated world. This situation persists 
  until a strong leader rises on the planet and overthrows 
  their conquerors, or another Tallinite world conquers it. 
  To date, no single world has managed to unify all of the 
  Tallinite worlds; the largest conglomeration consisted of 
  three worlds before falling apart.
  All Tallinite worlds are matriarchies that bear some 
  resemblance to bee or ant colonies. Because Tallinites 
  are individuals as well as dedicated colony members, 
  learning, art, music, and writing are all valued. Schools, 
  museums, and concert halls are all part of each Tallinite 
  community. 
  Although they were part of the Stellar Imperium, many 
  have observed that the fall of the Imperium seems 
  to have had little effect on the Tallinites. They patrol 
  their own space much as they did before the Imperium 
  fell. Their queen provides equally for all members of 
  the society regardless of what task they were bred to 
  perform. 
  The destabilization of interplanetary trade has 
  primarily manifested in the higher prices they charge 
  for goods and technology. Unlike many other species, 
  Tallinites do not form corporations since all commerce 
  is dictated by the ruling queen.
   Akat
  UWP: Akat 
  B878831-E 
  Ht In
  Planet Type: Terrestrial 
  Climate: Cold and humid
  Equatorial Circumference: 42,920 kilometers
  Planetary Diameter: 12,640 kilometers
  Major Industry: Manufacturing
  Government Type: Matriarchy
  Population: 382,222,400
  Rotation: 16 hours
  Orbit: Approximately .75 Earth Years
  Notes: Akat is a cold, wet world. Its citizens specialize 
  in manufacturing navigational components and life 
  support systems for starships. While most races 
  discovered how to construct these components 
  themselves, the Tallinites produce the most efficient 
  and highest quality systems, which, in turn, generate 
  an amazing amount of commerce for Akat. Two massive 
  colony cities exist in Akat, one located on each of 
  the two Northern continents. The entire world has a 
  reputation for being home to predators that are both 
  large and deadly.
   Dantoga
  UWP: Dantoga C967831-D
  Planet Type: Terrestrial 
  Climate: Earth normal
  Equatorial Circumference: 40,290 kilometers
  Planetary Diameter: 12,840 kilometers
  Major Industry: Colony
  Government Type: Matriarchy
  Population: 451,435,800
  Rotation: 40 hours
  Orbit: Approximately 3 Earth years
  Notes: Dantoga is located farther away from their 
  homeworld than any of the other major Tallinite 
  worlds, and therefore has a larger number of non-
  Tallinite citizens. The presence of so many other 
  
  30
  species creates a number of issues that simply are not 
  major considerations on other Tallinite worlds, such 
  as maintaining order, importing large quantities of 
  food that other species can eat, and making lodging 
  available for species with non-Tallinite biologies. This 
  creates a great deal of business with off-worlders. 
  Dantoga space is well patrolled, but a great deal 
  of political intrigue takes place as competitors vie 
  to gain lucrative contracts with the queen. This has 
  been known to escalate beyond competition to full-
  on hostility from time to time, and the queen usually 
  regards such violence as a curiosity rather than a 
  crime. Because Tallinites only kill others within their 
  own communities if they have been born defective, the 
  queen frames these occurrences in much the same way 
  when attempting to understand them; in her mind the 
  slain were deemed by their own species’ as defective 
  and were thus eliminated. Several groups have called 
  on her for justice, but this confuses her and often leads 
  her to the conclusion that said groups wish to break 
  off relations with her community, which is something 
  that rarely bothers her because she can usually find 
  other suppliers. Despite these occasional cultural 
  misunderstandings, this remains a lucrative world for 
  off-world traders and most organizations have learned 
  to simply live with the lawlessness that occurs here.
   Kanor
  UWP: Kanor Mining Cluster C077433-C 
  Va
  Planet Type: Gas giant 
  Color: Brown and white, smoothly banded
  Equatorial Circumference: 1,357,000 kilometers
  Planetary Diameter: 431,800 kilometers
  Major Industry: Gas mining
  Government Type: Matriarchy
  Population: 50,300
  Rotation: 20 hours
  Orbit: Approximately 22 Earth years
  Notes: Like most gas giants, this planet is the site of a 
  dozen gas mining platforms, which suck the hydrogen 
  from the atmosphere and process the hydrogen gas into 
  starship fuel. The population here is small compared to 
  most Tallinite worlds, and all of the individuals here are 
  bred strong so that they can operate heavy equipment. 
  This world is large for a gas giant, in fact the planet’s 
  mass is just under what would be needed to start 
  nuclear fusion and create a star. Numerous habitable 
  moons orbit the planet, though Kanor’s queen hasn’t 
  yet authorized colonization of these worlds. Some 
  individuals from other races secretly use these moons 
  despite the Queen’s objections.
   Krazof
  UWP: Krazof 
  CA86631-E 
  Ht
  Planet Type: Terrestrial 
  Climate: Earth normal
  Equatorial Circumference: 48,360 kilometers
  Planetary Diameter: 15,390 kilometers
  Major Industry: Colony
  Government Type: Matriarchy
  Population: 4,850,600
  Rotation: 20 hours
  Orbit: Approximately .75 Earth Years
  Notes: Krazof was the first world the Tallinites settled 
  purely for the purpose of spreading their species 
  throughout the cosmos. They attempted to duplicate the 
  structure of their homeworld by creating several queens 
  and moving them to different regions of the world. 
  Because it initially did not have the population to support 
  so many communities, the various new queens went to 
  war with one another for control over the offspring the 
  others had created. All but three of the queens were slain 
  in these brutal wars of attrition. The survivors drafted 
  several accords and now rarely experience strife, 
  each running their colonies from different continents. 
  Consequently, Krazof remains fractured, lacking any 
  unifying policies governing offworld visitors, trade 
  levies, and several other minor issues.
  
  31
   Shakhett
  UWP: Shakhett Asteroid Colony and Midnight Station 
  B077433-D 
  As Va
  Planet Type: Asteroid Belt
  Major Industry: Metal/mineral mining
  Government Type: Matriarchy
  Population: 52,100
  Rotation: 28 hours
  Orbit: Approximately 3 Earth years
  Notes: Shakhett is an asteroid mining colony where the 
  Tallinites extract and process several of the durable 
  metals used in starship construction. Shakhett boasts 
  a large space station, which serves as a rest stop for 
  travelers migrating to other parts of the galaxy. Taking 
  it’s name for the darkness of this system (the system 
  primary appears as little more than a distant blue 
  jewel), Midnight Station offers a place to disembark, 
  relax, refuel, or even stay for days or weeks at a time. 
   Sossonu
  UWP: Sossonu B553633-D
  Planet Type: Terrestrial 
  Climate: Warm and arid
  Equatorial Circumference: 22,190 kilometers
  Planetary Diameter: 7,063 kilometers
  Major Industry: Colony
  Government Type: Matriarchy
  Population: 4,920,530
  Rotation: 16 hours
  Orbit: Approximately .5 Earth years
  Notes: One enormous city lies where three rivers 
  intersect on the central continent on Sossonu. The 
  Tallinites settled this planet in order to expand the 
  reach of their species. Since the discovery of the 
  Sangor, it has become a popular stopover world for 
  those coming to and going from that region of space.
   Tallin
  UWP: Tallin 
  A877931-E 
  Hi Ht
  Planet Type: Terrestrial 
  Climate: Earth normal
  Equatorial Circumference: 36,590 kilometers
  Planetary Diameter: 11,650 kilometers
  Major Industry: Manufacturing
  Government Type: Matriarchy
  Population: 5,804,314,200
  Rotation: 26 hours
  Orbit: Approximately .75 Earth Years
  Notes: The homeworld of the Tallinites, thirty-two 
  queens rule an estimated five billion individuals. This 
  perpetually cloudy world is a harsh, dangerous place 
  where large vicious predators are commonplace in 
  nearly every rural area. Even the plants are barbed and 
  cause allergic reactions in most species. 
  Life seems to move at an accelerated pace on Tallin. Old 
  species disappear rapidly, only to be replaced by new 
  species just as quickly. This phenomenon fascinates and 
  attracts geneticists of all races, providing them with an 
  opportunity to watch evolution occur over the course 
  of decades rather than millennia. Many suspect that 
  the need for stability is what drove the Tallinites to take 
  control of their environment and drove technological 
  advancement so quickly.
   Welinne
  UWP: Welinne Experimental Gas Mining Station 
  B077431-E 
  Ht
  Planet Type: Gas giant 
  Color: Green and white striped with swirling storms
  Equatorial Circumference: 553,200 kilometers
  Planetary Diameter: 176,100 kilometers
  Major Industry: Gas mining
  Government Type: Matriarchy
  Population: 47,500
  Rotation: 16 hours
  Orbit: Approximately 8 Earth years
  
  32
  Notes: The storms on Welinne are intense, even for a 
  gas giant. Rather than mine gases from platforms in the 
  upper atmosphere, they use a single orbital platform 
  with an intake apparatus that descends five hundred 
  kilometers down into the planet’s atmosphere. Once 
  per year the intake is reeled in and serviced. This 
  method of gas mining is more expensive than using 
  hovering platforms in the upper atmosphere, but it is 
  considerably safer for the workers. The platform on this 
  planet is a prototype, and the Tallinites are trying to 
  find ways to make this technology more affordable so 
  they can sell it on the open market.
   Giaeti Systems
  Little is known about the Giaeti and even less is known 
  about the planets they call home. The only things the 
  other races do know about the Giaeti is the information 
  they themselves release. The three worlds that are 
  known to belong to them are all gas giants, which many 
  find unusual since most assume that their home planet 
  is terrestrial. On the few occasions that outsiders have 
  been allowed to visit their worlds, ships have been seen 
  taking off and entering the atmospheres of these gas 
  giants but no settlements could be detected. Some have 
  surmised that they do not truly live on these worlds, 
  but instead use some sort of gate technology that lies 
  so deep within the atmospheres of these planets that 
  they are invisible to even the most sensitive scanners. 
  Whatever the truth is, this simply serves to deepen the 
  mystery of the Giaeti.
   Codar
  UWP: Unknown
  Planet Type: Gas giant 
  Color: Solid purple
  Equatorial Circumference: 253,500 kilometers
  Planetary Diameter: 80,690 kilometers
  Major Industry: Unknown
  Government Type: Unknown
  Population: Unknown
  Rotation: 28 hours
  Orbit: Approximately 85 Earth years
   Gia
  UWP: Unknown
  Planet Type: Gas giant 
  Color: Solid brown
  Equatorial Circumference: 871,600 kilometers
  Planetary Diameter: 277,400 kilometers
  Major Industry: Unknown
  Government Type: Unknown
  Population: Unknown
  Rotation: 32 hours
  Orbit: Approximately 25 Earth years
   Hegan
  UWP: Unknown
  Planet Type: Gas giant 
  Color: Solid orange
  Equatorial Circumference: 718,100 kilometers
  Planetary Diameter: 228,600 kilometers
  Major Industry: Unknown
  Government Type: Unknown
  Population: Unknown
  Rotation: 40 hours
  Orbit: Approximately 9 Earth Years
   Sangor Systems
  The fall of the Stellar Imperium proved more damaging 
  to the Sangor than the other races. The Imperium 
  had discovered them during their first great push for 
  expansion, and later helped them advance to such an 
  extent that Sangor worlds became wholly dependent 
  upon Imperium assistance. The majority of Sangor 
  
  33
  worlds now lie in a state of squalor. Their planets are 
  barely defended, their inhabitants are either out of work 
  or earning such poor wages that it is common to see 
  several families clustered together in small communal 
  dwellings.
  Governments vary considerably from one world to the 
  next; most blaming each other for their own poor living 
  conditions. There are frequent calls to unite under a 
  single government, but lacking a mutually agreeable 
  political system, negotiations have been unsuccessful.
  Manufacturing and commerce continue despite 
  generally poor conditions. While the Sangor knack 
  for reverse-engineering technology generates some 
  income, their reputation for producing items of poor 
  quality and high rates of failure mean that people only 
  buy their goods when they can afford nothing else. That 
  said, the call for thrift in recent years has brought them 
  a great deal of business, but profit margins are too low 
  to effect an increase in the quality of life for beings 
  living on Sangor worlds.
  Many outsiders visit Sangorian space, particularly when 
  conducting business that is illegal on most other worlds. 
  The slave trade, trafficking of illicit substances, and 
  debt avoidance are popular reasons that individuals 
  find their way to these worlds. When someone asks what 
  another person has been doing and that person replies 
  that they’ve spent time in Sangor space, this is usually 
  the polite way of saying that they’ve been causing or 
  running from some sort of trouble. The Sangor have 
  laws against such activities, however their extreme 
  pacifist nature creates conditions where the authorities 
  are easily bribed or simply eluded.
   Codred
  UWP: Codred DF00433-9 
  De Va
  Planet Type: Rocky planet 
  Equatorial Circumference: 72,840 kilometers
  Planetary Diameter: 23,190 kilometers
  Major Industry: Metal/mineral mining
  Government Type: Monarchy
  Population: 52,844
  Rotation: 20 hours
  Orbit: Approximately .75 Earth Years
  Notes: A large, rocky husk with no atmosphere, Codred 
  orbits a white dwarf star.  The presence of ancient ruins 
  suggests the world had native life millions of years 
  before the star became a red giant and burned off the 
  atmosphere. It is now an excellent resource for metals 
  of all sorts. 
  This world is larger than most that species choose to 
  colonize. Codred’s gravity is twice that of Earth. When 
  the world was first settled, the Sangor had yet to develop 
  effective anti-gravity technology, so they created a 
  space elevator to lift the metal they produced into space. 
  Although the Sangor have been producing their own 
  anti-gravity technology for some time now, the space 
  elevator remains in use because it is cheap to maintain.
  Codred is ruled by the Grand Almayush of the main 
  city of Terkaanan. He was born into his position and 
  relies on his advisors to make important decisions since 
  he has proven mostly incapable of comprehending 
  complex problems and implementing wise solutions. 
  As a result, advisors are competitive since whichever 
  one can argue the longest and the loudest is normally 
  the one the Almayush sides with. This has led to 
  resentment and plots to eliminate favored advisors. 
  These eliminations have taken the form of both political 
  and literal assassinations. The inhabitants of Codred see 
  the frequent turnover in the Almayush’s staff and know 
  that their interests are not being represented, but they 
  choose not to rise up against their leadership because 
  of their passive nature.
   Corem
  UWP: Corem Gas Mining Platforms 
  D07623-A 
  Va
  Planet Type: Gas giant
  Color: Orange and white striped
  Equatorial Circumference: 1,539,000 kilometers
  Planetary Diameter: 489,800 kilometers
  Major Industry: Gas mining
  Government Type: Democracy
  Population: 67,295
  Rotation: 20 hours
  Orbit: Approximately 35 Earth years
  Notes: Two gas-mining platforms exist in Corem’s 
  upper atmosphere. These platforms have been in 
  service for a number of years and are notorious for 
  their outdated equipment that keeps breaking down 
  and their high worker mortality rates. Most engineers 
  recommend solving this problem by replacing their 
  pumping equipment, but doing so would cut too deeply 
  into the profits that allow them to continue operations, 
  so they tolerate the situation.
  Corem is ruled by a council of eleven, five of which 
  are selected from each mining platform and then 
  one serves as the spokesperson and casts tie-
  
  34
  breaking votes. Most Sangor know that this council 
  is self-serving, even if it rarely crosses the line into 
  corruption. There is frequently talk of reform, but most 
  acknowledge that it will be difficult to overcome the 
  fact that only those who can afford to run a campaign 
  will be elected, ensuring that only the elite will hold 
  office. Others have proposed a new populist form of 
  government, but without exception, the current sitting 
  elected officials have spoken against such a move.
   Cuibre
  UWP: Cuibre 
  F853593-9 
  De Po
  Planet Type: Terrestrial 
  Climate: Warm and arid
  Equatorial Circumference: 38,740 kilometers
  Planetary Diameter: 12,330 kilometers
  Major Industry: Precious metals/minerals
  Government Type: Socialist
  Population: 500,323
  Rotation: 36 hours
  Orbit: Approximately 3 Earth years
  Notes: With its long days and desert climate, it takes 
  a special breed to make a living on this world. Since 
  the major trade here is metal and mineral mining, most 
  find their way here if they cannot tolerate the bleak 
  conditions and lack of atmosphere on Codred.
  The government on this world was initially established 
  through a popular vote, but the ruling party has 
  appointed every official since then. To its credit, every 
  citizen of Cuibre is allotted exactly the same resources 
  by the government, including government officials. 
  Unfortunately, this means that every citizen lives in 
  apartment dwellings that house six Sangor. The only 
  exceptions to this are the ones who have off-world 
  interests. Although they are taxed heavily on their 
  income, many can afford to own their own dwellings.
   Sangorlai
  UWP: Sangorlai 
  C866971-B 
  Hi Po
  Planet Type: Terrestrial 
  Climate: Earth normal
  Equatorial Circumference: 39,060 kilometers
  Planetary Diameter: 12,430 kilometers
  Major Industry: Research and development
  Government Type: Anarchy
  Population: 5,226,367,497
  Rotation: 26 hours
  Orbit: Approximately 1.5 Earth years
  Notes: Sangorlai is the Sangor homeworld. Like most 
  of the Sangor worlds, the economy on Sangorlai is 
  severely depressed. Due to the sheer number of Sangor 
  on the planet, estimates are that nearly a billion are 
  currently homeless. Worse, the Sangor government fell 
  along with the Stellar Imperium, so there is nobody in 
  charge to take care of all the homeless. Fortunately, the 
  Sangor are charitable, almost to a fault, so basic needs 
  such as food and health care are often met.
  The lack of central authority makes it especially easy 
  for anyone to hide on this planet. Numerous individuals 
  of all different races come here for exactly that reason. 
  Many take jobs here, and most of the employers make a 
  point of not asking about an individual’s past, so long as 
  they show up for work and don’t steal from them.
  Sangorlai’s defenses are effectively nonexistent, which 
  has many worried about the R’Tillek. The few wealthy 
  corporations here are rumored to have warships 
  hidden away somewhere in case of an attack, but 
  many dismiss that as wishful thinking and misplaced 
  trust in big businesses, which have routinely proven 
  themselves untrustworthy.
  
  35
   Yalara
  UWP: Yalara Gas Mining Platforms and Station 
  C067448-B 
  Va
  Planet Type: Gas giant 
  Color: Solid blue
  Equatorial Circumference: 374,000 kilometers
  Planetary Diameter: 119,100 kilometers
  Major Industry: Gas mining
  Government Type: Socialist Republic
  Population: 17,800
  Rotation: 14 hours
  Orbit: Approximately 15 Earth years
  Notes: Yalara is one of the few worlds that still actually 
  has a relatively high standard of living and hospitable 
  working conditions. The government takes all of the 
  money generated from the sale of gases and reinvests 
  much of it in warships to defend the planet and worker 
  compensation. The two gas mining platforms in the 
  atmosphere here are supported by a space station that 
  lies at the gravitational halfway point between Yalara 
  and its largest moon, Santari. Many of the workers have 
  quarters on the station, working on the mining platform 
  for two or three days and then spending the remainder 
  of their time in the more comfortable quarters aboard 
  the station. 
  Pakfiquest station is one of the most well-patrolled 
  locations in all of Sangor space. Established laws dictate 
  acceptable conduct, how many outsiders are allowed 
  in, and how long they can stay. Pakfiquest station is 
  a popular stopover point for travelers going to the 
  Frontier Systems and generates a great deal of revenue 
  for the system.
  The government of Yalara is socialist republic that 
  is composed of elected officials who make all 
  administrative decisions for the people. The current 
  chief administrator is Yinfarash, a popular Sangor 
  politician who ran on a platform of attracting more 
  outside traders and raising the existing visitor caps. 
  This is expected to increase revenue by billions of 
  credits every year, although it is also expected to 
  increase the crowding and crime.
   Zilon
  UWP: Zilon 
  C643844-A 
  IC
  Planet Type: Terrestrial 
  Climate: Mostly frozen
  Equatorial Circumference: 28,720 kilometers
  Planetary Diameter: 9,143 kilometers
  Major Industry: Colony
  Government Type: Socialist
  Population: 469,272,709
  Rotation: 32 hours
  Orbit: Approximately 5 Earth years
  Notes: This small frozen world represents the Sangor’s 
  attempt to terraform an otherwise hostile world. The 
  five cities on the planet are domed, sitting one hundred 
  and thirty meters above Zilon’s frozen surface. Great 
  atmospheric processors have been placed throughout 
  the planet, dumping massive amounts of carbon dioxide 
  into the air in an effort to raise temperatures to the point 
  where the world outside of the domes is hospitable. 
  Temperatures are up by ten degrees, to minus twelve 
  degrees Celsius, which has caused melting along the 
  equator, but the colony has a great deal of work left to 
  do before atmospheric conditions are within a tolerable 
  range. Zilon is the leading importer of liquid CO2, 
  providing many planets that have pollution problems 
  a guilt-free place to offload the harmful gases that they 
  remove from their atmospheres.
  Each of the five cities is densely populated, and the 
  vast majority of the population work in the terraforming 
  industries, or in the service industries that support the 
  numerous departments that are conducting this massive 
  undertaking. This is one world that currently costs 
  more to inhabit than what it generates in revenue, but 
  they overcome this limitation through the donations of 
  thousands of scientific organizations throughout known 
  space. Sangorlai had funded it prior to the collapse 
  of the Imperium, but since the homeworld no longer 
  has a functioning government, Zilon was forced to 
  turn to others for continued funding. The contributing 
  organizations are contractually obligated to continue 
  funding until the expected completion date twenty-five 
  years from now.
  
  36
   Lamogos Systems
  The Lamogos are a strict, militaristic people, and 
  their worlds are a testament to this. Symbolism is an 
  important aspect of Lamogos culture. Throughout 
  all of the worlds under their control are impressive 
  monuments, some of which are massive buildings; 
  others are statues of leaders that can be seen from 
  kilometers away. 
  The Lamogos were one of the two driving powers in the 
  Stellar Imperium, so the fall of the great organization 
  has left them somewhat diminished, though their pride 
  still shines through. Rather than leave any of their 
  worlds unprotected, they allocate funds to ensure that 
  capitol ships are still built, the space lanes are still 
  patrolled, and order is still maintained. Sometimes this 
  strong military protection comes at the cost of the social 
  welfare of the people, but the leadership believes that 
  the people share their priorities and accept it. Nobody 
  dares tell the Lamogos leadership that they are out of 
  touch with what the people truly want.
  Much like the Humans, the Lamogos worlds have 
  refused to ally with one another for the simple fact that 
  each believes that they are better off not spending 
  their resources supporting the others unless the allied 
  worlds agree to their control. Despite the lack of unity, 
  the culture normally remains quite similar from one 
  world to the next even if the governments are different. 
  Some worlds have attempted to coerce other worlds 
  into accepting their leadership, but so far these tactics 
  have simply led to brinksmanship with the aggressor 
  ultimately backing down.
   Dramont
  UWP: Dramont Asteroid Stations 
  B0674B8-C 
  As Va
  Planet Type: Asteroid Belt 
  Major Industry: Metal/mineral mining
  Government Type: Fascist dictatorship
  Population: 47,400
  Orbit: Approximately 3 Earth Years
  Notes: Dramont is a major source of metals in the 
  Lamogos worlds. Four medium sized space stations 
  are set up as a bases, each spaced evenly throughout 
  the asteroid belt. The Lamogos oversee the operations, 
  though they have “enlisted” the aid of some of the 
  other species to do the actual work. Their workforce 
  is paid, though not well, and they may return to their 
  homeworlds after they have served for a year or 
  become too injured to continue working; whichever 
  comes first. Two small habitable worlds exist in this 
  
  37
  system, and though the Lamogos have not yet fully 
  settled them, they do have bases on each to ensure that 
  no other groups attempt to claim them.
  Dramont is ruled by General Kataar, who commands 
  this planet’s small fleet of ships. Most of the planet’s 
  population serves the military in active or reserve 
  forces, so the majority of the social services are 
  dispensed through the military. Kataar has very little 
  compassion for the weak or ailing, so if they cannot be 
  found jobs, he tries to find the most painless and least 
  costly way to end their lives.
   Gantir
  UWP: Gantir Gas Mining Station 
  C0674A9-D 
  Va
  Planet Type: Gas giant 
  Color: Yellow and white striped with swirling storms
  Equatorial Circumference: 1,378,000 kilometers
  Planetary Diameter: 438,500 kilometers
  Major Industry: Gas mining
  Government Type: Fascist dictatorship
  Population: 50,400
  Rotation: 12 hours
  Orbit: Approximately 11 Earth years
  Notes: This gas mining facility is run with an iron fist 
  by a former Imperium general, Sek Mallorn, who was 
  reassigned here during the ill-fated wars against the 
  R’Tillek. Mallorn still believes that had he been allowed 
  to continue the war as he had been running it, they 
  would have ultimately been successful. Instead, he 
  was placed in charge of a mining facility he cared little 
  about. When the Imperium fell, he was unable to return 
  to his homeworld of Dorang, and he could not leave 
  this place without also leaving behind any amount of 
  authority he still possessed, so he continues to run this 
  facility in spite of the fact that he despises every day he 
  remains. His dislike of his situation has not stopped him 
  from decorating his quarters with massive paintings 
  and murals while posting his visage in every possible 
  location throughout the gas-mining platform.
   Lamog
  UWP: Lamog 
  A766997-E 
  Ga Hi Ht
  Planet Type: Terrestrial 
  Climate: Earth normal
  Equatorial Circumference: 31,450 kilometers
  Planetary Diameter: 10,020 kilometers
  Major Industry: Homeworld
  Government Type: Socialist
  Population: 3,990,330,500
  Rotation: 26 hours
  Orbit: Approximately 1 Earth year
  Notes: The brilliant blue orb hangs in the sky as it 
  always has for the Lamogos, yet they know the limitations 
  of the life cycle of their star. They know that the same 
  factor that gave them their blue skin will one day in the 
  not-too-distant future be the very agent that cleanses 
  life from their entire world. Many pin the hope of their 
  survival as a species on the colonization of other worlds, 
  yet the vast majority of the total Lamogos population 
  remains on Lamog. Worse, the worlds they did settle have 
  since declared independence from them.
  Lamog is the homeworld of the Lamogos. Unlike Earth, 
  Lamog is neither polluted nor overpopulated.  This 
  planet is able to comfortably provide for its nearly four 
  billion people. The air, rivers, and oceans are pristine; 
  a feat that required a great deal of cleanup a mere two 
  hundred years ago. Before that, it was nearly as polluted 
  as the Earth.
  The government of Lamog is socialist. Although every 
  citizen’s basic needs are provided for, there is an 
  enormous gulf between the lifestyles of those who 
  are in power and the commoners. Those in power 
  live in lavish estates or at the top of massive towers 
  while ordinary workers might own small homes or live 
  crammed together in apartments. The current Premier 
  of Lamog is Makkil Forrent.
  Lamog’s primary military organization is the Lamogos 
  Star Navy, which provides for planetary defense as 
  well as serving its interests abroad. While remaining 
  loyal to the planet’s government, military commanders 
  
  38
  and starship captains frequently pursue their own 
  interests on remote worlds, sometimes going so far as 
  to establish small military fiefdoms that are maintained 
  with the Star Navy’s budget. For the inhabitants of many 
  worlds, the sight of Lamog’s distinctive black armored 
  soldiers patrolling the streets and conducting raids 
  against resistance cells is an unwelcome reality that 
  they must live with.
  Some of the great monuments of this world include the 
  massive statue of the Shillock Fillkirk, the first President 
  of Lamog; the city of New Hurin, which was rebuilt 
  after the war with Earth to be a marvel of architecture 
  that includes the tallest buildings on the planet; the 
  pinnacle of Montos, which is a stone column that starts 
  on the ground and comes to a point outside of the 
  planet’s atmosphere.
  Many scientists marvel at the fact that life has had the 
  opportunity to become as complex as the Lamogos 
  in the time that evolution has had to work there. Then 
  scientists found one fossil that carbon dated several 
  billion years older than the blue giant it orbited, 
  creating a perplexing mystery for those trying to 
  understand how life developed here. Blue giant stars 
  are among the least likely to harbor life. The theory 
  that many now accept as fact suggests life originally 
  evolved on this planet when it was in orbit around a 
  smaller yellow star. Eventually the yellow star ran out 
  of fuel and died. Evolution halted in its tracks and the 
  dead world drifted out of the star’s orbit. Perhaps a 
  roving black hole passed by and threw the planet away 
  from the system, or perhaps the blue giant Lamog now 
  orbits swallowed the remains of the old sun whole. 
  Whatever way have happened, life restarted from 
  the most basic organisms that remained alive at the 
  bottom of the planet’s frozen oceans and restarted 
  the evolutionary process. Fortunately the planet is far 
  enough away from the blue star that the overwhelming 
  heat it produces is not yet life-threatening. Yet The 
  Lamogos believe that if they don’t find a new home 
  soon, the vast majority of their people will die when the 
  star goes supernova.
  
  39
   Lanti
  UWP: Lanti 
  C8E4587-C 
  IC
  Planet Type: Terrestrial 
  Climate: Cold and arid
  Equatorial Circumference: 39,940 kilometers
  Planetary Diameter: 12,710 kilometers
  Major Industry: Colony
  Government Type: Socialist
  Population: 497,000
  Rotation: 24 hours
  Orbit: Approximately 1.5 Earth years
  Notes: Lanti was one of the first habitable terrestrial 
  worlds the Lamogos discovered, and the people 
  insisted that they colonize it immediately despite the 
  planet’s harsh climate. Although the planet does have 
  a green zone at the equator, the majority of the planet 
  is locked in ice. Life survives in the green belt despite 
  the sub-freezing temperatures that persist for half of 
  the year. The Lamogos are able to use these species for 
  food and the plant life makes good building material, 
  but working for prolonged periods in these conditions 
  is a difficult prospect at best. 
  A hardy and proud people, the Lamogos have remained 
  on this planet through sheer force of will. Most 
  volunteer for military service as soon as they are of 
  suitable age (sixteen Earth years) in hopes that they 
  will be assigned to starship duty, which places them in a 
  more comfortable environment.
  He Lanti government consists of a cabinet of elected 
  officials who are appointed by their Premier. Their 
  current leader is an elder politician named Fallin 
  Pel, who is one of the most civic-minded Lamogos 
  politicians serving in any office on any world. He 
  is sincere and always seeks the most peaceful and 
  pragmatic solution to any problems that arise. Pel will 
  likely hold his position until he becomes too old and 
  infirm to continue serving, at which time the need for 
  a replacement will cause a power struggle among the 
  current advisors.
   Netalla
  UWP: Netalla B866846-D 
  Ga
  Planet Type: Terrestrial
  Climate: Earth Normal
  Equatorial Circumference: 39,940 kilometers
  Planetary Diameter: 12,330 kilometers
  Major Industry: Manufacturing
  Government Type: Democracy
  Population: 512,237,500
  Rotation: 22 hours
  Orbit: Approximately .5 Earth years
  Notes: Many consider Netalla the best possible world 
  for the population of Lamog to migrate once the need 
  arises. The citizens of Netalla have other ideas, however. 
  Having colonized and developed this world, the last 
  thing they want is billions of refugees seeking shelter 
  and despoiling their world. Both the governments of 
  Netalla and Lamog have come to the agreement that 
  because there is no indication that the blue giant star 
  Lamog orbits will undergo drastic changes at any time 
  in the immediate future, there is no reason to rush the 
  process of relocation. Despite this, the scientists of 
  Lamog warn that their star could become unstable at 
  any time, whether that happens to be in two million 
  years, a few hundred years, or a couple days. They feel 
  that plans should be made to leave the system well 
  before time runs out.
  Since settling this world approximately a hundred years 
  ago, care has been taken to keep it in the same pristine 
  condition in which they found it. The welfare of the 
  plant and animal species are meticulously monitored to 
  ensure that Lamogos presence on this world does not 
  eliminate or endanger any indigenous species, despite 
  their presence. 
  Architecture tends to reflect more of a functional 
  approach rather than the traditional Lamogos symbolic 
  approach. They do have a number of impressive 
  monuments, but state-approved artistic expression is 
  not a driving motivator behind their designs like it is on 
  other Lamogos worlds. Many criticize that this approach 
  is due to the greater Human influence during the days 
  of the Stellar Imperium.
  
  40
  Netalla’s government is a democratic republic 
  consisting of elected officials who serve for terms of 
  varying lengths. At the head of the government is the 
  president, who acts as the primary statesman, signs 
  bills into law, and holds the power to declare war. The 
  Lamogos currently holding this position is Etella Ghant, 
  the heiress to a large fortune accumulated during the 
  heady days of the Imperium. She has proven to be a 
  wise and shrewd leader, though many of the middle-
  class feel that she has no interest in helping anybody 
  other than the elite. 
   Ramod
  UWP: Ramod 
  D642426-C 
  IC
  Planet Type: Terrestrial 
  Climate: Mostly frozen
  Equatorial Circumference: 27,220 kilometers
  Planetary Diameter: 8,663 kilometers
  Major Industry: Colony
  Government Type: Democracy
  Population: 49,620
  Rotation: 20 hours
  Orbit: Approximately .5 Earth years
  Notes: Ramod is similar to Lanti except that the 
  environment is even more hostile to life and they 
  discovered it much later than the other world. Much like 
  Lanti, there was an outcry among the people that it must 
  be colonized because they don’t know how long their 
  homeworld has before their star goes supernova, yet, 
  upon their arrival at Ramod, they found life difficult at 
  best.
  One key factor that has kept the Lamogos at Ramod 
  despite the discovery of more habitable worlds is the 
  fact that it is rich in gems and other precious minerals. 
  Much of the population spends a great deal of their 
  time underground, but it has led to a lifestyle that 
  exceeds what can usually be expected from such 
  bleak surroundings. The destruction of the Stellar 
  Imperium has had an impact on exports of minerals as 
  other worlds have scaled back on their luxury. Despite 
  these economic setbacks, they sell enough to continue 
  importing a modest amount of food, fuel, and other 
  goods. Additionally, the government provides enough 
  financial relief for people to keep the heat on and their 
  stomachs full.
  Due to the relatively low population of Ramod, the 
  government is rather informal. The people still 
  vote on their leaders, but they have no constitution 
  dictating the rights of the people or the responsibility 
  of government. Elected officials travel to the various 
  settlements of the planet quite often so that they 
  can meet with the people who live there and get an 
  accurate feel for their concerns. Also due to the small 
  number of people, the planet has only a small fleet 
  of fighters that can be launched from the ground to 
  defend it.
   Sarodar
  UWP: Sarodar Gas Mining Platforms 
  C0675D9-D 
  Va
  Planet Type: Gas giant 
  Color: Blue and white striped with swirling storms
  Equatorial Circumference: 733,900 kilometers
  Planetary Diameter: 233,600 kilometers
  Major Industry: Gas mining
  Government Type: Theocracy
  Population: 600,103
  Rotation: 16 hours
  Orbit: Approximately 3 Earth years
  Notes: Sarodar is a key gas-mining world in Lamogos 
  space; however, it was settled by a group of religious 
  zealots who leverage their standing as the only fuel-
  producing world in Lamogos space for the political 
  gain of their order. Their religion, Exinorism, is one 
  of several mainstream religions that originated on 
  Lamog; however, they have always been associated 
  with their politically motivated strong-arm tactics and 
  sometimes-outright terrorism. Recently they have 
  taken credit for the destruction of a destroyer that was 
  operated by the Guardians of the Light after one of 
  the Lamogos leaders of that organization commented 
  publicly on the fact that he saw the religion as false, 
  exclusionary, and evil at its core.
  The Exinorists believe in an all-powerful deity named 
  Exin who created the universe and all life within it. 
  Exin’s holy texts warn that the Lamogos will only be the 
  favored people if they follow his teachings precisely. 
  This religion predates faster-than-light travel and 
  the discovery of alien life, so many believe that this 
  validates the religion’s core tenets. Consequently, the 
  faithful have become even more committed to their 
  beliefs and more hostile against those who speak out 
  against it. Hydrogen sells for special discounted rates 
  to representatives of groups that support the Exinorist 
  religion, either financially or through public statements 
  of support, while those who take a more neutral stance 
  are charged a premium rate that exceeds market value 
  by twenty to thirty percent. Those affiliated with groups 
  that oppose Exinorism are denied the ability to buy 
  directly from them.
  
  41
  The mining platforms in Sarodar’s upper atmosphere 
  have been expanded to accommodate all of the 
  followers who have flocked to this location. They are 
  allowed to stay, though they are required to prove that 
  they have wealth so that they can pay for their lodging, 
  food, and the other resources that they will require.
  The head of this Exinorist community is a charismatic 
  speaker named Faughn Rukt, who has increased the 
  rhetoric of condemnation against every faith other than 
  their own. Rukt believes that the Exinorists will one day 
  win the popular support of the people of Lamog, who 
  will one day welcome them as righteous leaders. The 
  establishment of the theocracy is the only final solution 
  that Rukt considers acceptable, and he is supported by 
  roughly twenty percent of the Lamogos living on Lamog. 
  Many consider him extremely dangerous because 
  of the amount of political clout he has managed to 
  establish on other worlds.
   Ziolond
  UWP: Ziolond C885447-C
  Planet Type: Terrestrial 
  Climate: Uncomfortably hot
  Equatorial Circumference: 38,390 kilometers
  Planetary Diameter: 12,220 kilometers
  Major Industry: Precious metals/minerals
  Government Type: Democracy
  Population: 54,129
  Rotation: 22 hours
  Orbit: Approximately 1 Earth year
  Notes: This mining world is best known for heat that 
  pushes the boundaries of what an individual can 
  reasonably tolerate. Violent storms are a near-daily 
  occurrence all across Ziolond. Like many of the other 
  worlds in Lamogos space, the people of Ziolond pride 
  themselves for their toughness. Unlike the colder 
  worlds, no one on Lamog has ever been under the 
  illusion that this world would be a good candidate for 
  relocation. Most people live on Ziolond either because 
  they were born on the planet or need the work bad 
  enough that they are willing to tolerate the heat. Other 
  settlers come here because they have found themselves 
  in trouble on other worlds and came here to get away 
  without leaving Lamogos space entirely. 
  The government on Ziolond is a true democracy. There 
  are no elected officials, though there are a few low-
  level administrators. Every issue is put to a vote and a 
  fifty-five percent majority is required for any measure 
  to pass. 
   Former Stellar Imperium 
  Core Systems
  The Stellar Imperium core worlds consisted of three 
  planets, all of which were once heavily populated but 
  now lie in ruins. What was once a hub of activity is now 
  only visited by scavengers, who pick at the carcasses of 
  these dead worlds. 
   Dorang
  UWP: X654000-0
  Planet Type: Terrestrial 
  Climate: Earth normal
  Equatorial Circumference: 29,610 kilometers
  Planetary Diameter: 9510 kilometers
  Major Industry: Ruins
  Government Type: Anarchy
  Population: 0
  Rotation: 18 hours
  Orbit: Approximately 2 Earth years
  Notes: Once the site of the Imperium’s shipyards, 
  Dorang is known for a ring of industrial debris 
  encircling the planet. Initially scavengers came to this 
  world looking for salvageable wreckage of Imperium 
  class capitol ships, but the destruction was complete. 
  The same cannot be said of the remains of the cities 
  on the surface. While the world was depopulated, 
  many structures remain more or less intact and there 
  is a wealth of goods to be recovered. The largest 
  obstacle to would-be treasure hunters is that the 
  planet’s wildlife has overrun the cities and dangerous 
  predators now control the ruins. An abundance of lethal 
  security systems also remain in place at research and 
  development facilities, vaults, and military storage 
  areas. These active systems still protect these facilities 
  with lethal force.
  
  42
  The same wildlife that poses a danger is also 
  responsible for a recently discovered threat. Among the 
  heavy vegetation of the forests was a virus that had lain 
  dormant and undiscovered by the planet’s inhabitants. 
  When the R’Tillek infected the planet with the same 
  viral biological agents that killed all intelligent life on 
  the other planets, the native virus combined with it and 
  created a mutant hybrid strain. Most of those infected 
  by the R’Tillek’s attack died, but a small number of 
  individuals in most communities survived, becoming 
  mutated mentally and physically to such an extent that 
  they no longer behave rationally. These mutants live 
  in subterranean caves and bunkers surviving off of 
  the fresh carcasses of wildlife and the remains of the 
  civilization that once prospered there. The mutants 
  savagely attack anyone they encounter.
   Hagenti
  UWP: X769000-0
  Planet Type: Terrestrial 
  Climate: Earth normal
  Equatorial Circumference: 38,390 kilometers
  Planetary Diameter: 12,220 kilometers
  Major Industry: Ruins
  Government Type: Anarchy
  Population: 0
  Rotation: 20 hours
  Orbit: Approximately .75 Earth Years
  Notes: The one-time capital of the Stellar Imperium, 
  Hagenti boasted a population of over eight billion 
  people. Now, much like Dorang, the planet lies in ruins, 
  which are mostly intact due to the use of biological 
  weapons. Unlike the other planet, however, the wildlife 
  was never a real threat to the populace. Instead, a 
  hazard just as dangerous lurks. The inhabitants of the 
  planet were once pampered by an army of robotic 
  servants; their numbers greater than on any other 
  civilized world. The biological agents had no effect 
  upon the robots, however, isolation and a lack of 
  maintenance has caused many of these machines to 
  malfunction in ways that have proven dangerous to 
  those who explore the wreckage. Many of the people 
  who visit Hagenti are haunted by the sheer number 
  of desiccated corpses that lie scattered in the streets 
  throughout the planet. Some of the malfunctioning 
  robots have arranged the bodies in chairs or other 
  places where they would have been in life, and then 
  surrounded them with objects that they might have 
  found useful such as glasses full of various beverages, 
  food that has long since molded and decayed, books, 
  and gadgets. Those family pets that managed to escape 
  the houses after the owners died have since gone wild 
  and formed packs; their rapidly increasing numbers 
  creating a minor hazard for those who come to Hagenti 
  in search of easy money.
   Piresega
  UWP: X757300-0
  Planet Type: Terrestrial 
  Climate: Uncomfortably hot
  Equatorial Circumference: 41,040 kilometers
  Planentary Diameter: 11,530 kilometers
  Major Industry: Ruins
  Government Type: Anarchy
  Population: 0
  Rotation: 24 hours
  Orbit: Approximately 1.5 Earth years
  Notes: The first world to fall to the R’Tillek, Piresega 
  was the least populated of the three Imperium Core 
  wWrlds. Regardless of the limited potential for plunder, 
  some venture to Piresega to pick through the ruins 
  anyway. Recently, however, the planet has begun to 
  serve another purpose. Since very few groups are 
  taking an active interest in this world, Piresega has 
  become attractive to individuals and organizations 
  that would prefer to remain hidden. The actual number 
  of people inhabiting this world is presently unknown 
  since none of the inhabitants are interested in reporting 
  their whereabouts.
  
  43
   Frontier Systems
  Many come to the frontier because their untamed 
  reputation, which has become romanticized on many of 
  the core worlds. What they find here are rugged, barely 
  developed worlds where survival can be a struggle. 
  Other worlds that were colonized by the Stellar 
  Imperium had government resources to help cope 
  with the dangers, but the Frontier Systems were only 
  beginning the process of development when the Stellar 
  Imperium fell. Resources are scarce and the ability 
  to deal with threats is practically nonexistent. Entire 
  settlements are sometimes wiped out with little warning 
  because of previously unforeseen dangers, like disease, 
  previously unknown lifeforms, or hazards from space. 
  Those who live on the frontier must rely on their own 
  wits and ingenuity.
  Many who relocate here do so because they belong 
  to organizations that are not widely accepted in the 
  core worlds and they seek to find places where they 
  can operate without interference. Many militant 
  organizations find safe harbors here where they can run 
  training camps without notice.
  Despite the harsh conditions, most races are interested 
  in settling this region of space. The Lamogos still 
  seek a new world to settle. Humans are interested in 
  expanding commerce into this area. The Tallinites seek 
  to maintain a presence out here for no reason other than 
  that they wish to maintain their status as a major power. 
  Other races are not as focused with their interests, 
  but many individuals have made their way out here 
  nonetheless.
  Since most of the Frontier Systems have relatively 
  small populations and an even smaller corporate 
  presence, there is a great deal of work for privately-
  owned freighters. A man, a ship, and some hired hands 
  could make a lucrative living transporting passengers 
  and supplies from one world to the next. Establishing 
  a good reputation among the various people one has 
  dealings with is vital; a cargo hauler who starts cheating 
  their clients would soon not only find themselves hard 
  pressed for jobs, but also hunted by assassins and 
  bounty hunters.
   Chersi
  UWP: Chersi Gas Mining Platforms 
  C067425-9 
  Va
  Planet Type: Gas giant 
  Color: Purple and white striped with swirling storms
  Equatorial Circumference: 116,900 kilometers
  Planetary Diameter: 37,220 kilometers
  Major Industry: Gas mining
  Government Type: Democracy
  Population: 46,900
  Rotation: 16 hours
  Orbit: Approximately 1 Earth year
  Notes: While Chersi is inhabited by a variety of people, 
  the primary cultures are Human and Lamogos. A small 
  but growing population of Tallinites also call this world 
  home. Chersi is relatively small compared to many of 
  the worlds chosen for gas-mining. It is rich in hydrogen 
  and it is extremely efficient — the smaller size requires 
  the anti-gravity generators supporting the mining 
  platforms to expend less energy. Many gas miners 
  consider this an easy world to work, so it is a popular 
  destination for those who don’t mind being so far away 
  from the core worlds. 
  Due to the greater efficiency and the most modern 
  equipment in use on this world, it is one of the more 
  profitable fuel-producing worlds in known space. 
  The wealth of credits are largely absorbed by the 
  shareholders of the Frontier Hydrogen Corporation, 
  but the workers here enjoy higher wages than those 
  on most other gas-mining worlds. The government, 
  likewise, faces few challenges, though this system is a 
  popular target for raiders. Chersi employs mercenaries 
  to provide for their defense.
   Dranya
  UWP: Dranya D622449-E 
  Ht Na
  Planet Type: Terrestrial 
  Climate: Mostly frozen
  Equatorial Circumference: 28,970 kilometers
  Planetary Diameter: 9,222 kilometers
  Major Industry: Research and development
  Government Type: Democracy
  Population: 52,038
  Rotation: 16 hours
  Orbit: Approximately 1 Earth year
  Notes: Dranya is a world of snow and ice, which seems 
  immune to melt-offs, or seasons of any kind. The 
  atmosphere is breathable, but barely tolerable to most 
  species because of the extreme cold. The most complex 
  life on this planet is bacteria, which is what produced the 
  oxygen — nitrogen atmosphere millions of years ago. The 
  vast majority of the population of Dranya is located in the 
  domed city of Hope, where the most common industry 
  is the research and development of new and more 
  devastating energy weapons for a variety of purposes.
  
  44
  Dranya’s government is a democracy in name only. The 
  Wintic Corporation owns the industry on this planet 
  and it funds only candidates that share their goals and 
  priorities. In fact, the corporation would likely take 
  direct control over the entire world if not for the fact 
  that it considers providing for the populace to be a total 
  waste of resources. They feel that it is better to have 
  people fund such things with the money they are paid 
  in wages.
   Eisui
  UWP: Eisui 
  D659483-A 
  Wa
  Planet Type: Terrestrial 
  Climate: Warm and humid
  Equatorial Circumference: 30,120 kilometers
  Planetary Diameter: 9,588 kilometers
  Major Industry: Manufacturing
  Government Type: Socialist
  Population: 48,628
  Rotation: 26 hours
  Orbit: Approximately 1 Earth year
  Notes: Inhabited almost entirely by Humans and 
  Relarrans, this world is mostly water, with land-
  masses making up approximately ten percent of the 
  planet’s total surface. Relarrans live in the oceans and 
  manufacture several items that are useful to the other 
  Frontier Systems, such as agricultural equipment, 
  small and medium ground transport vehicles, and 
  personal electronic devices. Most Humans fish as their 
  primary occupation; the vast majority of their catch is 
  then exported to other worlds. An uneasy peace exists 
  between the Relarra and the Humans, though it is well 
  known that the Relarra feel that the oceans are being 
  overfished. Some suspect that these tensions will rise as 
  the Humans attempt to increase their harvest sizes in an 
  effort to be more profitable.
  The government on this planet is small and ineffectual. 
  It is composed of a council of twenty and has an 
  equal number of Humans and Relarrans. Despite their 
  attempt at government, only the most rudimentary 
  legal system has been established and it is rife with 
  corruption. Taxes are only two percent, which leaves 
  the government with so little funding that it is unable to 
  provide for the welfare of the people, though it does try. 
  Most money collected is redistributed to provide food 
  for the impoverished.
   Faula
  UWP: Faula 
  B766743-C 
  Ga In
  Planet Type: Terrestrial 
  Climate: Earth normal
  Equatorial Circumference: 31,930 kilometers
  Planetary Diameter: 10,160 kilometers
  Major Industry: Colony
  Government Type: Democracy
  Population: 46,960,432
  Rotation: 26 hours
  Orbit: Approximately 1.5 Earth years
  Notes: Faula is one of the two worlds in the Frontier 
  Systems large enough to support multiple industries 
  and manufacture numerous different types of items that 
  are used by that planet and exported throughout this 
  region of space. It is inhabited primarily by Lamogos 
  and Tallinites, though a good racial mix of the other 
  major and minor species also exists here. Most groups 
  coexist peacefully.
  The Faula spaceport is located on the surface, and it 
  has a rough-and-tumble reputation. Merchants and 
  fugitives are commonplace, and it is said that there 
  are just as many shady business dealings taking place 
  as there are legitimate ones. Docking is available for 
  small and medium size ships, though there is a small 
  port-controlled space station in orbit for larger ships. 
  Shuttles are readily available to ferry passengers back 
  and forth between the planet and the station.
  The government of Faula is a corrupt democracy 
  that has had the same political party in power for the 
  past thirty years. The Foundationist party is dominant 
  and the sitting officials funnel tax money into it to 
  
  45
  ensure that they can out-spend their opponents during 
  elections. They also conduct the election process, which 
  means that they have the power to simply ignore any 
  results that would leave them out of power. The citizens 
  are aware of this corruption but have been met with 
  overwhelming force when they attempt to push for 
  reform. 
   Jiora
  UWP: Jiora 
  F863585-B 
  Ag
  Planet Type: Terrestrial 
  Climate: Warm and arid
  Equatorial Circumference: 35,440 kilometers
  Planetary Diameter: 11,280 kilometers
  Major Industry: Research and development
  Government Type: Socialist
  Population: 585,065
  Rotation: 36 hours
  Orbit: Approximately .5 Earth years
  Notes: This world is occupied primarily by Tallinites 
  who research and develop new crops that grow in 
  desert climates. They hope to make breakthroughs here 
  that will benefit not only Jiora, but also other desert 
  worlds in the core systems as well. The agro-research 
  has had an ancillary benefit; a massive surplus of food 
  that they are constantly selling to other worlds. They 
  typically employ private freighters to move this product 
  off world.
  Planetary Diameter: 14,850 kilometers
  Major Industry: Colony
  Government Type: Fascist dictatorship
  Population: 54,248
  Rotation: 40 hours
  Orbit: Approximately 1 Earth year
  Notes: This world is primarily inhabited by Humans 
  and is devoted to food production via traditional 
  agrofarms. There is one small trading town called 
  Dusty Maines, which lies on the Southern continent. 
  Otherwise, the majority of the people here own 
  massive farms where they grow crops and raise 
  livestock. The rural nature of this world makes it fairly 
  unruly, with no shortage of shady characters taking 
  advantage of farm owners, stealing livestock, and 
  engaging in outright theft. There are those who seek 
  to restore order and bring criminals to justice, but 
  they are few and far between, and most of them have 
  earned a number of enemies.
  In addition to agriculture, Jiora is also attempting to 
  break into other industries. Several companies are 
  attempting to reproduce existing technologies by 
  taking products that had originally been reverse-
  engineered by the Sangor, and then improving upon 
  their designs to increase overall quality and reliability. 
  Their efforts are beginning to produce positive results, 
  which in turn is starting to produce alternate-branded 
  devices onto the market, usually for lower prices than 
  the original products.
   Jiran
  UWP: Jiran 
  FA874B3-9 
  Ga Ag
  Planet Type: Terrestrial 
  Climate: Earth normal
  Equatorial Circumference: 46,660 kilometers
  Jiran is led by a Human former Imperium military 
  commander named Kyle Lander. He makes all decisions 
  pertaining to the governing of the planet unilaterally 
  and he surrounds himself with people who agree 
  with him and help keep him in power. Some of the 
  population of Jiran considers Lander to be a protector, 
  but there are a number of others who see him as 
  uncaring and ideologically motivated, repressing 
  anyone who holds different beliefs than he does. There 
  have been a few attempts to overthrow him, but they 
  have ended when Lander employed brutal force against 
  the people involved and those close to them.
   Miakar
  UWP: Miakar Asteroid Mining Colonies 
  D067400-A 
  As Va
  Planet Type: Asteroid Belt 
  Major Industry: Metal/mineral mining
  Government Type: Anarchy
  Population: 47,320
  Orbit: Approximately 1 Earth year
  Notes: Unlike many asteroid belts in the core worlds, 
  Miakar is primarily mined by individuals who are in 
  business for themselves. A small space station, referred 
  to as Metalsmeet, serves as a trading post where 
  
  46
  miners sell their goods. Because of the complete lack 
  of government, it is a dangerous place to do business, 
  where miners must frequently defend themselves 
  against those who would take their cargo by force. To 
  defend themselves, one group of miners has formed a 
  conglomerate called the Miner’s Defense Organization 
  (MDO), which ensures that all members are well-
  armed. It hires mercenary forces to deal with larger 
  threats.
   Nyara
  UWP: Nyara Gas Mining Platform 
  D0674A9-9 
  Va
  Planet Type: Gas giant 
  Color: Purple and white striped with swirling storms
  Equatorial Circumference: 260,700 kilometers
  Planetary Diameter: 83,000 kilometers
  Major Industry: Gas mining
  Government Type: Fascist dictatorship
  Population: 28,121
  Rotation: 26 hours
  Orbit: Approximately 1 Earth year
  Notes: This gas giant orbits an enormous giant star 
  that looms red in the distance. The gas-mining platform 
  is run by a ruthless Human dictator, Randall Kim, 
  who operates this facility with a minimal staff that he 
  overworks and underpays. The platform is privately 
  owned, and because there is no higher authority in 
  this system than Randall, he serves as both boss and 
  system administrator. Many wish to leave his “employ” 
  but find it impossible to do so. Randall periodically 
  makes examples out of dissenters by tossing them from 
  the platform without protective gear. These executions 
  are carried out in front of his frightened workforce and 
  he usually ends them by asking if anyone else wants 
  to quit before sending them back to work. A secret, 
  organized resistance seeks to overthrow Randall Kim, 
  but they move slowly for fear of being exposed.
   Ocara
  UWP: Ocara 
  F8784A7-9 
  Po
  Planet Type: Terrestrial 
  Climate: Cold and humid
  Equatorial Circumference:  36,310 kilometers
  Planetary Diameter: 11,560 kilometers
  Major Industry: Colony
  Government Type: Fascist dictatorship
  Population: 45,891
  Rotation: 34 hours
  Orbit: Approximately 1 Earth year
  Notes: The Lamogos “sheriff” Hallag Mun considers 
  himself a kind benefactor of this frontier world, and 
  compared to many, he is exactly that. He doesn’t invoke 
  larger than life symbols to make sure everyone knows 
  who is in charge, nor does he work people to death or 
  create a lot of restrictive or invasive laws. His folly is 
  that he is the single source of law on this world, serving 
  as judge, jury, and executioner. Nobody can accuse 
  him of not carefully weighing a case before carrying 
  out a sentence, but new facts have come to light in a 
  few cases, proving that people have been put to death 
  despite the fact that they were innocent of the crimes 
  for which they were charged.
  The primary settlement is a small city called Shallamin, 
  which is populated equally by Humans and Lamogos, 
  with a few individuals from other species present but 
  not comprising a large portion of the population. Ocara 
  imports a great deal of food and goods but exports 
  very little, so the trade deficit is a major concern of 
  many living there.
  
  47
   Pratilla
  UWP: Pratilla Mining Platform B067401-B 
  Va
  Planet Type: Gas giant 
  Color: Brown and white, smoothly banded
  Equatorial Circumference: 413,400 kilometers
  Planetary Diameter: 131,600 kilometers
  Major Industry: Gas mining
  Government Type: Anarchy
  Population: 47,300
  Rotation: 20 hours
  Orbit: Approximately .5 Earth years
  Notes: This large gas-mining platform’s population 
  is made up of roughly equal numbers of all the major 
  races. It was under the control of a ruthless Earth-based 
  corporation immediately following the collapse of the 
  Stellar Imperium, but the workers rose up, overthrew 
  their bosses and took control. Open hostility between 
  the former owners and the workers has erupted, 
  leading to a series of battles in this system. 
  By all rights the planet should have been overpowered 
  long ago, but a Human mercenary company called The 
  Valkyries, under the command of Captain Joel Shinter, 
  has taken a personal interest in protecting the freedom 
  of this world. Many know that the truth of the matter 
  is that Joel is a disgruntled former employee of the 
  corporation, and enjoys his opportunity to wreak havoc 
  on their business interests. They have been offering 
  their protection for a nominal fee and all of the liquid 
  hydrogen they can carry.
  There is still no government or organization in place 
  to replace their corporate masters and order has been 
  rapidly breaking down. Many workers have decided 
  to set their own shifts while others have fled, making 
  it difficult for the workers to accomplish their tasks 
  efficiently. Some worry that the entire platform is in 
  danger of catastrophic failure since safety protocols are 
  not being followed. Petty crime and violence is also on 
  the rise and there is no law enforcement here to keep 
  the peace.
   Yseth
  UWP: Yseth 
  B865985-B 
  Hi
  Planet Type: Terrestrial 
  Climate: Warm and arid
  Equatorial Circumference: 38,070 kilometers
  Planetary Diameter: 12,120 kilometers
  Major Industry: Colony
  Government Type: Socialist
  Population: 1,500,831,069
  Rotation: 22 hours
  Orbit: Approximately .5 Earth years
  Notes: This colony was once considered the single 
  most successful world among the Frontier Systems 
  because of its large population alone. When it was 
  supported by the Stellar Imperium, it was able to 
  produce a large variety of consumer goods cheaply, 
  which were then exported to the core worlds. After the 
  fall of the Imperium, the costs associated with supplying 
  them with raw materials, coupled with the costs of 
  transportation have caused the failure of many of the 
  industries producing these items. This has led to a 
  great deal of unemployment. What started out as a free 
  market society was forced to embrace socialism simply 
  to keep massive numbers of people from starving 
  to death. As it stands, the population of this world is 
  shrinking rapidly as people leave here in hopes of 
  finding a better life elsewhere.
  
  Character
  Options
  48
  “When the legend becomes fact, print the legend.” 
  — Old Earth Adage
  Backgrounds
  The available backgrounds in the Reign of Discordia 
  setting are the alien races that are available for 
  play. Note that there are other lesser alien races and 
  subspecies of the primary races in the setting that are 
  not detailed in this book. Because those races have 
  little effect on the big picture of the setting, they are 
  mentioned only in passing and not fully developed 
  here. If a player wishes to run a character of this type, 
  future setting books may detail them, but the Narrator 
  is encouraged to allow alien beings from other sources. 
  This setting is intended to be open enough to allow the 
  adoption of other races from other compatible gaming 
  books and setting. One suggestion of this would be to 
  start with Traveller races, but since Reign of Discordia is 
  a completely different setting, modify their appearance 
  somewhat and change their backgrounds, setting 
  specific information, and homeworlds.
   Human
  The presentation of the history and background 
  information in this book is Human-centric, providing 
  an easily accessible baseline for the overview of this 
  setting. The presence of Humans in the interstellar 
  society has shaped events just as much or more than 
  the other major races, and their impact is felt on every 
  inhabited world of every known system.
  Physical Appearance: Humans have two legs, two 
  arms, a torso containing most of their vital organs, and 
  a head that contains their greatest concentration of 
  sensory organs as well as the brain. Skin tone ranges 
  from light with blond or brown hair, to brown, and dark 
  brown, usually with dark, sometimes curly or wavy hair.
  Communication: Humans communicate with each 
  other primarily through vocalization, though the less 
  obvious means play a lesser factor, such as body 
  language, and dress. Humans also communicate via 
  written language, which they often find more useful than 
  
  49
  spoken language to convey complex processes, lengthy 
  background information, documentation, and narrative.
  Society: Human society has a great deal of variety 
  from one culture to the next; however, almost all Human 
  groups focus on the family unit as the most basic 
  societal unit. One to two biological parents usually raise 
  offspring. When the offspring have reached adulthood, 
  it is customary for the family unit to remain intact, 
  though it usually becomes spread out and accumulates 
  new members, such as spouses and the next generation 
  of offspring.
  Planetary cultures vary greatly from world to 
  world, though most fit the classic definitions of 
  authoritarianism, socialism, or democracy. Group 
  behavior varies a great deal depending on the type 
  of government, social background, and religion. For 
  example, individuals in authoritarian societies tend 
  to be more guarded about the topics they speak 
  about to avoid saying anything that will offend those 
  in power. Speech in socialist societies tends to be 
  freer than in their authoritarian counterparts, though 
  some caution is still needed because some socialist 
  societies police personal expression, as they would 
  not want malcontents to taint the well-being of the 
  rest of society. Truly democratic societies promote 
  freedom of expression the most because free and open 
  communication is the most basic way for people to 
  decide whom to elect to represent their interests.
  History: Recorded Human history spans nearly seven 
  thousand years. The species started out as a hunter-
  gatherer society that became more complex as new 
  technologies were discovered and individuals acquired 
  the luxury of pursuing goals beyond simple survival. 
  Human life is believed to have originated on the African 
  continent and then spread to the other continents. The 
  African, Asian, and European continents are where early 
  technological advances took place and the earliest 
  great civilizations were Egypt, Mesopotamia, and the 
  Greek civilizations. These early civilizations changed 
  and disappeared over time, but their influence is still 
  felt, even in space age civilizations. Over the course 
  of recorded history, a number of cultures rose and fell, 
  sometimes progressing, and other times regressing. 
  War was often the catalyst for major changes that 
  transformed the world. The two world wars of the 
  twentieth century defined just how horrific the art of 
  war could become, and it was after these conflicts 
  that they began to back away from the ancient art of 
  conquest and start work more towards nationalism and 
  eventually a stable global society.
  It was the Industrial Revolution and later the Information 
  Age that led to the technological breakthroughs that 
  made the space age possible. Early space exploration 
  began in the twentieth century, and was followed to a 
  greater degree in the twenty-first century. Advanced 
  versions of computers that were developed during 
  the Information Age became the primary means of 
  communication, production, and played an enormous 
  role in research. Computers are absolutely essential 
  for the operations and navigation of starships. Robots 
  became household items during the twenty-first 
  century and, due to a healthy dose of science fiction 
  inspired paranoia, were prevented from becoming 
  anything other than Human controlled tools.
  Humans made their great leap into the Space Age 
  in 2230 when they discovered how to manipulate 
  tachyons to exceed the speed of light. This led to the 
  creation of tachyon quantum field drives. Once they 
  were able to achieve faster-than-light travel, galactic 
  exploration became a major focus for Humanity. They 
  soon discovered several terrestrial worlds that were 
  ripe for settlement and they introduced themselves 
  to several starfaring races. This ultimately led to 
  cooperation between alien races, the establishment 
  of the Interstellar Concord, and eventually the Stellar 
  Imperium.
   Gaieti
  The Gaieti are an enigmatic race that clearly possess 
  advanced technology. They have opened up diplomatic 
  relations with all of the major spacefaring alien races, 
  though they rarely take a position on any issue that 
  does not directly pertain to them. The Gaieti have made 
  the location of what they say are their major planets 
  known, but they warn other races not to enter their 
  space uninvited. Individuals who have chosen not to 
  heed their warnings are typically found unconscious 
  aboard their ships with their autopilot set to return them 
  to their own worlds, with no memory of what might 
  have happened. There are no known cases of the Gaieti 
  actively engaging in hostilities with other beings. Some 
  have tried to test their ship’s capabilities by attacking 
  them, but advanced technology equipped aboard the 
  Gaieti vessels quickly render their attackers helpless.
  Game Masters should be careful about allowing the 
  Gaieti as player backgrounds in the game. Individuals 
  who choose to keep the company of other races do so 
  for their own reasons and are extremely secretive about 
  their race, their culture, and their technology. They 
  disdain violence, always preferring peaceful solutions 
  to confrontations whenever possible. 
  Physical Appearance: Gaieti are highly-advacned 
  beings that evolved from plants. They stand upright 
  on four legs, their torsos are long and skinny, and they 
  have three arms. Their heads are vaguely humanoid, 
  though a close examination reveals that their eyes are 
  ornamental only. Their mouths are fully functional and 
  they can communicate vocally; their teeth are long and 
  
  50
  thin, similar in appearance to thorns, though much 
  harder. Antennae sprout from just behind their small 
  ears, which send out and acutely sense vibrations, 
  approximating sight. Tiny hair-like leaves cover their 
  arms, legs, and torsos, providing nourishment through 
  photosynthesis. Their hands have three tapered fingers 
  that end in short, sharp barbs.
  Communication: Gaieti communicate telepathically 
  with other telepathic creatures, though they are also 
  capable of communicating verbally. Their antenna are 
  sensitive enough to register color, allowing the Gaieti 
  to read printed writing and computer displays. Their 
  own computers are friendlier to their anatomy by 
  using an interface that employs a system of rapid faint 
  vibrations.
  Society: Little is known about Gaieti society. It is 
  known that they do not use any form of standard family 
  unit. Fertilized seeds are deposited into the ground 
  and watered like other plants, and they hatch with 
  the full set of memories from their parents. They then 
  immediately begin communicating with those around 
  them. They are also tested for their natural aptitudes 
  within hours of their “birth.” They claim that their 
  society has outgrown the need for barbaric concepts 
  like economies and government types.
  History: The Gaieti have revealed very little of their 
  history to outsiders, and the information they have 
  provided seems to contradict itself. For example, 
  their first ambassador claimed that they had been a 
  spacefaring race for a thousand years and then a week 
  later stated that their homeworld was destroyed when 
  the ancestors of the Human race were crawling out of 
  the oceans. Similarly misleading responses suggested 
  that they abhor violence, but that they have caused the 
  extinction of several intelligent species.
  Behavior: Gaieti are always cordial when spoken to, 
  but they keep their responses clipped and speak about 
  themselves as seldom as possible. Attempts to provoke 
  an angry response from a Gaieti typically result in mild 
  laughter. They never appear rushed, preferring to walk 
  along casually, even when observed during stressful 
  situations.
  Gaieti have Notable Psionic Strength (+2), Intelligence 
  (+1) and Endurance (+1), have Weak Strength (-2), have 
  a Slow Metabolism, and are Psionic.  Gaieti have no 
  Social Standing, nor do they have an equivalent statistic 
  used amongst themselves.  All Gaieti begin play with 
  Telepathy 0 and suffer a -1 to tests to develop further 
  psionic talents as though they had learned Telepathy 
  normally.
   Lamogos
  The Lamogos are the people of a dying world. Their 
  sun is a blue giant, just as it has been since the first 
  creatures capable of breathing an oxygen atmosphere 
  crawled out of the ocean. They know that their world 
  will end in a supernova at some point in the future, 
  but they do not know exactly when it will occur. Life 
  on their world dates back seventy-five million years, 
  suggesting that their sun has already outlasted many 
  other blue giant stars in existence. Scientists have 
  made it known that their star could go tomorrow or it 
  could go in another hundred and fifty million years. 
  Nobody is certain how long they have left, but they do 
  intend to move their population to a world that orbits 
  a more stable star. This imperative seemed to be well 
  under way during the reign of the Stellar Imperium, but 
  since then, the inhabitants of the former colony worlds 
  have become possessive, throwing obstacle after 
  obstacle up to prevent mass migration to their worlds. 
  They now struggle with finding a habitable world 
  that fits a number of important conditions: the climate 
  must be stable and comfortable, it must have enough 
  natural resources to support a population of billions, 
  and it must be relatively close to their current sphere 
  of influence. The search has thus far failed to produce 
  suitable candidates.
  Physical Appearance: The Lamogos could be 
  mistaken for Humans if not for their blue skin, which 
  ranges from dark blue to light blue and greenish-
  blue. Hair color is almost always black, though some 
  light blue individuals have a similar genetic defect as 
  Humans with fair skin, giving them red hair.
  Communication: Lamogos vocalize much like Humans 
  do, and use body language to a lesser extent. Written 
  and electronic communications are also used daily in 
  Lamogos society.
  Society: Lamogos society craves strong leadership 
  and thrives on symbolism. They erect monuments to 
  their greatness everywhere they settle; great feats of 
  engineering that push their expertise to the very edge 
  of scientific possibility. Many believe that they do this 
  because their homeworld could be destroyed at any 
  moment, and the landmarks that they create could 
  ultimately be the only things they are remembered for.
  The vast majority of Lamogos are almost fanatically 
  loyal to their leadership and to the other citizens of 
  their worlds. Crime is low on Lamogos worlds because 
  they follow the laws as though such behavior is 
  instinctual. When away from their various homeworlds, 
  this discipline often translates to a policy of putting 
  their own needs above the other species they 
  
  51
  encounter, to the point where a number of acts normally 
  condemned by enlightened cultures are accepted, such 
  as forcing other races into slavery, occupying worlds by 
  force, and going to war with little provocation. 
  Many assume that these actions make them an evil 
  race when in fact their attitude is characteristically 
  imperialistic. They do not subject conquered races to 
  needless cruelty or impossible work conditions, and 
  they usually allow slaves to work their way to freedom 
  after proving themselves trustworthy. Some conquered 
  races actually credit Lamogos slavery for bringing them 
  into the interstellar age.
  History: War between conquerors and visionaries is 
  a recurring theme throughout the annals of Lamogos 
  pre-Space-Age history. Mighty personalities rose and 
  fell like the tides, taking great nations along with them. 
  The individuals’ charisma was just as important as the 
  philosophies they espoused. The governments followed 
  a zigzag progression with one government type rising, 
  eventually leading to another, then regressing, and 
  eventually progressing back again and then the next 
  great philosophy emerged. 
  Democracy and feudalism waged a constant battle 
  until the Lamogos reached the industrial age, at which 
  point the excess wealth afforded to everybody caused 
  a widespread rejection of feudalism. In the next period, 
  totalitarianism competed with democracy during the 
  first technological wars. Ultimately totalitarianism 
  proved victorious. Feeling the weight of the yoke of 
  slavery, the Lamogos began to advocate socialism with 
  strong leadership. A hundred years of wars followed, 
  during which time it was uncertain which side would 
  win, but ultimately the military might of the socialists 
  destroyed the totalitarian armies and reigned supreme.
  The rise of socialism occurred immediately after 
  the discovery that their blue sun was doomed. The 
  government tried to keep this information from the 
  people, and succeeded for eight years, but eventually 
  scientists broke their silence. The preeminent 
  government decided that rather than make these 
  scientists disappear, they instead acknowledged the 
  doom of their planet and began promoting the race 
  to space. As the various governments slowly began 
  to merge into a single socialist world government, 
  enormous amounts of resources were poured into 
  researching faster-than-light travel. What many worlds 
  do over the course of centuries, the Lamogos achieved 
  in fifty years. 
  Space travel was developed slightly ahead of their 
  computer technology, which caused a delay in 
  exploring the galaxy; they simply did not have the 
  technology to compute astronomical data and calculate 
  routes through space. Ultimately their computer 
  technology caught up and they began exploring the 
  galaxy, looking for the next world to call home.
  Their need for a new home, along with the fact that they 
  simply could not defeat the Humans in war, ultimately 
  led to their greatest achievement and their greatest 
  folly: the Stellar Imperium. Although the Humans 
  were the other major founding species, the Lamogos 
  leadership often succeeded in setting policy, which 
  accounts for the aggressive expansionism of the 
  Imperium. When the Stellar Imperium fell, the Lamogos 
  worlds splintered and fell under the control of several 
  different governments, none of which wished to work 
  toward the same goals as the others. All of the settled 
  Lamogos worlds have rejected the notion of relocating 
  the homworld’s population to their own.
  Lamogos have Notable Endurance (+1) and Weak Social 
  Standing (-1).
   Relarra
  The Relarra are an intelligent species that originated 
  in the oceans of their world. They achieved faster-than-
  light travel before many other species, yet aside from 
  colonizing a few worlds, they initially failed explore far 
  enough to discover other intelligent life. Ultimately they 
  encountered the Humans, though the new race mistook 
  them for food, which very nearly started a war. Despite 
  this initial misunderstanding, Humans and Relarrans 
  have since conducted trade and entered into long-term 
  alliances together.
  Physical Appearance: To most Human observers, the 
  Relarra first remind them of shellfish, like a lobster or a 
  crayfish. They have an exoskeleton, a head, four arms, 
  and two powerful legs. Their abdomen and thorax are 
  separate, much like many insects on Earth. The Relarran 
  head is shaped similarly to a Human’s, however there 
  are some differences. Their mouths contain sharp teeth 
  and a number of small appendages on both sides aid in 
  the hunt by tearing into prey and help guide food into 
  the mouth. Their eyes are small and black and a pair of 
  small holes set into the face marks their noses.
  Communication: The Relarra communicate with 
  one another through vibrations produced by their 
  throat and mouth. These vibrations carry well through 
  water, however they are not audible to Human ears, 
  even when underwater. Relarra live in water, and 
  must wear water-filled environment suits in any other 
  atmospheres. While in their suits, the vibrations of 
  their speech are transmitted electronically from one 
  Relarra to another. The Relarra employ specialized 
  
  52
  translator equipment to communicate verbally with 
  other species. Because the Relarra design these 
  communication devices themselves and they have a 
  hard time distinguishing between the subtle nuances of 
  Human speech, the voice emerges sounding somewhat 
  metallic and monotone. While Relarrans use electronic 
  communication devices in the same ways as most other 
  spacefaring races, they must adapt their computer and 
  display technology to function underwater.
  Society: Relarra are the evolved descendants of sea 
  creatures that are similar in nature to the crabs and 
  lobsters of Earth. They evolved from a species that 
  preferred to live in isolation from one another, coupling 
  only briefly for the purpose of procreation. While the 
  majority of the species have outgrown this need for 
  isolation, about one percent still feel the urge to leave 
  the underwater cities for the open oceans as young 
  adults. Many remain out there, living as hunters for 
  the rest of their lives while others discover an inner 
  strength and conviction and return to their people to 
  become leaders and other individuals of importance. 
  The vast majority of the Relarrans who leave their 
  worlds and find themselves in the company of other 
  species are the same ones who left their homes for the 
  ocean at a young age.
  Relarran cities are very similar to those of other species 
  with the exception that they are built on the ocean floor. 
  Individuals form emotional bonds that often last for 
  life, and pairs raise their young until they reach young 
  adulthood (the rough equivalent of fourteen years 
  of age in Human development), at which time they 
  are expected to move out of their parent’s dwellings 
  but continue to further their education. Once their 
  education is complete, just under half of them go into 
  the military, half go into traditional jobs for various 
  commercial and public employers, while the remaining 
  few seek travel in other systems.
  Relarrans attempt to form peaceful relations among 
  themselves and alien species whenever possible. 
  Some species interpret this as a sign of weakness, 
  though they are absolutely ruthless in the defense of 
  their people. The Stellar Imperium recruited numerous 
  Relarrans into their ranks, and their enemies feared 
  them above all other others.
  Relarrans are also greedy capitalists who place the 
  acquisition of money above the welfare of their own 
  people. They often resort to dishonest means to 
  make money, so long as they believe they can avoid 
  detection, and they always bargain to drive prices to 
  ridiculous extremes when buying or selling. Despite 
  these tendencies, they have proven to be worthy trade 
  partners for the former Imperium races.
  History: Early Relarran history is relatively 
  unremarkable. They were not a warlike race and seldom 
  needed to resort to violence to resolve the differences 
  they had among themselves. Despite their generally 
  peaceful nature, Relarrans were forced to defend 
  themselves against ocean predators, many of which 
  were much larger than them and so, out of necessity, they 
  became competent warriors; a trait that proved valuable 
  to the interstellar community much later.
  The first Relarran explorers donned water-filled 
  atmosphere suits and climbed out of the oceans and onto 
  the islands of their homeworld. Amidst their fascination 
  with the surface world, they saw the stars shining 
  down on them from the darkness at night. Decades 
  passed during which time their scientists studied that 
  mysterious place beyond the sky and they soon realized 
  that there was another frontier to discover.
  Once their scientific hypotheses became working 
  theories, it took little time for them to construct vehicles 
  that would carry them to space. Within two years they 
  launched their first rocket from the ocean into space, 
  and then five years after that they discovered how to 
  manipulate tachyon fields to achieve faster-than-light 
  speeds. They searched for new worlds to inhabit, 
  eventually finding some with compatible aquatic 
  habitat, though it never occurred to them to seek 
  out other intelligent life. They logged a few chance 
  encounters with some of the minor species, but did not 
  pursue diplomatic relations with them. Ultimately, their 
  encounter with the Humans convinced them that it was 
  in their best interests to establish relations with other 
  species. They soon established a trade alliance with the 
  Humans, followed by membership in the Interstellar 
  Concord, and eventually membership in the Stellar 
  Imperium.
  Relarrans have Notable Strength (+1), Weak Dexterity 
  (-1) and are Aquatic.
   R’Tillek
  The R’Tillek are a species the Stellar Imperium 
  encountered and attempted to subjugate, an action 
  that, ultimately, greatly aided its own fall. The R’Tillek 
  have proven to be deadly adversaries, and the danger 
  they pose has not diminished now that the Imperium is 
  no more. They continue to wreak vengeance upon the 
  worlds that wronged them, even though those worlds 
  have a great deal fewer resources to work with than 
  they did during the war.
  The R’Tillek are intended as a common enemy to the 
  core races in the Reign of Discordia setting, so it is 
  recommended that Referees consider carefully before 
  allowing them for character backgrounds. While they 
  
  53
  are mechanically balanced with the other races, they 
  should have a good reason for accompanying a party 
  comprised of individuals from enemy species.
  Physical Appearance: The R’Tillek are an intelligent 
  breed of upright warm-blooded lizards. They have two 
  arms, two legs, and a tail. Their bodies are balanced 
  so that their heads and arms appear slightly hunched 
  forward. Their heads are approximately comparable 
  to a Human’s in size, though longer and narrower. The 
  R’Tillek’s mouths are large and filled with razor-sharp 
  teeth. Their eyes are front-facing and their noses are a 
  pair of holes directly above their mouths. Many Humans 
  refer to them as raptors because of their reptilian 
  heritage and their fierce countenance. Most R’Tillek 
  encountered are just less than 2 meters tall.
  Communication: The R’Tillek communicate through 
  chirps and whistles. Humans and R’Tillek have never 
  spoken in person and the existing translating devices 
  are inaccurate at best. Both sides mangle the syntax of 
  the other’s language, so the most effective messages 
  tend to be simple two to three word sentences, such as 
  “We surrender,” or “Please withdraw now.”
  Society: The R’Tillek are organized into tribes, each 
  of which inhabits their own tribal ships. Some of the 
  larger tribes consist of multiple vessels. Tribes are 
  warlike and are prone towards infighting almost as 
  often as they fight against others. Tribal alliances were 
  rare when  they were first encountered, but they united 
  against the Stellar Imperium after the war began. This 
  became especially frustrating for military commanders 
  who would plan a battle against a single tribe ship, 
  only to have two or three more tribe ships drop in from 
  elsewhere and join the fight.
  Little is known about R’Tillek society other than that 
  they hatch from eggs and are raised by an appointed 
  group within a tribe. Biological parents are almost never 
  involved in raising their own offspring. Many xeno-
  sociologists believe that rearing their young in this way 
  is intentional and prevents their young from becoming 
  emotionally traumatized when their parents die in 
  battle, which is a common occurrence. Raids of R’Tillek 
  ships have also brought to light evidence that R’Tillek 
  young are separated out from one another based on 
  their natural attributes. For example, those with higher 
  intelligence are raised separately from those with great 
  strength. They are placed into their roles according to 
  their natural talents and then serve in that capacity for 
  the remainder of their lives.
  It is unknown where the R’Tillek homeworld might 
  be, or even if it’s still inhabited. They appeared to 
  have conquered the worlds where they were first 
  encountered, and there were often slave races living on 
  those worlds. They are believed to efficiently remove 
  the natural resources of these worlds and then move on 
  once the job is complete, leaving the planets in ruins 
  behind them.
  R’Tillek have Notable Strength (+1) and Dexterity (+1) 
  and Weak Intelligence (-1), Education (-2).  R’Tillek 
  replace Social Standing with Aptitude, which is equal to 
  the R’Tillek’s highest characteristic.
   Sangor
  Pacifists who treat each other as equals and try not to 
  disturb the natural world around them, the Sangor were 
  originally a species conquered by the Stellar Imperium. 
  Initially encountered as a pre-industrial society, lacking 
  many of the scientific advancements required to propel 
  it forward into an age of production, the Sangor proved 
  extremely capable of reverse-engineering technologies 
  brought to their homeworld by other species. It was 
  this skill that ultimately thrust them into the space age 
  and made them a valuable addition to the Imperium. 
  After the Imperium fell, however, their worlds were 
  devastated by poverty because their infrastructure was 
  so heavily dependant upon Imperium support.
  Physical Appearance: The Sangor are one of the more 
  odd creatures thus far encountered. They have flat S-
  shaped torsos that are light to dark brown in color. Six 
  thin spindly legs and four thin arms protrude from their 
  bodies. Their heads lack necks, and appear as little 
  more than lumps at the topmost portion of their strange 
  bodies, with two slits four nostrils in front, two holes that 
  serve as audio sensory organs on the sides, and two 
  beaked mouths that sit next to each other just under the 
  nostrils. Six clusters of tiny eyes sprout from the body, 
  two from the head, two from just above the arms, and 
  two facing the rear in the back. They have a fork-like tail 
  that runs for approximately a 30 cm and then splits into 
  three, which continues for about another 30 cm.
  Communication: Sangor communicate through a 
  series of clicks that they make from an organ in their 
  upper torso. They are capable of understanding the 
  languages of most other species, but they cannot mimic 
  the sounds without the aid of a translating device, which 
  they wear whenever they are among species other than 
  their own kind. As with most other creatures, they also 
  communicate through written language.
  Society: The Sangor are pacifists to their very core. 
  Their religions all preach the merits of nonviolence. 
  They go to extremes to avoid insulting others, and they 
  spend as many resources as they have at their disposal 
  to keep one class of individuals from rising above 
  another. Sangor never join the military, however they 
  have been moved to violence from time to time when 
  fighting for something that they believe is important.
  
  54
  Despite their unusual physical appearance, Sangor 
  have family lives that are similar to Humans’. They 
  mate for life, have live birth, and raise their offspring 
  in traditional family units. Unlike Humans, divorce is 
  unheard of among the Sangor, and they typically only 
  take another partner if their first one has dies.
  History: The Sangor’s recorded history goes back 
  thirty thousand years, yet they were still a preindustrial 
  society when first encountered. Rather than focusing 
  on science and technology, they instead focused on 
  philosophy, religion, medicine and psychology. Their 
  historical references were marked by population 
  growth, scientific discoveries, and numerous 
  philosophical publications.
  The Sangor underwent a fundamental change when 
  the Stellar Imperium discovered their homeworld of 
  Sangorlai. When the Imperium arrived, the Lamogos 
  viewed the Sangor as inferior beings and subjugated 
  them. They happily surrendered and viewed the 
  situation as an opportunity to learn from their 
  conquerors. The Imperium, happy with their good 
  fortune, set the Sangor to work in various capacities 
  such as mining, factory production, and various other 
  jobs that the Lamogos considered undesirable. The 
  Sangor gladly went about their assigned tasks without 
  causing problems.
  The arrangement became problematic early on when 
  the Sangor were unable to maintain the efficiency 
  that the Stellar Imperium expected. Heavy-handed 
  attempts to get them to improve proved futile, and 
  they soon came to realize that their cruelty only lead 
  to depressed Sangor. Ultimately the Stellar Imperium 
  came to the conclusion that there was no way to make 
  this world meet even their minimum expectations, so 
  they left.
  That should have been the end of the Sangor’s 
  involvement in the interstellar society, but it wasn’t. 
  When the Stellar Imperium abandoned Sangorlai, 
  they left behind a large amount of junk, including 
  the remains of computers, vehicles, and even a few 
  starships that were no longer capable of flight. A great 
  deal of written technical information was abandoned 
  as well. The Sangor chose to study these items rather 
  than simply discarding them and they quickly realized 
  that they had a talent for disassembling items, reverse-
  engineering them, and creating their own versions. 
  Over the course of just two decades they skipped past 
  the industrial and information ages and went straight 
  to the space age, building their own computers, 
  spacecraft, and faster-than-light drives.
  The Sangor explored the nearby systems, colonizing 
  the habitable worlds they discovered. Shortly thereafter 
  the Sangor encountered the Stellar Imperium again, this 
  time in orbit around a planet they were both interested 
  in. The Imperium was impressed that the Sangor 
  were able to do so much with discarded technology 
  so quickly, so they offered them a position within the 
  alliance. The Sangor accepted and thereafter sought 
  a great deal of assistance from the Stellar Imperium, 
  growing to rely on them for protection and supplies. 
  The Imperium likewise benefited from reincorporating 
  the Sangor into the Imperium by putting many of them 
  to work in labs and technology firms that studied alien 
  technology that had been recovered.
  The Sangor became a prosperous people who 
  benefited greatly by their new arrangement, though 
  this changed after the Stellar Imperium collapsed. 
  Suddenly they found themselves without support 
  while trying to hold together several worlds, all of 
  which needed more leadership and expertise than 
  they were able to provide. Their worlds splintered 
  from one another, most capitalizing on their talent 
  of de-constructing technology, then building and 
  releasing their own versions. In the failing economy of 
  the post-Imperium era, this provided a boost to their 
  worlds, but it was not enough to lift all members of 
  society to a standard of living that approached what 
  they had become accustomed to. Today the Sangor are 
  struggling to keep their populations fed, though they 
  are a major supplier of technological and mechanical 
  goods.
  Sangor have Notable Intelligence (+1) and Weak 
  Endurance (-1).
   Tallinites
  Tallinites originated on a hot and humid world that lies 
  shrouded in dense clouds. Evolutionary conditions 
  were harsh, making it necessary for almost all animal 
  life to develop protective armor and fierce natural 
  weapons. Even the plants on this world are unusually 
  durable and often covered with poisonous barbs. 
  Tallinites became a spacefaring race a mere fifteen 
  hundred years after the start of their recorded history. 
  Their intelligence has made them natural scientists and 
  before the Imperium fell, they enjoyed placement in 
  top positions, many working on experimental projects 
  designed to tap the destructive power of black holes 
  to produce energy and create a nearly infinite amount 
  of power from a tiny point of vacuum in space. These 
  technologies would have been highly prized by every 
  world in the known galaxy had they come to fruition. 
  Many suspect that the research was completed but the 
  Tallinites hid the technology so they could maintain an 
  advantage, but most attribute these as rumors started 
  by crackpot conspiracy theorists.
  Physical Appearance: Tallinites are intelligent 
  insects that are similar in height and size to Humans. 
  
  55
  They are entirely covered by an exoskeleton, which 
  is particularly thick around the midsection, where it 
  resembles armored plates. The creatures stand upright, 
  have two legs and two arms, both of which have spiked 
  forearms and forelegs and end in claw-like appendages 
  capable of manipulating objects with fine motor control. 
  Their heads have a nearly three hundred sixty degree 
  range of movement and their eyes are large are on 
  the sides of their heads, giving them a much larger 
  range of eyesight than most species possess. Tallinite 
  exoskeletons may be red or black. 
  Communication: Tallinites communicate vocally in 
  a language consisting of chitters, shrills, and clicks. 
  They can learn the spoken language of most other 
  intelligent species but are unable speak them, so they 
  wear interpretation devices when in the company 
  of non-Tallinites. Their acute vision allows them to 
  communicate electronically, however, their computer 
  displays must be of the highest resolution possible due 
  to the fact that the displays that are in common use, 
  while clear to Human eyes, are uncomfortable for them 
  to look at.
  Society: Tallinites almost always live in hives. Their 
  cities and their starships are all densely populated, 
  their leadership provided by the hive queen. 
  Individuals are bred to perform specific duties, 
  although they all possess at least an average degree 
  of intelligence. Workers have greater strength and 
  endurance, scientists are born with greater intelligence 
  and wisdom, but these bumps in natural aptitude come 
  at the cost of some other attribute.
  All of the individuals in Tallinite society hatch from 
  eggs that are laid by the queen. After hatching, they 
  are then raised by Tallinite nursemaids who ensure 
  proper nourishment, socialization, and education. The 
  childhood phase of their life lasts approximately six 
  years, after which they take up their predetermined 
  place in society.
  Despite the fact that they are bred for specific 
  purposes, Tallinites are individuals with their own 
  personalities, likes, dislikes, and free will. Some choose 
  to overrule the career that was picked for them and do 
  something different with their lives. Many of them fail in 
  their efforts, but some are successful. Unlike many hive 
  insects, individuals can live away from the hive. Some 
  travel to other worlds for study, others become traders, 
  while still others embrace the path of the mercenary 
  and join with beings from other races.
  Despite their imposing physical presence, Tallinites 
  have genuinely peaceful motivations. They do not seek 
  conflict with other species, though they are more than 
  willing to defend themselves should they become 
  threatened.
  History: The Tallinites are the first alien race 
  Humans encountered in space, and one of oldest 
  known spacefaring species. The Tallinites claim to 
  have watched the Gaieti when they were a young 
  spacefaring race, though if this is true, the Gaieti’s level 
  of technology surpassed the Tallinite’s at some point. 
  Details of Tallinite history that exceeds a thousand years 
  have been archived and they refuse to allow access to 
  outsiders, though many suspect that their development 
  may have been hampered by losing a major war. This is 
  strictly conjecture, however, because none of the older 
  species are forthcoming about ancient history.
  Tallinites do not control any planets that host other 
  indigenous intelligent life. They felt that the intrusion 
  would be detrimental to the development of the native 
  culture, and that would be an ethical crime. When they 
  did encounter minor races, they tried to set an example 
  of peace, but they backed it with power. The fact that 
  there were billions of Tallinites, all of which were willing 
  to fight was a deterrent, as was the fact that any given 
  queen could immediately boost its egg production to 
  create additional troops if needed.
  Despite the fact that they are peaceful with other races, 
  Tallinites are disturbingly violent towards their own 
  kind. Throughout known Tallinite history, records show 
  one war after another between competing hives. In 
  these conflicts the Tallinites fight ruthlessly and to the 
  death until one of the queens has been destroyed. The 
  ownership of Tallinite worlds often changes hands due 
  to these conflicts.
  When the Stellar Imperium became embroiled with 
  their war against the R’Tillek, the Tallinites became 
  aware that the conflict was caused by Imperium 
  aggressions and decided that the Imperium did not 
  represent their values, so Tallinite worlds attempted 
  to withdraw. The Imperium found the loss of Tallinite 
  territory and resources unacceptable so they fought to 
  prevent the Tallinites from seceding. Many believe that 
  if the Tallinites would have supported the Imperium at 
  this crucial junction, the Imperium would have crushed 
  the R’Tillek. Many Humans, Lamogos, and Sangor carry 
  a grudge against them for their lack of support. More 
  than one Tallinite has been murdered on foreign worlds 
  for their species’ role in the fall of the Imperium.
  Tallinites have Armor 2.  When dealing with non-
  Tallinites, a Tallinite’s Social Standing is treated as if it 
  were two lower.
  
  56
  Equipment
  The following equipment is commonly found in the Reign of Discordia setting.
   Weapons
  Weapon
  TL
  Range
  Damage
  Auto
  Recoil
  Mass
  Magazine
  Cost 
  (Cr.)
  Ammo/
  Power
  Cost (Cr.)
  Blaster
  12
  Ranged (assault 
  weapon)
  4d6
  No
  1
  3
  50
  5,000
  100
  14
  4d6+2
  No
  0
  2
  50
  7,000
  75
  16
  4d6+3
  No
  0
  2
  60
  9,000
  70
  Heavy 
  Blaster
  As above
  +2
  +1
  +1
  +2,000
  Blaster Rifle
  12
  Ranged (rifle)
  4d6+1
  No
  1
  5
  50
  10,000
  100
  14
  4d6+3
  No
  1
  4
  50
  13,000
  75
  16
  4d6+4
  No
  0
  2
  50
  17,000
  50
  Submachine 
  Blaster
  14
  Ranged (assault 
  weapon)
  4d6+2
  4
  0
  5
  100
  15,000
  200
  16
  4d6+3
  5
  0
  3
  100
  22,000
  100
  Sniper 
  Blaster
  13
  Ranged (rifle)
  5d6+3*
  No
  0
  6
  5
  15,000
  50
  Holdout 
  Laser Pistol
  10
  Ranged (pistol)
  3d6
  No
  -
  0
  10
  1,000
  100
  Submachine 
  Laser
  13
  Ranged (rifle)
  4d6+3
  4
  0
  3
  500
  14,000
  4,000
  Pulse 
  Blaster
  13
  Ranged (rifle)
  5d6
  4
  2
  9
  100
  20,000
  200
  15
  5d6
  5
  1
  8
  32,000
  100
  Plasma Rifle 16
  Ranged (rifle)
  8d6
  No
  3
  9
  10
  100,000
  2000
  Projectile Weapons
  Rail Gun
  12
  Ranged (rifle)
  4d6+1
  4
  0
  5
  80
  1,000
  45
  14
  4d6+2
  4
  1,250
  35
  16
  4d6+3
  4
  1,400
  30
  Sonic Pistol
  14
  Ranged (pistol)
  3d6+3
  No
  1
  2
  20
  3,000
  100
  Zip Gun
  7
  Ranged (pistol)
  2d6
  No
  1
  -1
  -
  15
  -
  Modified Rule: Recoil
  Combat in the Reign of Discordia setting works nearly identically to the standard Traveller rules. One major 
  difference, however, is recoil. While pure energy weapons, like lasers, would have no recoil, blasters and 
  plasma weapons do not use pure energy. What they launch towards their targets is highly ionized particles. 
  To the Human eye it appears the same as energy, but there is actual mass being fired from the weapon, and as 
  such there is recoil.
  Unlike standard Traveller rules, Recoil in this setting is used as a balancing factor to account for why 
  characters do not equip themselves with the largest firearm they can afford. Characters with higher Strength 
  have an advantage when shooting weapons with larger Recoil ratings. It therefore makes more sense for 
  characters with lower Strength scores to select weapons with lower Recoil ratings. All characters should be 
  able to use a holdout laser pistol without penalty while only the strongest characters in the game can use 
  something remarkably powerful, like the plasma rifle, without suffering a penalty to hit.
  When you make an attack, compare you Strength DM to the Recoil rating of the weapon you are using. If your 
  Strength DM is higher, no further effects apply. If your Strength DM is lower, the difference is treated as a 
  negative DM for the attack roll.
  
  57
  Weapon
  Damage
  Heft
  Mass (kg)
  Cost (Cr.)
  Concussion 
  Rod
  2d6+3
  0
  1
  500 Cr
  Pain 
  Gauntlet
  1d6 + special
  -
  -
  300 Cr
  Stun Baton
  2d6 + special
  0
  1
  120 Cr
  Vibro Blade
  3d6 + 4
  -1
  1
  50 Cr
  Vibro Sword
  4d6 + 4
  2
  3
  200 Cr
  Explosives
  Weapon
  TL
  Range
  Damage
  Mass (kg)
  Blast 
  Radius
  Cost
  Anti-Gluon 
  Pulse 
  Grenade
  15
  Ranged 
  (thrown)
  10d6
  0.5
  10 meters
  4,000 Cr
  Plasma 
  Grenade
  16
  Ranged 
  (thrown)
  6d6
  0.5
  10 meters
  800 Cr
  Plastic 
  Explosives
  7
  Ranged 
  (thrown)
  3d6/5d6/8d6
  0.5
  35 meters
  500 Cr
  Ranged Weapons
  Ranged energy weapons are the most commonly used 
  weapons in the Reign of Discordia campaign setting. 
  The energy weapons listed here replace the ones in the 
  core Traveller book.
  Blasters
  Blasters come in a variety of sizes and shoot bursts 
  of charged particles at the target. They come with a 
  rechargeable battery that can fire 50 rounds, as well 
  as a recharger that can be plugged into any standard 
  power source.
  Heavy Blaster
  Heavy blasters are nearly identical to ordinary blasters 
  except that they are slightly larger, heavier, and deal 
  more damage than their standard counterparts. The 
  statistics listed are adjustments to the standard blaster 
  and are applied the same way for every tech level.
  Lasers
  Lasers fire a beam of highly focused beam of light 
  that causes severe burns to targeted creatures and 
  objects. They are less powerful than blasters, but more 
  affordable. They come with a rechargeable battery that 
  can fire 40 rounds, as well as a recharger that can be 
  plugged into any standard power source.
  Plasma Riﬂ e
  Plasma rifles are the most powerful energy weapons 
  ever produced for personal combat. They are large 
  and unwieldy even for strong characters, but they deal 
  an exceptional amount of damage. They come with a 
  dedicated backpack that holds a containment device 
  that keeps the special ammunition it uses in a plasma 
  state while protecting the character wielding it. Most 
  characters who have managed to obtain one of these 
  weapons are selective about shooting it since it costs 
  150 credits every time they pull the trigger.
  Pulse Blaster
  Like the standard blaster, the Pulse Blaster fires a burst 
  of charged particles at the target. It must be mounted 
  on a tripod, and it only operates in autofire mode. It is 
  capable of firing for 10 rounds before the rechargeable 
  battery must be replaced.
  Sniper Blaster
  The sniper blaster is effectively the same the same as a 
  blaster rifle (TL 12) except that it does more damage at 
  range. When firing at short range, reduce the damage 
  by 2d6.
  Sonic Pistol
  The sonic pistol fires a pulse of destructive sound at the 
  target. The character wielding this weapon may either 
  deal lethal or non-lethal damage. If the weapon is set 
  for non-lethal damage, a character struck must make an 
  Endurance check with a negative DM equal to the damage 
  (after armor is subtracted). If this Endurance check 
  is failed, the character is knocked unconscious. If the 
  Endurance check is successful, the character is unaffected 
  by the weapon and the stun damage is ignored.
  Rail Gun
  A rail gun is a slug-throwing device that uses 
  magnetized rails to propel ammunition faster than 
  what would be possible with chemical propulsion only. 
  
  58
  Specialty ammunition is available for rail guns that add 
  different effects.
  Zip Gun
  Zip guns are primitive firearms that are jury rigged 
  from a metal tube that acts like a barrel, and a 
  makeshift firing mechanism. It uses rocks or debris as 
  the projectile. When fired, the black powder behind 
  the projectile is ignited, forcing the projectile out of 
  the barrel. These are dangerous and unpredictable 
  devices. If the attacker with this weapon rolls a natural 
  2 on the attack roll, the zip gun explodes causing 2d6 
  damage to the wielder.
  Melee Weapons
  Melee weapon use is a dying art in the Reign of 
  Discordia setting, although there are still a few holdouts 
  who prefer taking down their opponents personally 
  and artfully rather than at a distance. All melee 
  weapons from the core Traveller rules are available, 
  though the more technologically advanced versions 
  found here are more common.
  Stun Baton
  The stun baton is a long heavy rod that emits a pulse of 
  energy when it strikes a target, stunning them. A struck 
  character takes normal lethal damage. In addition to 
  this, he must make an Endurance check with a negative 
  DM equal to the damage (after armor is subtracted). If 
  this Endurance check is failed, the character is knocked 
  unconscious. If the Endurance check is successful, the 
  character is unaffected by the weapon and the stun 
  damage is ignored.
  Vibro Blade
  This blade is approximately twenty centimeters long 
  and is made of a durable metal alloy. Microscopic 
  machines cause the blade to vibrate at high speeds, 
  giving the blade extra cutting power.
  Vibro Sword
  This sword is made of a durable metal alloy. 
  Microscopic machines cause the blade to vibrate at 
  high speeds, giving the blade extra cutting power.
  Concussion Rod
  This mace-like weapon has a miniature artificial gravity 
  generator embedded in its alloy head, which increases 
  in mass at the instant of impact.
  Pain Gauntlet
  This metal-plated glove has energy coursing through it. 
  While the wearer is protected, it is designed to cause 
  extreme pain to the victim, stunning them. A struck 
  character takes normal lethal damage. In addition to 
  this, he must make an Endurance check with a negative 
  DM equal to the damage (after armor is subtracted). If 
  this Endurance check is failed, the character is knocked 
  unconscious. If the Endurance check is successful, the 
  character is unaffected by the weapon and the stun 
  damage is ignored.
  Explosives
  All of the explosives listed in core Traveller rules are 
  still in use in this setting, as well as a few higher tech 
  versions.
  Anti-Gluon Pulse Grenade
  The anti-gluon pulse grenade (commonly referred to as 
  the AGP grenade) frees a given area of the subatomic 
  particles known as gluons, which has the effect of 
  disintegrating everything within its affected area. 
  Characters that are affected but not slain are assumed 
  to lose an arm or a leg.
  Plasma Grenade
  The plasma grenade fills an area with superheated 
  plasma gas, which causes severe burns to anyone 
  caught inside its area of effect as well as setting fire to 
  flammable objects.
  Plastic Explosives
  Commonly employed in the field, plastic explosives 
  can be worked into different shapes. The damage listed 
  is for a 1-lb. block. The different values listed vary by 
  tech level, starting at 7, then 9, then 11 and up. Each 
  doubling of the amount of explosive increases damage 
  by 1d6.
  Armor
  Flight Suit And Helmet
  The flight suit and helmet combination worn by combat 
  pilots doubles as body armor that protects grounded 
  pilots. The flight suit contains pouches lined with strong 
  synthetic fibers on the chest, back, arms, legs, and 
  abdomen, into which armor plates are inserted. The 
  helmet protects the head.
  Land Warrior Armor
  The primary benefits of Land Warrior armor are 
  found in its communications and sensor gear; every 
  suit of Land Warrior armor has a built-in computer 
  that is capable of sending and receiving text and 
  image transmissions (via a display built into the 
  armor), including images captured from the scope 
  of a linked sniper rifle. Additionally, the display can 
  be linked to the scopes on those weapons to provide 
  real-time representations of what the scope can see, 
  
  59
  Armor
  Protection
  Required Skill
  Purchase Price
  Mass (kg)
  Flight Suit and helmet
  5
  None 
  500 Cr
  2 
  Light combat armor
  8
  None
  1450 Cr
  3
  Scout armor
  6
  None
  700 Cr
  2 
  Survival suit
  4
  None
  1200 Cr
  3
  Silent suit
  8
   Vacc Suit 0
  80,000 Cr
   7
  Land warrior armor
  16
   Vacc Suit 0
  750,000 Cr
   12
  Space combat suit
  22
  Battle Dress 1
  5,000,000 Cr
  20 (0)
  allowing the wearer to fire around corners with ease. In 
  addition to the communications and data equipment, 
  the armor functions as standard infantry battle armor 
  complete with projectile-resistant protective plating. 
  The armor allows for instantaneous transmission of 
  coordinates and targeting information, allowing teams 
  of Land Warrior-capable soldiers to communicate and 
  coordinate with ease and efficiency.
  Light Combat Armor
  Light combat armor provides less protection than 
  heavier types, but also allows increased mobility. Most 
  light combat armors consist of a reinforced blast vest, 
  shoulder and upper arm pads, thigh and abdomen 
  pads, and kneepads. Some light combat armors also 
  include helmets and visors, though not all incorporate 
  this aspect of the armor.
  Scout Armor
  Scout armor is similar in many ways to light combat 
  armor, but with a few notable exceptions. Scout armor 
  is painted with camouflage patterns: woodland, desert, 
  winter (primarily white), urban (gray patterned), and 
  black are available. When worn in an appropriate 
  setting, the armor grants a +2 DM on Stealth checks.
  Additionally, scout armor lacks the kneepads and 
  legwear of the light combat armor, increasing mobility 
  but decreasing protection to the lower body. Scout 
  armor more often incorporates survival equipment as 
  fits the terrain for which it is designed.
  Silent Suit
  The silent suit uses cutting-edge sonic dampening 
  technology to increase the stealth of the user. Silent 
  suits resemble form-fitting bodysuits with padding on 
  the shoulders, elbows, and knees. Sonic dampening 
  field generators are built into the suit, reducing to a 
  minimum the noise made by movement. A character 
  wearing a silent suit gains a +3 equipment bonus on all 
  Stealth checks.
  Space Combat Armor
  Space combat armor consists of heavy body armor with 
  an environmental seal and built-in communications 
  gear. Like traditional Battle Dress, this is a type of 
  powered armor that uses servomotors, increasing the 
  wearer’s Strength and Dexterity by +4. It is designed to 
  protect the wearer from severe damage while fighting 
  in a zero-G space environment, though it is barely able 
  to move when in the presence of gravity greater than 
  .5 G. Space combat armor boasts a jetpack specifically 
  designed to function in space, allowing the user to 
  maneuver in zero-G conditions. Space combat armor 
  can be difficult and unwieldy, but makes even individual 
  soldiers a threat in ship-to-ship combat.
  Survival Suit
  The survival suit is the natural evolution of wilderness 
  survival gear popularized on Earth several hundred years 
  ago. Thanks to the continued miniaturization of technology, 
  along with advancements in chemical engineering, the 
  survival suit allows its wearer to function for days or even 
  weeks without a source of water or rations. The basic 
  premise of the survival suit is that in order to continue 
  living in harsh environments, the Human body must 
  conserve and recycle resources. As a result, the survival 
  suit, which looks much like a modern-day wetsuit covered 
  with matte-black pads, is able to control the intake and 
  waste of the human body in an efficient manner.
  Water is stored in small pouches all over the survival 
  suit and can be drawn through a small tube that 
  protrudes from the collar; the suit recycles sweat and 
  urine (which it chemically purifies) and then refills 
  those pouches as needed. The outside of the survival 
  suit bears a number of partially reflective black 
  pads, which absorb solar energy and heat and store 
  that energy in tiny heat cells throughout the suit. If 
  the temperature begins to drop, these heat cells can 
  release energy and sustain a comfortable temperature 
  for the human body for up to 8 hours without needing 
  to recharge. If these cells are empty, the suit also has 
  chemical pouches that can be activated one time for 
  
  60
  another 8 hours of heat. A tiny intravenous feeding 
  system provides nourishment when rations and food 
  run out for up to six days. Tiny fans and vents built into 
  the suit cool the body in temperatures of extreme heat 
  without losing any body moisture.
   Personal Equipment
  The following items are commonly used by characters 
  in the Reign of Discordia setting.
  Aquaconverter
  Also known as “mechanical gills,” the aquaconverter 
  is a simple device that takes in water, separates its 
  molecules into hydrogen and oxygen atoms, and 
  then feeds the oxygen into a breather tube and the 
  hydrogen into power-generating mechanisms. Worn as 
  a backpack with a breather tube placed in the mouth, 
  the aquaconverter is a limitless and self-powering way 
  to breathe safely underwater.
  Name
  Size
  Mass (kg)
  Cost (Cr.)
  Chemical and Medical Equipment
  Chemical, antitox
  Diminutive
  —
  45 Cr
  Chemical, biocort
  Diminutive
  —
  45 Cr
  Chemical, boost
  Diminutive
  —
  45 Cr
  Chemical, neutrad
  Diminutive
  —
  45 Cr
  Chemical, solvaway
  Diminutive
  —
  35 Cr
  Chemical, sporekill
  Diminutive
  —
  45 Cr
  Medkit, advanced
  Small
  3 lb.
  75 Cr
  Medkit, fast use
  Small
  3 lb.
  75 Cr
  Plastic surgery kit, personal
  Tiny
  1 lb.
  155 Cr
  Computer Equipment
  Display contacts
  Fine
  —
  815 Cr
  Miscellaneous Equipment
  Disguise kit, morphic
  Tiny
  1 lb.
  250 Cr
  Flash-seal
  Tiny
  1 lb.
  90 Cr
  GalPos device
  Small
  3 lb.
   65 Cr
  Grappling tether
  Small
  2 lb.
  115 Cr
  Intellipicks
  Small
  1 lb.
  350 Cr
  Jetpack
  Large
  22 lb.
  815 Cr
  Neural scrambler
  Small
  1 lb.
  150 Cr
  Piercing visor
  Small
  1 lb.
   625 Cr
  Power backpack
  Medium
  3 lb.
   90 Cr
  Projectile deflector
  Small
  0.5 lb.
  625 Cr
  Universal communicator
  Tiny
  0.5 lb.
  50 Cr
  Sensor Equipment
  Sensor, armacomp
  Small
  1 lb.
  1,500 Cr
  Sensor, chemicomp
  Small
  1 lb.
  1,500 Cr
  Sensor, democomp
  Small
  1 lb.
  1,500 Cr 
  Sensor, electricomp
  Small
  1 lb.
  1,500 Cr
  Sensor, geocomp
  Small
  1 lb.
  1,500 Cr
  Sensor, mechanicomp
  Small
  1 lb.
  1,500 Cr 
  Sensor, medicomp
  Small
  1 lb.
  1,500 Cr
  Sensor, motion
  Tiny
  0.5 lb.
  1,500 Cr
  Survival Equipment
  Aquaconverter
  Medium
  4 lb.
  345 Cr
  Violet rations
  Fine
  —
  40 Cr
  
  61
  Chemical, Antitox
  A chemical found in many first aid kits, antitox is a special 
  hypodermic injection that can be used to save the life 
  of any character infected with a poison. Each antitox 
  injector contains a specialized analyzer linked to chemical 
  generators. When the needle penetrates the skin of the 
  target, it samples the target’s blood and sends the data 
  back to the analyzer, which determines the nature of the 
  poison and generates an antidote from stored chemical 
  compounds. Once the antitox delivers its specially 
  formulated chemicals, the target character is completely 
  cured of the poison and its effects in 1d6 rounds.
  Chemical, Biocort
  Biocort is a unique chemical compound that enhances 
  the Human body’s natural ability to heal. Biocort pushes 
  the immune system into overdrive, and can cause the 
  character to heal from grievous wounds at a greatly 
  increased rate. A biocort injection acts as natural 
  healing except that it takes place twice daily.
  Chemical, Boost
  A drug that is both beneficial and highly dangerous, 
  boost functions as a temporary adrenaline-enhancer. 
  Boost was originally conceived for military purposes 
  in an attempt to make the soldiers stronger, faster, and 
  more combat-capable. A single injection of boost grants 
  the character a +2 Modifier to Strength and Dexterity, 
  and increases the character’s movement speed by 3 
  meters. These effects last for 10 rounds.
  Unfortunately, the side effects of boost almost outweigh 
  the benefits. For one, the chemical is addictive and can 
  alter the perceptions of a character so that she thinks 
  she cannot live without a dose of the drug. Additionally, 
  repeated use of boost has debilitating effects on the 
  body’s immune and nervous systems.
  A character risks addiction each she uses a dose of 
  boost. A role of 2 on 2d6 indicates that the character has 
  become addicted. At that point she begins to suffer a –1 
  penalty to her Dexterity and Strength when not affected 
  by the drug. Once addicted, the character remains 
  addicted for 1d6 days after she takes the last dose.
  If the character uses the drug again while addicted, the 
  penalties disappear during the duration of the drug’s 
  effect, but they increase by 1 and the recovery time 
  extends for an additional 24 hours after it has worn 
  off. For example, if a character uses another dose of 
  boost while still under the effect of the penalties, the 
  character suffers a –2 penalty to Strength and Dexterity, 
  and the addiction time increases from 24 to 48 hours.
  Chemical, Neutrad
  A chemical found in many first aid kits, neutrad is 
  a special hypodermic injection that can be used to 
  neutralize the effects of radiation poisoning. Each 
  neutrad injector contains a specialized analyzer linked 
  to chemical generators. When the needle penetrates 
  the skin of the target, it samples the target’s blood and 
  sends the data back to the analyzer, which determines 
  the nature of the radiation sickness and generates an 
  antidote from stored chemical compounds. Once the 
  neutrad delivers its specially formulated chemicals, the 
  target character reduces his current rad count by 1d6.
  Chemical, Sporekill
  A chemical found in many first aid kits, sporekill is 
  a special hypodermic injection that can be used to 
  neutralize the effects of most diseases. Each sporekill 
  injector contains a specialized analyzer linked to 
  chemical generators. When the needle penetrates the 
  skin of the target, it samples the target’s blood and 
  sends the data back to the analyzer, which determines 
  the nature of the disease and generates an antidote 
  from stored chemical compounds. Once the sporekill 
  delivers its specially formulated chemicals, the target 
  character is completely cured of the disease and its 
  effects in 2d6 hours. Some exotic and genetically 
  engineered diseases circumvent sporekill chemical, 
  and are unaffected by it.
  Disguise Kit, Morphic
  Most people forced to work undercover for extended 
  periods rely on the morphic disguise kit. The kit 
  features a pair of contact lenses that change color, a 
  hair prosthetic that changes color, length, and texture, a 
  paint-on LCD injector for instant tattoos that transform, 
  and a vocal encoder (vocoder) that is attached to the 
  throat to alter the user’s voice. Each component can be 
  altered on command. The morphic disguise kit grants a 
  +6 DM on all Deception checks while in use.
  Display Contacts
  Display contacts are part of the continuing 
  miniaturization of computers. These contact lenses fit 
  perfectly over the eye and project a semitransparent 
  image that appears to be roughly one meter from the 
  user and comparable to a 140 cm monitor. This can 
  be used to show the character any computer display 
  it is linked to, and is also frequently implemented into 
  the heads-up display device (using the multiple use 
  item gadget) to provide real-time data on objects and 
  people in the character’s field of vision.
  
  62
  Medkit, Advanced
  The advanced medkit functions as a combined first aid 
  kit, medical kit, and surgery kit. It also grants its user an 
  additional 2 points of natural healing per 24 hours.
  Medkit, Fast-Use
  The fast-use medkit functions as both a first aid kit and 
  a medical kit. In addition, specialized computers and 
  sensors prepare exactly what is needed to restore a 
  character to health as well as treat a disease, stabilize 
  a dying character, or revive a dazed, stunned, or 
  unconscious character. In addition to the effects of 
  an advanced medkit, the fast-use medkit restores 3 
  characteristic points immediately. This can only be 
  used once every 24 hours; additional uses cause no 
  additional benefit to the character.
  Flash-Seal
  Flash-seal looks like a block of metal roughly the size 
  of a thin brick. It attaches to any doorframe. When 
  activated, chemical compounds inside the block of 
  metal burn fast and hot enough to melt the metal into a 
  liquid form. Almost instantaneously, a second chemical 
  compound freezes the molten metal back into its 
  solid state. The result is that the metal melts, sinks into 
  the space between the door and its frame, and then 
  solidifies again, essentially welding the door shut. A 
  door that has been flash-sealed may not be opened by 
  normal means and must be destroyed or cut through as 
  though it were a wall.
  GalPos Device
  The GalPos device is the equivalent of the GPS system 
  of the 21st century. Equipped with star charts and a 
  link to the galactic satellite network, the GalPos device 
  (known also as a GPD) triangulates its own position 
  based on distance between satellite relays and its 
  knowledge of stellar cartography. If the GalPos is taken 
  to a region of space where it cannot contact the galactic 
  satellite network, or to a region of space not included in 
  its star charts, it does not function. Otherwise, the GPD 
  can be used to indicate what planet the character is on, 
  or what star system she is in (if not on a planet).
  A GalPos device with the satellite uplink gadget can 
  function as a GPS receiver on worlds where such 
  systems are available.
  Grappling Tether
  The grappling tether is another application of gravity 
  technology put to practical use. The grappling tether 
  is a beam of pure gravity energy, up to 75 meters 
  in length, fired from a metal tube. At the end of the 
  tether is an anchor of intense gravity. When the anchor 
  touches a solid object, it latches on with a grip that can 
  
  63
  only be broken by an equally strong anti-gravity force.
  While the tube is held with the anchor attached to an 
  object, the user can retract the tether to either pull the 
  object to her (if the object is smaller in mass than the 
  character), or pull herself to the object (if the object is 
  greater in mass than the user, or the anchor is attached 
  to a wall, ceiling, or other fixed surface). The anchor is 
  released with a simple push of a button.
  Intellipicks
  Though not technically an actual set of lock picks, 
  intellipicks are a cluster of several tiny machines 
  (though not quite small enough to be called nanites) 
  that can pick almost any lock and open almost any door. 
  Intellipicks come in a small box that, when placed on 
  the lock to be opened, releases the minuscule robots 
  to do their work. Once the intellipicks penetrate the 
  lock, they move tumblers and shift bolts in an efficient 
  and rapid manner, opening the lock in way that no 
  person could. Intellipicks have an effective DM of +6 
  on all Engineering checks that are made to disable 
  mechanical devices and open locks. Intellipicks cannot 
  open electronic or computerized locks, though they can 
  open magnetic locks by generating a magnetic field of 
  opposite polarity.
  Jetpack
  A jetpack consists of a backpack and fuel cells capable 
  of producing powered flight for up to 2 hours. A 
  character equipped with a jetpack can fly at a speed of 
  20 meters per round. Replacement fuel cells cost 300 
  credits.
  Neural Scrambler
  The neural scrambler is a restraint device used by 
  many law enforcement agencies in the place of physical 
  restraints such as handcuffs. The neural scrambler 
  consists of a six-pronged device that, when placed over 
  the head, interrupts brainwave activity. A character 
  wearing a neural scrambler may not take any actions 
  whatsoever, though she moves her normal speed under 
  the command of another individual. When the neural 
  scrambler is removed, the character has no knowledge 
  of events that took place while she was restrained.
  Piercing Visor
  The piercing visor allows a person to see through solid 
  objects. Through a combination of motion-sensor data, 
  gravity fluctuations, ambient light penetration, X-rays 
  and ultraviolet light, heat and infrared signatures, sound 
  waves and sonar, and other sensory inputs, the visor 
  creates an accurate computer-rendered image of what 
  lies beyond intervening objects. Any character wearing 
  a piercing visor may, as a significant action, activate the 
  visor’s sensors and see through a wall, floor, object, or 
  creature at a range of up to 30 meters.
  The visor can penetrate 15 centimeters of metal (except 
  lead, which it cannot see through) and 30 centimeters of 
  other materials, including concrete, wood, and plaster.
  Plastic Surgery Kit, Personal
  The personal plastic surgery kit is fashionable with 
  society’s elite—and its criminal underworld. Consisting 
  of a mask that fits neatly over any Human face, the 
  personal plastic surgery kit is a one-use item that 
  completely and permanently changes a character’s 
  facial appearance.
  The personal plastic surgery kit is first linked to a 
  special imaging computer that programs the kit with 
  the desired outcome. The kit is then placed on the 
  face and activated. The kit sedates the person using 
  it and then proceeds to alter his face according to the 
  specifications, and can even go so far as to permanently 
  alter eye and hair color. Using the kit takes one hour, 
  during which the character is unconscious.
  Power Backpack
  The power backpack is essentially a portable 
  generator. While worn, the power backpack can replace 
  the power packs used by laser and plasma weapons, 
  granting an infinite supply of ammunition while 
  attached. Additionally, the power backpack can provide 
  energy to almost any device requiring electrical power.
  Projectile Deﬂ ector
  A defensive item that is in many ways the predecessor 
  to the personal shield, the projectile deflector 
  generates a field of gravity-altering energy around its 
  user. Often worn as a belt or other piece of jewelry, 
  the device actually bends the path of incoming high-
  speed projectiles, making the target harder to hit. The 
  projectile deflector grants a -2 DM to ranged attacks 
  against the character who wears it. Melee attacks are 
  unaffected by this device.
  Sensor, Armacomp
  The armacomp sensor is a hand-held computer 
  or computerized gauntlet designed to detect and 
  locate weapons of all types. It grants a +2 DM bonus 
  on Investigate checks when searching for weapons. 
  Additionally, the armacomp sensor’s advanced data on 
  weapons of all types makes it a valuable resource when 
  repairing weapons, granting a +2 DM on all Engineering 
  or Mechanic checks made on weapons. This does not 
  include explosives and other demolitions devices, which 
  are covered under the democomp sensor.
  
  64
  Sensor, Chemicomp
  The chemicomp sensor computer is a handheld 
  computer or computerized gauntlet designed to find 
  individual chemical compounds. Chemicomps can 
  locate a specific chemical, providing a +4 DM on 
  Investigate checks when attempting to find chemical 
  compounds.
  Sensor, Democomp
  The democomp sensor is a hand-held computer or 
  computerized gauntlet designed to detect and locate 
  explosives of all types. It grants a +2 DM on Investigate 
  checks when searching for explosives. Additionally, 
  the democomp sensor’s advanced data on explosives 
  of all types makes it a valuable resource when planting 
  them, granting a +2 equipment bonus on all Explosives 
  checks.
  Sensor, Electricomp
  The electricomp sensor is a hand-held computer 
  or computerized gauntlet designed to detect and 
  locate electronic devices of all types, including 
  computers. It grants a +2 DM on Investigate checks 
  when searching for electronics of a specific type. 
  Additionally, the electricomp sensor’s advanced data 
  on electronics of all types makes it a valuable resource 
  when repairing computers and other electronics, 
  granting a +2 equipment bonus on all Engineering or 
  mechanics checks made to repair them. Additionally, 
  the electricomp can be used to identify any flaws in 
  cybernetics.
  Sensor, Geocomp
  The geocomp sensor computer is a hand-held 
  computer or computerized gauntlet designed to find 
  individual minerals. Geocomps can locate a specific 
  mineral, providing a +4 DM on Investigate checks when 
  attempting to find minerals.
  Sensor, Mechanicomp
  The mechanicomp sensor is a hand-held computer 
  or computerized gauntlet designed to assist in the 
  evaluation and repairs of mechanical devices. The 
  mechanicomp can identify a vehicle’s, or starship’s 
  current status on the damage track. Additionally, thanks 
  to the mechanicomp’s extensive library of mechanical 
  blueprints, any repairs made using the mechanicomp 
  as a reference are more efficient, granting a +2 DM on 
  all Engineering or Mechanics checks to repair vehicles 
  and starships.
  Sensor, Medicomp
  The mechanicomp sensor is a hand-held computer 
  or computerized gauntlet designed to assist in the 
  evaluation and healing of the Human body. The 
  medicomp can identify how seriously a being has 
  been injured. Additionally, thanks to the medicomp’s 
  extensive library of medical records and biological 
  knowledge, any treatments administered using the 
  medicomp as a reference are more efficient, granting a 
  +2 DM on all Medic checks.
  Sensor, Motion
  The motion sensor is capable of not only detecting 
  motion but also of plotting it on a display screen in 
  relation to other objects. The motion sensor plots 
  motion relative to its own position, but can sense motion 
  through walls and solid surfaces, indicating the location 
  of any moving object within 30 meters.
  Universal Communicator (Unicom)
  The unicom is an all-in-one piece of equipment that 
  handles the communication needs of a single person. 
  Each unicom has its own frequency and can send 
  transmissions both directly to another individual 
  unicom as well as to an entire group of unicoms. The 
  unicom also has a data port so that it can be linked to a 
  computer system and receive data as well as audio and 
  visual communications. 
  Violet Rations
  The standard rations of most militaries, violet rations 
  are entire meals that come in pill form. The pill is 
  placed under the tongue and dissolves, releasing 
  not only the flavors of various foods but also the 
  consumer’s daily supply of nutrients and vitamins. Each 
  violet ration is the equivalent of a single meal and is 
  nutritious, filling, and relatively appetizing.
  In a move that has alarmed some political analysts, 
  Lamog’s Premier Makkil Forrent publicly condemned 
  the construction of the new large ship construction 
  yards near Mars, calling it a clear sign of hostile 
  intentions. Many worry that this may be a sign that our 
  former allies may be preparing for war. In other news, 
  six Dodor fighters were shot down over Corrya as their 
  conflict continues to escalate. – Mary Landern, HNC 
  Network News
  
  65
  The frequent conflicts between Human worlds 
  sometimes obscure the larger tensions that exist 
  between the greatest powers. As before the dawn 
  of the Stellar Imperium, the planets with the largest 
  populations are typically the most powerful. This 
  primarily includes Earth, Lamog, and Tallin. Sangorlai is 
  currently in a state of total anarchy, while the Relarrans 
  aren’t interested in making enemies out of any of their 
  neighbors, preferring instead to profit from the sale of 
  weapons to any warring groups.
  Since the collapse of the Stellar Imperium, the 
  governments of both Earth and Lamog have been 
  increasingly critical of the role the other played. Lamog 
  charges that Humans were too reluctant to bring the 
  full force of their military against the R’Tillek and they 
  ultimately impeded the war effort, while Earth blames 
  the Lamog officials of being reckless with their tactics 
  and resources during the war. Regardless of the truth, 
  the Earth and Lamog governments once again find 
  themselves at odds. 
  Earth has criticized the Lamog military of taking 
  actions on dozens of worlds without bothering to 
  first obtain Imperium authorization. They charge that 
  unchecked behavior of this type is exactly what led to 
  the mishandling of their first contact with the R’Tillek. 
  Because the ships that encountered them, which 
  were under Lamogos command, never assessed the 
  true military capabilities of the R’Tillek or sought to 
  establish any form of diplomatic relations with them 
  before attempting to subjugate them, they needlessly 
  brought war upon everyone.
  In response to their resurgent differences, Earth has 
  increased production of military vessels so that they 
  can handle a possible  Lamog offensive. One of the 
  projects Earth has committed to is the development 
  of a new starship with the same size and raw power 
  as the lost Imperium-Class Destroyers. Unfortunately, 
  building such ships will require the construction of new 
  shipyards that are capable of building such large ships, 
  since the current ones are simply not up to the task. 
  A new shipyard is under construction in orbit around 
  Mars, but it will not be complete for another five years.
  Politics and 
  Organisations
  While the Earth government seeks to right the 
  wrongs they committed during the days of the Stellar 
  Imperium, the Lamog government is interested in re-
  establishing its own superiority. It is not simply content 
  with putting defensive capabilities in place, but wants 
  to recreate the Stellar Imperium without other species 
  sharing power. To this end, it has essentially turned its 
  fleet of ships loose on the known galaxy with simple 
  instructions: protect Lamogos interests. Each captain 
  is left to interpret this directive as he or she sees fit, 
  sometimes substituting Lamogos interests with their 
  own, and further reinforcing the claims that Earth has 
  made against them.
  Lamog has also used a small army of infiltrators to 
  keep an eye on Earth’s military movements and it has 
  already become aware of the massive new shipyards 
  under construction around Mars. This concerns Lamog’s 
  leaders because they presently lack the resources to 
  build such massive military ships and there is a great 
  deal of debate about how they should deal with this. 
  Many support the notion of going to war with Earth so 
  they can destroy the shipyards, while others believe that 
  the failure of the Imperium-Class destroyers proves that 
  such large ships are not as valuable as earlier thought. 
  Some say the best approach is to build ten ships for 
  every one enormous one Earth can construct. Still 
  others in the Lamog government feel that the best way 
  to handle the threat is to upgrade their own shipyards 
  and build their own “super-ships.”
  At this point, the Earth and Lamog governments are on 
  a war footing against one another. No one is certain if 
  this is simply a case of brinksmanship and rhetoric or 
  a sincere buildup to another major conflict. At present 
  both sides consider this a cold war.
  While these two powers are intent on re-establishing 
  their centuries old conflicts, the Tallinite queens call 
  for peace, urging them to try to work together. Their 
  primary reasoning is that the R’Tillek are a real threat 
  and they could take advantage of this conflict to 
  continue their bloody onslaught in former Imperium 
  space. They reason that it is merely a matter of time 
  before they reappear, and if they follow form they could 
  
  66
  eradicate the entire population of Earth or Lamog. The 
  Tallinites have even suggested that should such a war 
  occur, they would consider committing their collective 
  forces in an effort to enforce the peace.
  Referee’s Note
  The purpose of a chapter on politics and 
  organizations is to focus the setting and set it 
  in motion. This setting is full of worlds, only a 
  few of which are detailed in Chapter 2. More 
  will be detailed later, but in the mean time, 
  feel free to create new worlds with varying  
  population levels and put them into conflict 
  with other worlds, either from this book or of 
  your own creation.
  There are a number of ongoing wars occurring 
  at any given time between and there are 
  several worlds in the midst of civil wars as 
  well. Conflicts involving the smaller worlds 
  are usually short since their resources are 
  also small. Such conflicts may easily lead to 
  a change in government. In short, feel free to 
  build campaigns around wars and political 
  struggles that do not appear in this setting 
  book, and feel free to overthrow published 
  regimes as your game progresses.
  Organizations
  The following groups are powerful in their own right 
  and often influence the political scene.
   Archaeological 
  Expedition 
  Corps
  The Archaeological 
  Expedition Corps (AEC) 
  is the most well-known 
  group that explores the 
  ruins of dead worlds 
  and sifts through the 
  wreckage of other 
  civilizations.
  History: The AEC was originally founded in 2374 by 
  the Interstellar Concord as an exploratory organization. 
  It was tasked at the time with finding the Farradin 
  homeworld. After fifteen months, they found the world 
  and the military destroyed the Farradin. Following the 
  end of the war, the AEC was reassigned the task of 
  exploring dead worlds for lost technology that might 
  prove beneficial. The organization survived through 
  the rise and fall of the Stellar Imperium, although it 
  was forced to become self-sufficient when government 
  funding disappeared. It is now financed through private 
  donors that have a vested interest in the fruits of the 
  organization’s labor.
  Agenda: The AEC publicly acknowledges its existence, 
  though it does not publicize its members. To this day 
  it retains the goal set forth by the IC after the end of 
  the war, which is to find technology that would serve to 
  better the former species of the Imperium. Since the fall 
  of the Stellar Imperium, the AEC has turned its attention 
  to recovering the technologies that were presumably 
  under development on the former core worlds. 
  Leadership: The AEC was funded and managed by 
  a military committee before the Imperium’s fall, but 
  the leadership has since changed hands to a board of 
  investors who make sure that their companies are the 
  first to examine recovered technology and artifacts. 
  Many of the field operatives despise the fact that it has 
  fallen into the hands of the corporations, but most are 
  willing to acknowledge that the continuation of their 
  work would not be possible without private funding, 
  and they would not receive that if new financers and 
  management had not been found.
  Members: The AEC inducts members based on 
  recommendations from other members, though they 
  shy away from individuals with a criminal past because 
  the risk of theft is a concern.
  Benefits of Membership: Many members of the 
  AEC feel that membership is its own benefit. Others 
  say that they are paid in sunsets and starlight. While 
  the pay is never very good, there are other benefits, 
  such as obtaining a loaned fast freighter through the 
  organization, which they can use for whatever purposes 
  they wish for as long as they remain members. Many use 
  their ships to haul cargo to create additional income.
  Relations: The AEC has gained a reputation as a 
  group of do-gooders and meddlers. While they are 
  under no obligation or directive to right the wrongs 
  they encounter, they typically do not back down from 
  injustice, particularly when it stands in the way of their 
  research. Crane Dargen’s criminal organization in 
  particular dislikes them because the AEC beat them to 
  a dig that led to the recovery of an advanced energy 
  weapon. Rather than sell the weapon, the AEC ensured 
  that it was locked away at a safe location so it could not 
  be replicated.
  
  67
  
  68
   Aruim 
  Technologies
  Based on the planet 
  Aruim, this corporation 
  maintains profitability 
  by skipping the research 
  and development of its 
  products, instead sending 
  operatives into other 
  organizations to steal their 
  designs and beat them to 
  the market.
  History: Aruim Technologies was the brainchild of 
  ex-Interstellar Intelligence operative Miles Wendt, 
  who realized that in this day and age, when there are 
  literally no laws restricting fair trade practices, there 
  was nothing in place forcing companies to behave 
  ethically. While there is nothing new about the strategy 
  he devised, it had never before been a viable way of 
  doing business because such practices were illegal 
  under interplanetary law. Without the Stellar Imperium, 
  the only law that he needed to worry about was local 
  planetary laws, and they generally only punished the 
  agent who stole the secrets; the company that assigned 
  them was beyond their ability to control.
  Agenda: Aruim Technologies’ prime objective is to 
  rapidly earn credits while investing as little as possible 
  in the design and development of their products. They 
  have managed to avoid conflicts with other companies 
  on Aruim by only targeting those based offworld. This 
  strategy has built them into a successful company while 
  creating numerous enemies abroad. Anyone known 
  to have had any affiliation with Aruim Technologies is 
  usually not trusted by other companies and often has 
  difficulty finding other work. This is one reason why 
  their employees tend to remain loyal.
  Because of the contentious nature of their business 
  model, they have been targeted by a number of attacks 
  that sought to damage their facilities and injure or kill 
  the employees. Wendt himself has been targeted for 
  execution, but has been able to rely on his training as 
  an intelligence operative to survive these attempts.
  Because much of the technology it steals is at some 
  mid-point in development, the company keeps Sangor 
  and Tallinites on staff. The Sangor reverse engineer 
  any undocumented technology brought to them while 
  the Tallinites finish engineering projects that are half-
  completed. The Sangor have no moral issues working 
  for a company that operates in this manner and the 
  Tallinites do not understand the nature of non-mortal 
  competition, so hostility arising from the theft of 
  intellectual property does not make sense to them.
  Leadership: Miles Wendt remains the Chief Executive 
  Officer. As with most companies, there are always plots 
  to overthrow the CEO and replace him with someone 
  who is more malleable to the wishes of the board of 
  directors, but Wendt has enough personal spies planted 
  within his own organization that he has so far been able 
  to survive these plots.
  Members: Aruim Technologies employs numerous 
  characters for support positions, such as customer 
  service, shipping, accounting and other mundane 
  tasks. But Aruim also employs player characters. 
  Agents, rogues, nobility, and citizens can all be skilled 
  infiltrators. The company also recruits from the armed 
  forced to act as corporate security. 
  Benefits of Membership: Because the company 
  does not spend a great deal of money on research 
  and development, the employees they do have are 
  paid well. The company provides them with cost-free 
  health care, a gym located at the offices, and a 30 
  percent discount on travel. Executives receive their own 
  personal ship, which can be their choice of a personal 
  fighter or a fast freighter.
  Relations: Most organizations have little interaction 
  with Aruim Technologies. Occasionally an operative 
  will utilize a criminal organization to quickly and quietly 
  move a parcel to corporate headquarters. Otherwise, 
  they mainly affect other technology firms by costing 
  them millions of credits in profit. Those who would steal 
  technology for them understand that other corporations 
  deal harshly with those caught stealing their work. More 
  than half of them would have the infiltrators killed rather 
  than surrendering them to the local authorities.
   Basts Syndicate
  The Basts syndicate is one 
  of the largest organized 
  crime organizations that 
  operates out of Upagra, 
  which is notorious for its 
  criminal activity.
  History: The Basts 
  syndicate is named after 
  a Lamogos family with 
  the last name Basts, which moved their organization 
  from Lamog to Upagra. The family was butchered by 
  an ambitious group of criminals that they had hired 
  shortly after they moved, and their sizable operation 
  was taken over by the Human Lina Crel, who felt that 
  the organization would remain successful if she kept the 
  family’s name. She was assassinated a short time after 
  that and her successor was the Human Kecia Dialno, 
  who has retained leadership for the past fifteen years. 
  
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  Agenda: The Basts Syndicate has only one priority: 
  to earn money through illicit dealings. Generally 
  speaking, this means that they make their money by 
  trafficking banned substances and weapons on other 
  worlds. Many worlds have become so lax with their 
  laws that these items are easy to buy and sell, so the 
  main challenge is smuggling them onto the planets 
  where they intend to sell them and then finding buyers. 
  The Basts Syndicate is also notorious for their violent 
  acts, carrying out hits against those who have betrayed 
  them, or against those who have bounties posted 
  against them. 
  Leadership: Kecia Dialno is in charge of the Basts 
  Syndicate. She is now approximately forty-five years 
  old with red hair, green eyes, and a well-maintained 
  physique, leading most people to assume she is ten to 
  fifteen years younger than she truly is. She spends a 
  great deal of time and money maintaining her image, 
  which she continually uses to seduce new conquests 
  and enemies alike; the latter are usually dealt with soon 
  thereafter, either cast out of the organization or simply 
  killed. She does not tolerate betrayal, going out of her 
  way to ensure that those who cross the organization are 
  killed or maimed. She deals with those she distrusts 
  quietly, leaving many to question what happened to 
  those who disappear.
  Members: The vast majority of the members of 
  the Basts Syndicate are rogues or agents. A small 
  percentage of those working with this crime syndicate 
  are ex-military who are there to provide Dialno with 
  protection, collect bounties, or deal with members who 
  have betrayed the organization.
  Benefits of Membership: There are a variety of 
  benefits to working for the crime syndicate. The 
  organization provides fast freighters or occasionally 
  larger cargo ships for the captains who wish to carry 
  out smuggling jobs. In exchange for the ship, they must 
  turn over 50 percent of their profits until the ship is 
  paid off. The organization also connects smugglers with 
  each other so they can trade banned items more easily. 
  Finally, they make every effort to liberate incarcerated 
  members that run afoul of local law enforcement while 
  working on their behalf.
  Relations: The Basts Syndicate’s main rival is Craine 
  Dargen’s organization, which enjoys the benefits of 
  being hidden away at a secret location. They also have 
  had numerous run-ins with Frontier Law, which insists 
  on enforcing the laws of worlds they are not even 
  affiliated with. Every major world with an organized 
  government dislikes the Basts Syndicate, though when 
  caught, their operatives can usually get away with 
  their activities through a combination of intimidation 
  and bribery.
   Brotherhood 
  of Eternity’s 
  Salvation
  The Brotherhood of 
  Eternity’s Salvation is a 
  religious extremist group 
  that is trying to spread 
  salvation through the use 
  of force. They believe 
  that their methods are 
  consistent with their 
  religion, partially because of their group’s dogma, but 
  also because the original book they base their religion 
  on was compiled nearly two hundred years before the 
  current generation of fanatics were born.
  History: Originating as a fundamentalist church on 
  Earth two hundred years ago, the sect that became 
  the Brotherhood of Eternity’s Salvation reinterpreted 
  their holy text and concluded that extreme measures 
  and violence were needed to save the universe before 
  God’s wrath struck Humanity down. They initially 
  perpetrated a series of unexpected violent acts, which 
  enraged the population of the Earth and resulted in 
  their exile in 2484. They left the system and found a 
  world, which remains uncharted. Little is known of their 
  activities during the last two hundred years, but it is 
  believed that they forcibly indoctrinate their children 
  into the religion and slaughter the ones who refuse to 
  commit to their ideology. They emerged from exile 
  when the R’Tillek war reached its height, believing that 
  they were the physical incarnation of God’s will and 
  they would fulfill their destiny by saving the Earth.
  Upon their emergence from exile, they murdered 
  five well-known individuals: a writer, an actor, a 
  philosopher, a politician, and a scientist. After capturing 
  these individuals, they forced them to announce 
  their acceptance of God and reject their previous 
  “propaganda” before putting them to death on camera. 
  While this move infuriated groups throughout a number 
  of worlds, it also appealed to a certain segment of the 
  population who felt that society had been moving away 
  from religion and needed to be saved.
  Since their emergence from exile, the Brotherhood 
  of Eternity’s Salvation has remained veiled behind 
  a shroud of secrecy, meeting quietly and in private, 
  then striking hard and fleeing. Their organization has 
  become active on almost every world and starport that 
  welcomes Humans. They always leave a copy of their 
  holy book with the bodies of the slain.
  Agenda: The stated agenda of this organization 
  is to lead the galaxy to salvation through brutal 
  forced conversion. Only through pain can a person 
  
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  be redeemed for their wickedness. They primarily 
  target the non-religious, though they have hit some 
  individuals who belong to competing religions. 
  Ultimately they believe that by instilling the fear of God 
  into the populace, the truth of their beliefs will become 
  apparent and the other religious groups will merge with 
  their own.
  Leadership: One of the things the Brotherhood of 
  Eternity’s Salvation did in an attempt to ensure their 
  survival was to decentralize the leadership of the 
  organization. There is no figurehead of the church. Their 
  dogma states that God’s will is what will keep their 
  religion from changing from its current form. Pastors 
  lead their flocks, but large organizational or theological 
  changes must come from an annual convocation of 
  pastors.
  Members: The vast majority of the organization’s 
  members are either those who were indoctrinated into 
  it upon birth or those who have willingly converted. 
  Members include scholars, drifters, citizens, and 
  entertainers.
  Benefits of Membership: The greatest benefits of 
  membership are belief and a sense of belonging. 
  The organization pays to transport members to other 
  star systems and provide food and housing for them, 
  assuming that they believe there is missionary work to 
  be done there.
  Relations: The Brotherhood of Eternity’s Salvation 
  is almost universally reviled. The religions that teach 
  peace and tolerance are shocked and outraged at 
  their actions, law enforcement agencies fear what they 
  will do next, while criminal organizations worry about 
  becoming their next target.
   Craine Dargen 
  (Criminal 
  organization)
  Craine Dargen is an 
  elderly crime lord who 
  has built an empire 
  around himself over the 
  course of his lifetime. 
  His organization 
  specializes in anything 
  and everything that 
  violates the laws of any system if it stands a chance at 
  generating profit.
  History: A Human native to Hagenti, Craine Dargen 
  was born into a wealthy family with a small amount 
  of political power. When he was in his early twenties 
  he began a relationship with a Lamogos woman, 
  drawing the ire of his family. When he refused to end 
  the relationship, he was cast out of the family, but not 
  before liquidating his assets and taking them with him. 
  A year later he married Kiltain, his Lamogos fiancée, 
  and began a series of attacks against his own family’s 
  holdings. He gathered a group of thugs loyal to him and 
  shortly thereafter broke into the smuggling trade. Five 
  years after marrying, he sought out a geneticist who 
  managed to combine the Human and Lamogos DNA of 
  he and his wife, creating a son, one of a very few half-
  breeds in existence.
  The organization remained on Hagenti for twenty years, 
  during which time it grew drastically in size and power. 
  Eventually the law identified him as a serious threat and 
  attempted to apprehend him. Dargen, his wife, and most 
  of their organization lost themselves on the various Sangor 
  worlds where they grew their organization. Two years 
  ago, the group moved to the remains of Piresega where 
  they could operate without interference from any local 
  authorities. Upon arrival, however, they found that they 
  were not the only criminal organization with this idea, so 
  they quickly established dominance by destroying one 
  of the competing organizations near their headquarters. 
  Since then, the only time they have been contacted 
  by other criminal organizations was when they had 
  something in mind that would be mutually beneficial.
  Agenda: Craine Dargen has two agendas. The first 
  is the one that is publicly known, which is to earn an 
  obscene number of credits by having his thugs carry 
  out every conceivable criminal action, provided that 
  they are lucrative. The second is that he has employed 
  a number of bioengineers on Aruim to research 
  viruses that would rewrite Human and Lamogos DNA 
  to make reproduction between Humans and Lamogos 
  possible without medical assistance. The physical 
  and biological similarities between the two species 
  are remarkable enough that a large number of inter-
  species couples exist and he believes he would be 
  doing both species a favor by allowing them to mix 
  at will. He believes that accomplishing this would 
  overcome the societal stigmas attached to such 
  couples. So far the scientists have failed to produce 
  results, but the research continues.
  Leadership: Two people in charge of this organization 
  are Craine Dargen and his wife, Kiltain. Both look 
  remarkably young for their age due to a series of 
  genetic and dermal treatments that they undergo every 
  year in an effort to prolong their lives.
  Members: This organization draws a pretty equal 
  number of drifters and rogues, and they have a 
  few psionic characters working for them as well, 
  detecting and weeding out potential traitors. This is an 
  organization that anyone can join, provided that they are 
  competent in a fight and are able to stay loyal.
  
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  Benefits of Membership: Craine Dargen provides 
  members who are actively working for him with a good 
  lifestyle that includes luxuriously large homes, their 
  own personal vehicles, and a nearly endless supply of 
  credits that they can spend as they wish.
  Relations: Most criminal organizations have a healthy 
  fear of Craine Dargen, though the Basts Syndicate is on 
  equal footing. Almost all planetary governments dislike 
  them, but like the Basts Syndicate, they use bribery 
  and intimidation to try and keep their operatives out of 
  trouble, though their methods are not always successful. 
  A number of planets have smaller organizations that 
  actively oppose them, while other groups have formed 
  beneficial relationships with them.
   Earth Defense 
  Force
  The Earth Defense 
  Force is Earth’s primary 
  military force. They 
  inserted the word 
  “Defense” into their 
  name in an effort to 
  distance themselves 
  from the Lamogos 
  military following the 
  fall of the Stellar Imperium. Earth is trying to change its 
  reputation away from the conquests of the past to one 
  that promotes peace, even while the Lamogos are doing 
  almost the exact opposite.
  History: The Earth Defense Force (EDF) was named the 
  Earth Military Force before the Interstellar Concord. 
  When the Imperium formed, a small percentage of 
  Earth’s forces remained at the planet for defense 
  purposes, but the majority was transferred to the 
  control of the Imperium. When the Stellar Imperium 
  finally fell, a number of ships that had been constructed 
  and funded primarily by Earth returned to the home 
  system and became the Earth Defense Force.
  Agenda: The primary objective of the Earth Defense 
  Force is to keep the Earth safe in the event that the R’Tillek 
  target the planet. Past battles have shown that the R’Tillek 
  are not indestructible, provided that there is a sizable 
  force opposing them. Earth Defense Force ships are often 
  sent to other systems to protect Earth’s interests. The 
  fact that they leave Earth, primarily on combat missions 
  against other worlds brings into questions whether or not 
  the force is truly defensive in nature. 
  There is a great deal of corruption within the ranks, 
  which is why some commanders who are stationed away 
  from Earth pursue private agendas without any form 
  of accountability. Earth is careful to investigate these 
  issues when they arise and distance themselves from 
  such lawlessness due to the fact that Earth’s leadership 
  frequently criticizes Lamog’s military for the same issues. 
  Ships from other worlds encountering EDF ships have 
  learned to treat them with suspicion since they tend to 
  be aggressive just as often as they offer aid.
  Leadership: The EDF is ruled by the joint chiefs of 
  staff, which report to the president of Er\arth. Military 
  action is only allowed if the president authorizes it 
  or there is a danger facing a ship in another system. 
  Altercations are subject to review and inquiry, so it is 
  rare (although not unheard of) for a ship captain to be 
  the aggressor in a conflict. 
  Members: The EDF is comprised of a variety of 
  character roles, including army, navy, agents, marines, 
  and scouts. The EDF enlists a variety of others who 
  operate outside of their established ranks and act to 
  advance Earth’s interests.
  Benefits of Membership: The EDF provides members 
  with structure, moderate pay, and a higher purpose: the 
  defense of their homeworld. They are never allowed to 
  forget that their actions might one day save the planet.
  Relations: The EDF has repaired relations with the 
  Tallinite Collective Forces, though tensions have risen 
  with the Lamogos Star Navy since the fall of the Stellar 
  Imperium. Many Lamogos view the EDF as weak and 
  blame Humans for losing the war against the R’Tillek. 
  A number of minor battles have taken place between 
  the two military organizations since the split, and it 
  is becoming increasingly likely that the two powers 
  will go to war soon. Despite the hostilities, there have 
  been a few incidents where ships from both sides have 
  worked together towards common goals during crises.
   Exinorists
  The Exinorists are a 
  religious organization 
  from Lamog that has 
  vied for political power, 
  recently taking control of 
  the gas-producing world 
  of Sarodar.
  History: Exinorism is one 
  of the oldest religions on 
  Lamog but its membership 
  has never surpassed 10 percent of the population. The 
  religion worships the deity Exin, which they believe 
  will provide spiritual salvation for all who he deems 
  worthy. Many reject the religion because they consider 
  the teachings of the religion too elitist, while others 
  simply have a difficult time finding faith. Despite its 
  relatively low popularity, it enjoys the favor of many 
  
  72
  of the political elite. One does not simply convert 
  to Exinorism unless born into it or invited in. Their 
  religious texts are freely distributed to members, but 
  are so expensive to purchase for anyone outside the 
  church that only scholarly institutions typically justify 
  the expense. They are not interested in secrecy as much 
  as they are maintaining Exinorism as the religion of the 
  upper class. 
  Agenda: The agenda of the Exinorists is to bring 
  salvation and wealth to those who fit their preferred 
  profile and wish to believe in Exin. They do not believe 
  that there will be spiritual salvation for all; in fact, they 
  believe they can handpick those who will accompany 
  them into the afterlife and keep them on the ‘right’ 
  path throughout life’s journey. Their primary strategy 
  for accomplishing this is to accumulate as much 
  financial wealth and political power as possible and 
  then carefully exercise it to further their goals. Sarodar, 
  the primary gas-producing world in Lamogos space, 
  is controlled by them and serves as a major point of 
  power. It allows them to greatly influence the price of 
  hydrogen in Lamogos space, granting special price 
  breaks to those they deem worthy while overcharging 
  those they don’t.
  One of their central teachings is that if the Lamogos 
  people do not hold with Exin’s teachings, they will no 
  longer be the chosen. The revelation hundreds of years 
  ago that there was alien life was proof to them that 
  there was a very real chance that this prophecy would 
  come to pass. Many fear, however, that their time spent 
  allied with the Humans was enough of a break with his 
  teachings that he has turned his back on them. 
  Leadership: The central figure of the Exinorist religion 
  is the Veliff. He is elected by the Council of Seren, an 
  organization comprised of high priests. The Veliff’s main 
  job is to interpret their holy text, the Sillzin Vah, and 
  apply its teachings to the modern age. In practice, the 
  Veliff’s job is to oversee that the church is functioning as 
  laid out by his predecessors, ensuring that they continue 
  to amass more power. The identity of the Veliff is a closely 
  guarded secret, as he appears to his followers clad from 
  head to toe in black robes. He wears a ceremonial mask 
  that reveals only his eyes and he typically goes before 
  them only two to three times per year.
  Members: Exinorists are individuals who have been 
  invited into the ranks. They are primarily nobility, 
  scholars, and entertainers, though there are also a large 
  number of merchants and citizens in their ranks. While 
  many Lamogos hide the fact that they are members 
  from outsiders, others flaunt it in an effort to increase 
  its popularity. Most who outside of the religion consider 
  the exuberant vocal minority to be brainwashed or 
  simply foolish.
  Benefits of Membership: The primary thing that 
  most members gain from joining this religion, other 
  than spiritual payoff, is an increase in status among 
  the elite as well as an open door to some of the better 
  opportunities within Lamogos society. Many have also 
  flocked to Sarodar, seeing it as a beacon for the faithful 
  where they can be surrounded only by Exinorists.
  Relations: Even on Lamog many people dislike the 
  Exinorists. Some call them the world’s largest cult while 
  others are simply jealous that they do not have the 
  same opportunities available to them as Exinorists do. 
  A number of corporations also dislike the Exinorists 
  because their hydrogen prices are inflated simply 
  for refusing to give the organization lip service. This 
  resentment has led to a number of attacks carried out 
  by saboteurs to interfere with their production.
   Frontier Haulers
  The Frontier Haulers are a 
  group of loosely affiliated 
  cargo runners who primarily 
  operate in the Frontier 
  Systems. They share tips 
  and job leads with other 
  cargo ship owners and they 
  also help each out when 
  members become caught up 
  in local troubles.
  History: The Frontier Haulers formed in response 
  to the upsurge in raiders throughout known space. A 
  group of them met at The Quaraaca on Rover’s Beacon 
  and made an agreement to look out for one another. 
  Over time, they added new members, each informing 
  the others when they learned of jobs they could not 
  take and advised the others about areas of space that 
  was becoming overly dangerous. They also began to 
  exact vengeance for those who fall to the depredations 
  of raiders, often times hunting them down on Rover’s 
  Beacon while posing as raiders themselves.
  Agenda: Ultimately, the Frontier Haulers try to make 
  the Frontier Systems a safer place for cargo runners to 
  do business. They try to help each other complete their 
  deliveries, they help each other find jobs and they also 
  help their fellows collect payment when an employer 
  tries to cheat them after the job is complete.
  Leadership: The recognized leader of the Frontier 
  Haulers is Tella Brode, the only one of the original five 
  who met that fateful day on Rover’s Beacon and is still 
  actively hauling cargo; the others have since either 
  retired or become too injured to continue in this line 
  of work. Tella is a tall Human woman with blond hair, 
  striking blue eyes, and such a foul mouth that she 
  
  73
  sometimes makes seasoned veterans blush with the 
  way she can creatively string expletives together. 
  Members: The vast majority of the members of this 
  organization are merchants and rogues. The Frontier 
  Haulers don’t worry about whether any of their members 
  are wanted by the authorities, though if they find out about 
  a bounty hunter on the tail of one of the other members, 
  they usually make sure that member is informed. 
  Benefits of Membership: The primary benefit of 
  belonging to the Frontier Haulers is that they tend to 
  be more successful than those who are in it strictly 
  for themselves. Raiders also tend to shy away from a 
  ship if they know that the captain is a member of this 
  organization since that increases the chances of later 
  repercussions for their actions.
  Relations: The Frontier Haulers are disliked by most 
  raiders, and they have also made enemies out of a 
  number of cheap businesspeople who try to swindle 
  others out of payment after services have been 
  delivered. Another problem occurs frequently is when 
  cargo runners take on fugitives as passengers. The ship 
  owners are labeled as accomplices, which makes it 
  difficult to return to those systems without facing arrest. 
  Despite the trouble, hauling fugitives is sought after 
  by many because they pay considerably better than 
  transporting ordinary cargo.
   Guardians of 
  the Light
  The fate of the known galaxy 
  may hinge upon winning a 
  war that has already been 
  lost, and the Guardians of 
  the Light are one of the few 
  organizations that concern 
  themselves with that. 
  History: During the war 
  against the R’Tillek, the war was going poorly, so an 
  elite group of troubleshooters was called in to figure 
  out how best to defeat them. Their ultimate answer was 
  to build ships with more powerful weaponry or find 
  some sort of technology that would have the power 
  to destroy several R’Tillek tribe ships more quickly. 
  In other words, they needed to find better weapons 
  or some sort of a super-weapon. The organization 
  was funded by the Earth government after the Stellar 
  Imperium collapsed, and they continued their search 
  for anything that they could use against their foe.
  Agenda: The Guardians of the Light have a number of 
  objectives, mainly finding technology that will boost 
  the destructive power of their weapons, discover some 
  fabled lost shipyard with Imperium Class Destroyers, 
  or find some way to negotiate a peace accord with 
  the other race. The Guardians of Light has its share of 
  critics. Many have argued that they have an impossible 
  goal, or that Earth needs to admit that it is simply 
  outclassed, and still others are content to sit back and 
  hope that the R’Tillek will simply go away on their own 
  eventually. The Guardians of the Light have tried to 
  impress upon these people that the R’Tillek will not 
  simply go away, and they will strike world after world 
  after world until there is nothing left of their various 
  civilizations unless something is done about them.
  Leadership: The figurehead of the Guardians of the 
  Light is a former general in the war against the R’Tillek, 
  a Lamogos named Hirto Lajin. The blue-skinned leader, 
  with his close-cropped white hair, sits in his office running 
  endless simulations involving the ships at Earth’s disposal 
  against the Tribe ships to try to come up with some 
  strategy that would effectively defend the planet. He uses 
  the data on the enemy ships that was collected during 
  the war. While he’s engaged in those activities, he sends 
  agents to known dead worlds and has them pick through 
  the wreckage to see if there is any previously unknown 
  technology that might be of use. Another thing they are 
  searching for are wrecks of R’Tillek tribe ships from the 
  war. After all, the best way to find weaknesses in these 
  ships is by studying actual samples.
  Members: Primary membership consists of scholars, 
  although they also employ a fair number of ground-
  assault forces to act as guards for those doing field work. 
  Roughly half of the scientists are in charge of weapons 
  research while the other half are actively exploring dead 
  worlds. The species composition is nearly equal parts 
  Lamogos, Human, and Tallinite. Some Sangor consultants 
  are available in the event that they find some alien 
  technology that they need to reverse engineer.
  Benefits of Membership: Most of the members of the 
  Guardians of the Light are doing it for the completely 
  altruistic purpose of saving civilization as it currently 
  exists. The organization barely has funding, let alone 
  enough to pay its members what they’re worth. Some 
  members, even at the highest levels, choose to work 
  with almost no pay, living in quarters that are provided 
  by the organization. Every time extra funding has been 
  allocated, the membership has agreed to spend it on 
  more research rather than improving their financial 
  comfort level. They know they are the one hope 
  civilization has of surviving the R’Tillek.
  Relations: The Guardians of the Light has very few 
  enemies within the known galaxy. They try to avoid 
  direct contact with the R’Tillek and they routinely tap 
  contacts from a number of organizations for favors 
  and leads. The Frontier Haulers are frequently used 
  
  74
  to transport them to the systems on the outer range of 
  known space, the Archaeological Expedition Corps 
  has been known to provide them with information that 
  might lead to the discoveries they’re looking for, and 
  the military organizations belonging to the Humans, 
  Lamogos, and the Tallinites often help them reach their 
  destinations and provide military support when they 
  need to go into a hostile region. Criminal organizations 
  are also useful for the information that they sometimes 
  freely share. These organizations may work against 
  each other’s interests quite a bit of the time, but they 
  do realize that they could all be extinct soon enough if 
  something isn’t done about the R’Tillek. 
  One organization that The Guardians of the Light is not 
  on good terms with is the Exinorists. Recently Hirto 
  Lajin made a flippant remark about the religious group 
  that provoked derisive laughter at one of his speeches. 
  Faughn Rukt, the Exinorist leader, took offense to these 
  remarks and issued a statement of condemnation against 
  the organization and then followed it up by destroying 
  a destroyer-sized military vessel that was owned and 
  operated by the Guardians of the Light. Sources believe 
  that saboteurs managed to sneak more than one nuclear 
  device aboard the vessel while it was docked at Rover’s 
  Beacon and then detonated them after the ship left the 
  station, killing all crew aboard. The Exinorists publicly 
  took credit for the destruction of the ship. The ship’s 
  Human captain, Bradley Ribbs, had disappeared a week 
  before the ship’s destruction during a classified mission. 
  The whereabouts of the captain are unknown, though he 
  is not suspected of complicity in his ship’s destruction.
   Integrated 
  Astrodynamics
  Integrated 
  Astrodynamics is the 
  single most successful 
  corporation on any 
  Tallinite world. They own 
  the starship navigation 
  market and they have 
  accumulated a great deal 
  of political power on 
  other worlds as a result.
  
  75
  History: Integrated Astrodynamics predates the Stellar 
  Imperium by one hundred solar years. The company 
  was created because the Tallinite navigation systems 
  proved far more reliable than those developed by other 
  races. Because their data was more accurate, accidental 
  collisions between starships and space-born objects 
  during FTL jumps have been nearly eliminated. In 
  addition to this, the system had an interface that was 
  much easier to use, reducing the amount of time it takes 
  to calculate an FTL jump.
  Agenda: Tallinites typically avoid organizations 
  outside of their own colonies unless belonging to 
  them directly benefits their colony. While the typical 
  agenda for any corporation is greed, the Tallinites set 
  up this corporation so that they could widely distribute 
  their navigation systems to other races and areas of 
  space. The profits generated are reinvested by the hive 
  owners into research and development to fine-tune and 
  improve the system even further.
  Leadership: Queen K’L’Ktch of Talin is the head of the 
  Integrated Astrodynamics Corporation. She ensures that 
  the company continues producing navigation systems, but 
  takes almost no risks with the business. She only releases 
  new models when they can offer significant upgrades that 
  simple software updates could not accomplish. All new 
  navigational courses reported to them by the numerous 
  explorers are double checked by a group of Tallinites and 
  then loaded into the central computer. This information 
  is then loaded onto all new navigational systems, and 
  anyone already owning one of their systems is able to 
  download this information for free.
  Members: Most members of the Integrated 
  Astrodynamic corporation are Tallinites that were 
  specifically bred to perform their jobs within 
  the company. Like all Tallinite workers, they are 
  compensated for their time, but since their housing 
  and cost of living is already provided for, this money is 
  strictly for travel and leisure.
  Benefits of Membership: The only tangible benefit of 
  working for the Integrated Astrodynamics Corporation 
  is that they can do what they were bred for. Since all 
  Tallinites are considered equal within the colony, there 
  is no individual prestige to be had.
  Relations: This organization has a few competitors, 
  namely one technology firm that sprang up on Aruim 
  called Navigation Incorporated and a Sangor company 
  called Prime Navigation. Both are cloned systems that 
  were designed by reverse-engineering the Tallinite 
  navigation system. The Human one has a few extra 
  features that make it easier to use, but does not offer 
  the free navigational updates from the Tallinite central 
  computer. The one produced by the Sangor is less 
  expensive, also lacks the ability to update from the 
  Tallinite central computer, and has a reputation for 
  making deadly mistakes.
   Interstellar Intelligence
  Interstellar Intelligence 
  (or the II as they are 
  commonly referred to) is 
  the largest information 
  gathering service in 
  the known galaxy. Most 
  of the information they 
  accumulate is for sale to 
  almost any client.
  History: The II started with 
  the Interstellar Concord as 
  their primary information 
  gathering agency and then carried forward to the Stellar 
  Imperium, where it served until the Imperium disintegrated. 
  Five years ago most of the agency decided to remain intact, 
  but rather than accept funding from (and thus be beholden 
  to) a specific world, they decided instead to investigate 
  matters that interested them and then put this information 
  up for sale to the highest bidder. They have since become 
  the bane of several governments and organizations, having 
  influenced the results of elections, toppled crime lords, and 
  brought notorious criminals to justice.
  Agenda: The primary agenda of the II is to provide 
  information to the highest bidder. They do have a slight 
  sense of justice, however, as they will seek out the right 
  buyers if it means interfering with individuals who are 
  abusing their power or committing atrocities. They have 
  sold information to many governments, though all know 
  that the II could sell information about them to one of 
  their enemies one day. The II likes to think that fear of 
  them helps prevent some amount of corruption within 
  the various governments.
  Leadership: The II’s leadership is primarily the 
  directors who were in charge when the Stellar 
  Imperium collapsed. The four highest ranking directors 
  are Faye Savage (Human female), Ramon Franco 
  (Human male), Tanner Bentley (Human male), and Bline 
  Dodget (Lamogos male).
  Members: Most members of the II are agents who 
  mostly rely on stealth and avoid conflicts whenever 
  possible, however, there are a fair number of them who 
  are skilled in combat and take on more dangerous 
  assignments. Despite the soured relations between 
  Earth and Lamog, the II still uses large numbers 
  of Humans, Lamogos, and some Tallinites and 
  Sangor. Sangor in particular are especially capable 
  of infiltrating corporations since a large number 
  of technology firms like to keep Sangor for their 
  engineering skills.
  
  76
  Benefits of Membership: The greatest benefit of 
  belonging to this organization is that it pays extremely 
  well. Members are expected to travel in privileged circles 
  and the only way to do that it so be privileged themselves. 
  They always have private spacecraft, usually fighters, 
  which are decked out with the greatest creature comforts; 
  they stay in upscale hotels, and are encouraged to 
  casually throw their credits around. Agents try to promote 
  the perception that their credits come from personal 
  wealth, or they masquerade as an corporate executive 
  or politician. More than one cover has been blown in the 
  field when the agent posed as someone that the subject of 
  their investigation knew personally.
  Relations: Many organizations have a love/hate 
  relationship with the II. Organizations often want 
  information that the II possesses, but the II has no 
  loyalty and will provide information to their enemies. 
  There have been cases where groups that knew the 
  II had information on them have paid a great deal to 
  make that information become forgotten. They rarely 
  agree to do this unless the amount of credits they 
  are being offered is staggering, or they have some 
  personal reason to want that information retired. 
  Recently the Earth Defense Force and the Lamogos Star 
  Navy have been employing the II to spy on each other 
  and the II, in turn, has been happily playing both sides 
  of the conflict.
   Lamogos Star 
  Navy
  The Lamogos Star 
  Navy Is the military 
  arm of the Lamog 
  government, and one 
  of the largest causes of 
  small-scale conflicts in 
  the known galaxy.
  History: The Lamogos 
  Star Navy was 
  similar to its present 
  form prior to contact with Humans. It has always 
  had a reputation for jumping into systems, taking 
  what it wanted by force (if the local government did 
  not surrender it willingly), and then jumping away. 
  Normally their objectives would be shared by their 
  government, such as apprehending an individual, or 
  obtaining newly developed technology or important 
  information. The Lamogos Star Navy has also been 
  known to occupy worlds for years at a time for a variety 
  of reasons. Starship captains held the authority to act as 
  they saw fit. 
  When the Lamogos formed the Stellar Imperium, 
  their actions were tempered by the political will 
  of the governing body that they served. Many 
  Lamogos disliked the arrangement, though this was 
  compensated by the fact that, with the combined power 
  of several governments, they were prominent members 
  of the largest, most powerful military ever built, and 
  they expanding the Imperium, regardless of whether 
  the natives were in favor or not. Now that the Imperium 
  has fallen, they are not on as strong of footing as they 
  once were, but they are rebuilding quickly and their 
  methods have returned to what they originally were. 
  Many are suspicious when they see an Earth cruiser, 
  but most are fearful when they encounter a group of 
  Lamogos ships.
  For the time being, the Lamogos Star Navy uses the 
  same types of warships that were left over from the 
  Stellar Imperium. However, they have opened up new 
  shipyards to create a new fleet, and most analysts 
  expect that there will be new ship designs developed 
  that will likely be more advanced than the ones 
  currently in service. 
  Lamogos Star Navy soldiers are clad in distinctive 
  black armor that covers the body from head to toe. 
  Their helmets contain a heads-up display that monitors 
  surrounding temperature, atmospheric makeup, and 
  known friendly and enemy positions. These are some of 
  the most highly trained and well-equipped soldiers in 
  the galaxy and the mere sight of them inspires fear in 
  the hearts of most who see them.
  Agenda: Many suspect that the Lamogos military 
  follows the individual agendas of their captains. They 
  are obviously there for the protection of Lamog and its 
  interests, but they often become entangled in affairs 
  that have little to do with planetary defense. Aside from 
  the ships that are strictly used for planetary defense, 
  most of their other ships are far from their home system 
  on a wide variety of missions, some of which have 
  dubious value to Lamog. 
  Leadership: The Lamogos Star Navy is officially led by 
  a trio of generals who are appointed by the planetary 
  Chancellor. These generals mainly decide how many 
  forces to keep in the system for defense and how many 
  to send abroad. They typically don’t become very 
  interested in the actions of their fleet outside of the 
  system unless there is a very realistic chance that they 
  provoke a war they cannot win. Since their military is 
  on par with that of Earth and Tallin, that seems like a 
  remote possibility. It is worth noting that the former 
  Stellar Imperium is just a small section of a largely 
  undiscovered galaxy, and there is a definite chance that 
  other powerful groups exist beyond frontier space.
  Members: Lamog’s long-standing propaganda among 
  its own people is that there is no honor greater than 
  serving in the Star Navy. Members come from all 
  
  77
  sorts of backgrounds, though the military is selective 
  about who they accept. They mainly look for intelligent 
  individuals for officers while they want tough people 
  who can follow orders without question for the various 
  branches of trained warriors. 
  Benefits of Membership: Since Lamogos is a socialist 
  government, their only status is determined by rank and 
  achievement. As there is no greater honor than to serve 
  Lamog’s interests, veterans of the Stellar Navy are given 
  a great deal of respect and status, second only to their 
  political leadership.
  Relations: To say that the Lamogos Star Navy isn’t 
  well regarded by other organizations would be an 
  understatement. However, since they possess more 
  raw power than most others, the best anyone can hope 
  for is to simply stay out of their way. The Interstellar 
  Intelligence sometimes manages to use some leverage 
  againstg them due to the sheer amount of information it 
  possesses. However,  they rarely play this card since the 
  Lamogos have information on a number of their agents 
  that are in the field and could jeopardize several of their 
  critical missions.
   Native 
  Atmospheric 
  Solutions
  Because Relarrans 
  are the only major 
  spacefaring race 
  that requires a water 
  atmosphere, they have 
  become the foremost 
  experts on creating 
  protective suits for species that must venture out of their 
  native environment.
  History: The Relarrans are an intelligent aquatic 
  species that found their way to the stars long before 
  Humans did. Their special atmospheric needs gave rise 
  to the creation of Native Atmospheric Solutions, which 
  is a company that manufactures suits for a number of 
  different environments. Originally, they had a different 
  suit for oxygen atmospheres than they did for the 
  vacuum of space, but they soon combined the two and 
  made them compatible with atmospheres composed of 
  other gasses. 
  When the Relarrans encountered the Humans, they 
  believed that they could make lighter-weight space 
  suits for the Humans. After this became a highly 
  successful endeavor for them, they began making 
  environmental suits for other species. Now, hundreds 
  of years later, they are now the single-successful 
  manufacturer of atmospheric suits in the known galaxy.
  Agenda: The Relarrans are strongly motivated by profit, 
  and this endeavor is no different. To maximize profits, 
  thier suits have a maximum lifespan of approximately 
  six years and include a complex alarm system to let the 
  owner know that they need to replace theirs before a 
  major failure occurs. They also release new upgraded 
  models of all lines they sell every solar year. Since 
  the rate of failure with non-Relarran produced suits is 
  higher, they maintain the appearance of manufacturing 
  premium quality environment suits, even though they 
  know that they could manufacture suits that last five 
  times as long. 
  Leadership: As with all corporations, Native 
  Atmospheric Solutions is run by a board of directors. 
  The current Chief Executive Officer is a Relarran with 
  a great deal of past business successes whose name 
  roughly translates to CH’Klittkik. The company has been 
  quite profitable in the post-Imperium galaxy under his 
  guidance.
  Members: The vast majority of the members of this 
  corporation are citizens and scientists who either 
  work in research and development, manufacturing, or 
  corporate administration. This is one of the primary 
  Relarran-employing companies, so embarking upon a 
  career here is highly competitive and they always hire 
  the most-talented individuals. 
  Benefits of Membership: The greatest benefit of 
  working for Native Atmospheric Solutions is that it 
  pays better than most other companies by an order of 
  magnitude. Any Relarran, no matter what part of the 
  business it works for, has achieved a level of status 
  that is higher than most others in the community. The 
  company also provides superior health benefits, a 
  quality retirement plan, and six weeks of vacation per 
  solar year.
  Relations: Most other organizations are on excellent 
  terms with this corporation. They have included 
  autodestruct programming in their suits for those 
  who attempt to reverse engineer the suits, which has 
  sparked annoyance with some companies. Aside from 
  learning their basic material components, no company 
  has managed to reverse-engineer their suits.
   Psi-Assembly
  The Psi-Assembly began 
  as a Relarran organization, 
  though it has since spread 
  to the remaining races of the 
  known galaxy.
  History: The Psi-Assembly 
  was originally created 
  because the Relarrans 
  
  78
  discriminated against the members of their society that 
  showed signs of possessing psionic powers. In time, a 
  large group of Psionicists formed an organization and 
  began pushing for political change. They achieved 
  their goal of equality many generations ago, but the 
  organization remained intact to ensure that they do not 
  slide back after making so many gains.
  When the Relarrans joined the galactic society, they 
  found that they were not the only race to possess 
  psionic powers. Many other species either feared their 
  psionic members or their governments exploited their 
  powers for their own gain. Many of them decided to join 
  the Psi-Assembly when they became aware of it. Over 
  time, the organization left behind its roots on Relar and 
  became a true interstellar organization.
  Agenda: The Psi-Assembly’s primary stated goal is to 
  protect the rights of psionicists on all worlds. When they 
  see an injustice taking place against psionic-capable 
  individuals, they bring the weight of the organization 
  down on that world until changes are made to end the 
  discrimination. They normally work within the legal 
  realm to accomplish their goals, however, they have 
  employed mercenary companies in the past to go to 
  war with the governments that refused to comply with 
  their wishes. Many believe that the Psi-Assembly is not 
  simply interested in equality, but are more interested in 
  establishing their superiority over others and using it to 
  place them in positions of leadership and power.
  Leadership: The Psi-Assembly is run by a complex 
  bureaucracy that is intended to be difficult for non-
  members to navigate while being completely irrelevant 
  to members. The decision to take action in any given 
  case comes from a consensus among members, not the 
  so-called leadership. The primary role of the leadership 
  is to issue statements, allocate funds, and maintain 
  records. Very few of them have strong psionic talent.
  Members: The members of the Psi-Assembly come 
  from a myriad worlds and species. Most species, 
  both major and minor, have some members in the 
  organization. The two notable exceptions are the Gaieti, 
  and the R’Tillek. 
  Benefits of Membership: The Psi-Assembly provides 
  legal representation to any of its members that they 
  perceive are being unfairly treated due to their psionic 
  abilities. They have a large, well-funded lobbying arm, 
  which is quite effective in most of their efforts. Another, 
  less obvious benefit is that as they become better 
  connected, they are more likely to land prestigious 
  positions. The Psi-Assembly likes to see their members 
  in positions of power, so they help this along whenever 
  an opportunity presents itself. The disadvantage to 
  this is that many psionic politicians feel that they are 
  beholden to the organization that placed them in power. 
  The few psionic capable individuals who have been 
  elected and then decide to distance themselves from 
  the organization for political reasons have a tendency 
  to suffer unforeseen “accidents.”
  Relations: Most worlds and organizations are 
  somewhat afraid of the Psi-Assembly. There is a lot 
  of misinformation about psionic-capable individuals, 
  such as the notion that they can automatically scan a 
  person’s mind by simply being in their presence and 
  then proceed to probe for weaknesses, or unearth 
  regrettable actions from their past that they can 
  exploit. Often, when governments discover that the Psi-
  Assembly has taken an interest in their world, they skip 
  the legal proceedings and simply go to the organization 
  to find out how to resolve the situation. Criminal 
  organizations employ few (if any) known psionicists 
  because they fear that such individuals could discover 
  secrets that could harm them. The Archaeological 
  Expedition Corps and the Guardians of the Light not 
  only like to employ psionicists, but go so far as to 
  consult the organization for a recommendations on the 
  best candidates.
   Tallinite 
  Collective Forces
  The Tallinite Collective 
  Forces are the military 
  organization that protects 
  the world of Tallin. This 
  organization is strictly on a 
  defensive footing, so it does 
  not send ships outside of 
  its territory unless invited 
  or provoked. There have been cases in the past where 
  non-Tallinites have attacked Tallinite worlds that in-turn 
  asked them for help, and the homeworld has responded 
  by extending Tallinite protection to those worlds until 
  the crisis has passed.
  History: Tallin had always maintained a relatively small 
  military, however this changed when Earth first when 
  to war against Lamog. At that time, they felt that the 
  conflict could spill into their region of space and that 
  they should be prepared to deal with any threats that 
  arose. To this end they constructed a fleet of military 
  ships that maintained a defensive posture around 
  the planet. When the Stellar Imperium formed, Tallin 
  joined the Earth and Lamog as the largest financial 
  contributors to the government. This contribution 
  includes an enormous number of credits that were 
  dumped into the military. When the Imperium fell, the 
  Tallinites claimed roughly thirty percent of the ships 
  that were still in working order and added them to their 
  local forces. Today they have the third largest military, 
  and stand ready to defend against nearly every 
  
  79
  imaginable threat. Like the others, however, their main 
  concern is a R’Tillek incursion.
  Agenda: The Tallinite Collective Forces exist to defend 
  Tallin and occasionally, other Tallinite worlds. During 
  times of conflict with other Tallinite colonies, they also 
  employ their military to defeat their Tallinite enemies. 
  They do not use the threat of military action as a means 
  of persuading the species from other worlds to bend 
  to their demands unless those demands are to simply 
  leave their space.
  Leadership: Each of the queens on Tallin has a stake in 
  controlling the Tallinite Collective Forces. They agree 
  on the primary function of their military, so the main 
  thing that they must deal with is how much funding 
  comes from each of their colonies. The amount changes 
  from year to year as the colony sizes increase or 
  decrease, but these changes are rarely drastic.
  Members: Almost all members of the Tallinite 
  Collective forces are Tallinites. There are a few 
  members of other species who served aboard Tallinite 
  ships during the Stellar Imperium, and a few of them 
  have remained with them, but their numbers are small. 
  Tallinites that go into the military were bred to do so, so 
  they normally serve for life or until they have become 
  too injured to continue with this line of work.
  Benefits of Membership: As with all Tallinite 
  vocations, the benefits of membership are simply that 
  they are doing the career they were born to do. The 
  general population does not give them any more or less 
  respect than they do any other profession.
  Relations: The Tallinite Collective Forces are on good 
  terms with most other governments and organizations, 
  although the queens have issued statements that they 
  may step in and act as peace-keepers should Earth 
  and Lamog go to war against one another. They also 
  aggressively patrol their space for raiders and destroy 
  them when necessary. Despite their hard line, many 
  raiders take their chances anyway. 
   Tribes of the 
  R’Tillek
  The Tribes of the R’Tillek 
  represent the single 
  largest threat facing the 
  known galaxy. Neither the 
  Interstellar Intelligence or 
  the Guardians of the Light have been able to determine 
  where the R’Tillek originate from, or even if they still 
  have a homeworld.
  History: The Tribes of the R’Tillek were first 
  encountered by the Stellar Imperium in 2662 when the 
  Imperium investigated a previously unexplored cluster 
  of stars. In their arrogance, they assumed that the 
  R’Tillek possessed weaker technology and attempted 
  to enslave them, just as they had so many other minor 
  races. Over time, they found that not only were the 
  R’Tillek more technologically advanced than they had 
  anticipated, but that they were also a cold, vengeful 
  race that would not be satisfied until their enemies were 
  not just defeated, but destroyed.
  Agenda: One of the few facts about the R’Tillek that 
  has recently come to light is that they go from system 
  to system, find inhabited worlds, strip them of their 
  resources, then move on to do this to other worlds, 
  leaving the native populations to cope after their worlds 
  have been devastated. Many have guessed that they 
  do this because they must consume massive quantities 
  of resources to keep their civilization going. However,  
  others have suggested that this is a method of keeping 
  the populations of other worlds from becoming threats, 
  by effectively halting their progress. Many scholars 
  point to the way the IC treated the Farradin after they 
  had defeated them as an example of how this works.
  Leadership: Each of the massive tribe-ships functions 
  as its own political entity. During the war, some of 
  these ships were disabled, their crews captured, and 
  they were subjected to physical, chemical, and mental 
  torture in an effort to obtain more information about 
  their species and their leadership structure. These 
  efforts proved futile, as the R’Tillek refused to give up 
  any information and had high pain thresholds, holding 
  out until they passed out from the pain or died from the 
  stress to their systems. Likewise, their brains appeared 
  not to function in the same way as most other species 
  because attempts to psionically probe their minds 
  proved futile.
  Members: The best theory is that all R’Tillek live on 
  one tribe ship or another since attempts to find their 
  homeworld have met with failure. All members of this 
  lizard-like race that have ever been encountered were 
  fierce combatants, so many assume that they are either 
  born with a natural competency for combat, or all tribal 
  members are put through training.
  Benefits of Membership: It would appear that all 
  R’Tillek are tribal members, and the only tangible 
  benefit is that they fit into their spaceborne society.
  Relations: All organizations of the known galaxy consider 
  the R’Tillek to be enemies, though only the most powerful 
  governments stand a chance of repelling them.
  
  80
   Enemies and Allies
  The following statistics are pre-generated enemies or allies that the characters might encounter in their 
  adventures. The referee may use them to flesh-out random locations, provide challenges on the fly, or add backup 
  for the party. There is no way that a book of this size can cover all of the possible combinations and levels, so the 
  attempt was made to provide the referee with the ones that will be the most valuable. These can be fine-tuned by 
  adjusting their abilities, skills, or equipment.
  Character 
   
  Career Path 
  Strength 
  Dexterity 
  Endurance 
  Intelligence 
  Education 
  Social Standing
  Earth Defense Force Soldier 
  Army (infantry) 
  2 
   
  9 
   
  7 
   
  7 
   
   
  6 
   
  8 
   
  9
  Drive 1, Melee (bludgeon) 1, Athletics (co-ordination) 1, Gun Combat (energy rifle) 1, Recon 1
  Light Combat Armor (8), blaster (4d6), hand computer, vibroblade (3d6+4)
  Experienced Earth Defense Force Soldier  
  Army (infantry)
   4 
   
  9 
   
  9 
   
  8 
   
   
  6 
   
  8 
   
  9
  Athletics (endurance) 1, Athletics (co-ordination) 1, Gun Combat (energy rifle) 2,  Melee (unarmed) 1, 
  Leadership 2, Recon 2, Sensors 1, Vacc Suit 1 Land warrior armor (16), submachine blaster (4d6+2), hand 
  computer, vibroblade (3d6+4)
  Earth Defense Force Officer
  Naval (flight) 
  2 
   
  6 
   
  8 
   
  7 
   
   
  8 
   
  10 
   
  10
  Astrogation 2, Computers 1, Diplomat 1, Pilot (spacecraft) 2, Leadership 1, Vacc Suit 0, Comms 2, Sensors 2, Gun 
  Combat (energy pistol) 1, Melee (small blade) 1, Tactics (naval) 2, Holdout laser (3d6), dagger (1d6+2), flak 
  jacket (6), hand computer
  Experienced Earth Defense Force Officer  
  Naval (flight) 
  4 
   
  8 
   
  8 
   
  7 
   
   
  9 
   
  11 
   
  12
  Astrogation 2, Computers 1, Diplomat 1, Pilot (spacecraft) 2, Leadership 1, Vacc Suit 0, Comms 2, Sensors 2, Gun 
  Combat (energy pistol) 1, Melee (small blade) 1, Tactics (naval) 2, Land warrior armor (16), blaster (4d6+2), 
  dagger (4d6+2), hand computer
  Low-Level Raider 
   
  Rogue (pirate)
  2   
   
  7  
   
  8  
   
  7  
   
   
  7   
   
  6  
                 5
  Stealth 2, Melee (unarmed) 1, Gun Combat (energy pistol) 1, Pilot (spacecraft) 1, Astrogation 1
  blaster (4d6), Cosh (1d6), flak jacket (6)
  
  81
  Experienced Raider  
  Rogue (pirate) 
  4   
   
  9  
   
  8  
   
  7  
   
   
  8   
   
  6  
                 5
  Stealth 2, Melee (unarmed) 3, Gun Combat (energy pistol) 3, Pilot (spacecraft) 3, Astrogation 3, Vacc Suit 2
  blaster (4d6+2), Cosh (1d6), flak jacket (6)
  Lamogos Star Navy Soldier 
  Naval (flight) 
  1 
   
  6 
   
  9 
   
  8 
   
   
  6 
   
  8 
   
  8
  Pilot (spacecraft) 1, Vacc Suit 1, Sensors 1, Gun Combat (energy rifle) 2, Gunner (turret) 2, Melee (bludgeon) 1, 
  Tactics (naval) 1,  Land Warrior Armor (16), gas mask and helmet, submachine blaster (4d6+3), Concussion Rod 
  (2d6+3)
  Experienced Lamogos Star Navy Soldier 
  Naval (flight) 
  3 
   
  8 
   
  10 
   
  8 
   
   
  6 
   
  8 
   
  8
  Pilot (spacecraft) 3, Vacc Suit 2, Sensors 3, Comms 2, Gun Combat (energy rifle) 4, Gunner (turret) 2, Melee 
  (bludgeon) 2, Tactics (naval) 3, Land Warrior Armor (16), submachine blaster (4d6+3), Concussion Rod (2d6+3)
  Interstellar Intelligence Agent
  Agent (intelligence) 
  3 
   
  7 
   
  12 
   
  9 
   
   
  10 
   
  8 
   
  13
  Investigate 2, Recon 2, Gun Combat (energy pistol) 3, Comms 2, Stealth 2, Persuade 1, Deception 2
  Blaster (4d6+3), dagger (1d6+2), Silent Suit (8)
  Smuggler 
   
  Merchant (trader)
   2  
   
  6  
   
  7  
   
  7  
   
   
  8  
   
  9  
                  7
  Admin 0, Broker 2, Gun Combat (energy pistol) 1, Pilot (spacecraft) 3, Persuade 2, Streetwise 2.
  Comm, Free Trader
  Blaster (4d6+2), dagger (1d6+2), mesh (2)
  Experienced Smuggler 
  Merchant (trader) 
  2  
   
  6  
               9  
   
  7  
   
   
  10  
   
  9  
                   8
  Admin 1, Athletics 1, Broker 4, Gun Combat (energy pistol) 3, Melee 2, Pilot (spacecraft) 4, Persuade 3, Stealth 1, 
  Streetwise 3., Comm, Free Trader, Heavy Blaster (4d6+4), dagger (1d6+2), flak jacket (6)
  
  Starships
  82
  Lamogos Captain Anteus Silinovic stood on the bridge 
  nervously, trying to keep from pacing. The battle on 
  the view screen was not going well against the three 
  Human battle cruisers and he was considering giving 
  the order to jump out of the battle so they could repair 
  their damage. Cowardice! He chided himself. With the 
  support ships they had at their disposal, it was only 
  a matter of time before their enemies were crushed. 
  “Bring the ship around and fire all meson cannons at 
  the nearest cruiser!”
  “Sir, we have fires on four decks and damage control 
  hasn’t had a chance to repair the hull,” one of his 
  lieutenants complained.
  “You have your orders,” Anteus snapped.
  The lieutenant began to carry out his order when the 
  forward sensors operator interrupted, “Sir, there’s a 
  fighter coming in towards the bridge, collision course!”
  Anteus was about to order the gunner to ensure that the 
  point defense systems were online when the bridge 
  suddenly exploded and became engulfed in flame, 
  which was quickly extinguished by the vacuum of space.
  The following starships were the most commonly 
  produced designs during the reign of the Stellar 
  Imperium, and are still in widespread use. At the fall of 
  the Stellar Imperium, there were military ships scattered 
  throughout known space. In most cases, the governments 
  of their assigned star systems appropriated these ships. 
  There were some cases where captains chose to break 
  free of their assigned systems and join the governments 
  of their home species, but this was a fairly unusual event. 
  There are also a number of military vessels that went 
  rogue when the Stellar Imperium fell, and have since 
  been pursuing their own agendas.
  Note that the statistics and images associated with these 
  starships are baseline only. While military vessels rarely 
  
  83
  stray from the baseline, it is normal for smaller civilian 
  ships to swap out equipement and make additions and 
  subtractions. For this reason, most civilian ships have their 
  own distinctive appearances and markings. It is also worth 
  noting that the ships in this section are a sampling of the 
  most popular craft. There are thousands of other ship 
  designs in circulation throughout known space and referees 
  are encouraged to import ships from other sources.
   FAST FREIGHTER
  Fast freighters are commercial starships generally 
  employed in frequent runs, such as delivering supplies 
  to small outposts and bases, or occasional runs of high-
  bulk cargo, such as heavy machinery or vehicles. Fast 
  freighters often carry some minor defensive armament.
  Fast Freighter
  Tons
  Price (Mcr)
  Hull
  500
  Hull 10
  32
  Streamlined
  Structure 10
  3.2
  Armour
  None
  Jump Drive
  E
  Jump 2
  30
  50
  Manoeuvre Drive
  H
  Thrust 3
  15
  32
  Power Plant
  H
  25
  64
  Bridge
  20
  2.5
  Computer
  Model 1 bis
  Rating 5 (10 for jump control)
  0.045
  Electronics
  Basic Civilian
  DM -2
  1
  0.05
  Weapons
  Hardpoint #1
  Double Turret (pulse laser / sandcaster)
  1
  1.25
  Hardpoint #2
  Double Turret (pulse laser / sandcaster)
  1
  1.25
  Fuel
  116 tons
  One Jump-2, two weeks of operation
  116
  Cargo
  248 tons
  248
  8 Staterooms
  32
  4
  10 Low Berths
  5
  1
  Extras
  Grappling Arm
  2
  1
  8 Escape Pods
  4
  0.8
  Software
  Manoeuvre/0
  Jump Control/2
  Rating 10
  0.2
  Library
  Maintenance Cost (monthly)
  0.01
  Life Support Cost (monthly)
  0.019
  Total Tonnage & Cost
  500
  173.97
  Crew:
  Pilot
  Navigator
  Engineer
  Medic 
  Steward
  2 Gunners (optional)
  
  84
  
  85
   ASSAULT FIGHTER
  The assault fighter is the smallest ship built to stand up in a fight, and is commonly used to get close to larger 
  capital ships, hit them hard, and then escape quickly. They are small, maneuverable, comparatively inexpensive, 
  and if necessary, expendable. In these days, after the fall of the Stellar Imperium, many prefer to travel aboard a 
  personal assault fighter as opposed to taking a shuttle or transport craft.
  Assault Fighter
  Tons
  Price (Mcr)
  Hull
  20 tons
  Hull 0
  1.2
  Streamlined
  Structure 1
  0.12
  Armour
  Crystaliron
  8
  2
  0.48
  Manoeuvre Drive
  sM
  Thrust 12
  7
  4
  Power Plant
  sM
  Rating 12
  5.1
  5
  Bridge
  Cockpit for 1
  1.5
  0.1
  Computer
  Model/2
  Rating 10
  0.16
  Electronics
  Advanced
  DM+1
  3
  0.05
  Weapons
  Single Turret
  Particle Beam
  1
  4
  Fuel
  0.1
  6 hours of operation
  0.1
  Cargo
  0.3
  Software
  Manoeuvre/0
  Library/0
  Evade/1
  Rating 10
  1
  Fire Control/2
  Rating 10
  4
  Total Tonnage & Cost
  20
  18.1
  
  86
  
  87
   CORVETTE
  The corvette serves as both a gunship and fleet escort. Of all the military vessels designed to operate 
  independently in wartime, corvettes are the smallest.
  Corvette
  Tons
  Price (Mcr)
  Hull
  3,200
  Needle / Wedge TL13 hull
  422
  2 sections each
  Hull 40
  Structure 40
  Armour
  Crystaliron
  4 points
  160
  84
  Jump Drive
  Jump-4
  160
  320
  Manoeuvre Drive
  Thrust 3
  TL10 drive
  43.2
  27
  Power Plant
  Rating-4
  96
  240
  Bridge
  32
  32
  Computer
  Core/6
  Rating 70
  50
  Electronics
  Advanced
  Enhanced Signal Processing
  5
  10
  Weapons
  Bays
  4 x Large Meson Gun 
  TL13
  Long Range
  364
  500
  4 x Large Missile TL8
  304
  120
  Turrets
  20 x Triple Beam Laser 
  TL11
  Very High 
  Yield
  20
  150
  20 x Triple Sandcaster
  20
  53
  Ammunition
  960 missiles
  80
  600 sandcaster barrels
  30
  Fuel
  1,408 tons
  One Jump-4, four weeks of operation
  1,408
  Cargo
  47 tons
  47
  73 Staterooms
  292
  36.5
  0 Low Berths
  Extras
  Briefing Room
  4
  1
  Repair Drones
  32
  6
  7 armouries
  14
  3.5
  73 Escape Pods
  36.5
  7.3
  Craft
  Pinnace
  full scale hanger
  52
  22.511
  Software
  Manoeuvre/0
  Intellect
  Rating 10
  1
  Jump Control/4
  Rating 20
  Evade/3
  Rating 25
  3
  Fire Control/5
  Rating 25
  10
  Auto-Repair/1
  Rating 10
  5
  Library
  Maintenance Cost (monthly)
  0.16
  Life Support Cost (monthly)
  0.21
  Total Tonnage & Cost
  3,200
  1,893.61
  
  88
  Department
  Crew
  Crew Damage Track
  Command
  13
  Dead (-)
  Engineering
  3
  Survivors (-4)
  Gunnery
  56
  Skeleton (-2)
  Flight
  3
  Half (-1_
  Troops
  50
  Weakened
  Service
  7
  Full - Starting Position
  Frozen Watch
  Battle
  Total
  132
  Overstrength
  Passenger Staterooms
  5
  Massively Overstrength
  Low Berth Passengers
  0
  Engineering
  Forward
  Hull
  40
  40
  Structure
  40
  40
  Roll
  External
  Internal
  External
  Internal
  2
  Hull
  Crew
  Hull
  Crew
  3
  Hull
  Jump Drive
  Hull
  Hanger
  4
  Manoeuvre Drive
  Power Plant
  Sensors
  Spinal Mount
  5
  10 x Beam Laser 
  Turrets
  4 x Large Meson Gun 
  Bays
  10 x Beam Laser Turrets
  4 x Large Missile Bays
  6
  Hull
  Structure
  Hull
  Structure
  7
  Armour
  Hold
  Armour
  Hold
  8
  Hull
  Structure
  Hull
  Structure
  9
  10 x Sandcaster 
  Turrets
  Fuel
  10 x Sandcaster Turrets
  Fuel
  10
  Manoeuvre Drive
  Jump Drive
  Hull
  Computer
  11
  Hull
  Power Plant
  Hull
  Bridge
  12
  Hull
  Critical
  Hull
  Critical
  
  89
  
  90
   DESTROYER
  Destroyers take their name from the torpedo-boat destroyers of the late 19th century Earth. They are integral 
  to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with 
  missiles useful against much larger ships. A destroyer is usually about 150 to 200 meters long and displaces about 
  8,000 tons. It carries a crew of 450.
  Destroyer
  Tons
  Price (Mcr)
  Hull
  8,000
  Needle / Wedge TL13 hull
  1,056
  3 sections each
  Hull 59
  Structure 59
  Armour
  Crystaliron
  4 points
  400
  211.2
  Jump Drive
  Jump-4
  400
  800
  Manoeuvre Drive
  Thrust 2
  TL9 drive
  90
  56
  Power Plant
  Rating-4
  240
  600
  Bridge
  80
  80
  Computer
  Core/6
  Rating 70
  50
  Electronics
  Advanced
  Enhanced Signal Processing
  5
  10
  Weapons
  Bays
  10 x Large Particle Beam 
  TL10
  Variable 
  Range
  1,010
  500
  5 x Large Missile Bay TL9
  380
  150
  Grappling Bay
  51
  Turrets
  40 x Triple Beam Laser
  40
  160
  40 x Triple Sandcaster
  40
  70
  Screens
  Level 2 Nuclear Damper TL13
  54
  88
  Level 2 Meson Screen TL13
  108
  176
  Ammunition
  1,200 missiles
  100
  1,200 sandcaster barrels
  60
  Fuel
  3,520 tons
  One Jump-4, four weeks of operation
  3,520
  Cargo
  146 tons
  146
  223 Staterooms
  892
  112
  0 Low Berths
  Extras
  Briefing Room
  4
  0.5
  Repair Drones
  80
  16
  29 armouries
  58
  14.5
  223 Escape Pods
  111.5
  22.3
  Craft
  Boarding Craft
  Full-scale hanger
  78
  70.09
  Pinnace
  52
  22.511
  Software
  Manoeuvre/0
  Intellect
  Rating 10
  1
  Jump Control/4
  Rating 20
  Evade/3
  Rating 25
  3
  Fire Control/5
  Rating 25
  10
  Auto-Repair/1
  Rating 10
  Library
  Maintenance Cost (monthly)
  0.3209
  Life Support Cost (monthly)
  0.654
  Total Tonnage & Cost
  8,000
  3,850.97
  
  91
  Department
  Crew
  Crew Damage Track
  Command
  11
  Dead (-)
  Engineering
  8
  Survivors (-4)
  Gunnery
  130
  Skeleton (-2)
  Flight
  6
  Half (-1)
  Troops
  250
  Weakened
  Service
  16
  Full - Starting Position
  Frozen Watch
  Battle
  Total
  421
  Overstrength
  Passenger Staterooms
  10
  Massively Overstrength
  Low Berth Passengers
  0
  Engineering
  Main
  Forward
  Hull
  59
  59
  59
  Structure
  59
  59
  59
  Roll
  External
  Internal
  External
  Internal
  External
  Internal
  2
  Hull
  Crew
  Hull
  Crew
  Hull
  Crew
  3
  Hull
  Jump 
  Drive
  Hull
  Nuclear Damper
  Hull
  Meson Screen
  4
  Manoeuvre 
  Drive
  Power 
  Plant
  Sensors
  Spinal Mount
  Boarding 
  Craft
  Spinal Mount
  5
  20 x Beam 
  Laser Turrets
  Fuel
  20 x Beam 
  Laser Turrets
  5 x Large Particle 
  Beam Bays
  20 x 
  Sandcaster 
  turrets
  5 x Large Particle 
  Beam Bays
  6
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  7
  Armour
  Hold
  Armour
  Hold
  Armour
  Hold
  8
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  9
  20 x 
  Sandcaster 
  Turrets
  Fuel
  Hull
  5 x Large Missile 
  Bays
  Hull
  Grappling Bay
  10
  Manoeuvre 
  Drive
  Jump 
  Drive
  Hull
  Hanger
  Hull
  Computer
  11
  Hull
  Power 
  Plant
  Hull
  Bridge
  Hull
  Structure
  12
  Hull
  Critical
  Hull
  Critical
  Hull
  Critical
  
  92
  
  93
  
  94
  
  95
   HAULER
  The hauler is a space-going tug that drags heavy, non-powered loads and modular cargo containers, though they 
  have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the 
  expense of crew quarters and armaments.
  Hauler
  Tons
  Price (Mcr)
  Hull
  6,000 tons
  Close Structure
  540
  2 sections each
  Hull 60
  Structure 60
  Armour
  None
  Jump Drive
  Jump-3
  240
  480
  Manoeuvre Drive
  Thrust 1
  60
  30
  Power Plant
  Rating-3
  150
  300
  Bridge
  30
  30
  Computer
  Core/5
  Rating 60
  30
  Electronics
  Basic Civilian
  DM -2
  1
  0.05
  Weapons
  Turrets
  10 x Triple Beam Laser
  10
  40
  10 x Triple Pulse Laser
  10
  25
  Fuel
  1,900 tons
  One Jump-3, four weeks of 
  operation
  1,900
  Cargo
  Modular Cargo Hold
  3,000 tons
  3,000
  225
  Cargo
  343.5
  22 Staterooms
  88
  11
  0 Low Berths
  Extras
  Grappling Arm
  2
  1
  Repair Drones
  60
  12
  Armoury
  2
  0.5
  27 Escape Pods
  13.5
  2.7
  Craft
  1 90 ton Shuttle
  90
  28.827
  Software
  Manoeuvre/0
  Intellect
  Rating 10
  1
  Jump Control/3
  Rating 15
  Evade/2
  Rating 15
  2
  Fire Control/2
  Rating 10
  4
  Auto-Repair/1
  Rating 10
  5
  Library
  Maintenance Cost (monthly)
  13.26
  Life Support Cost (monthly)
  0.056
  Total Tonnage & Cost
  6,000
  1,591.27
  
  96
  Department
  Crew
  Crew Damage Track
  Command
  6
  Dead (-)
  Engineering
  3
  Survivors (-4)
  Gunnery
  4
  Skeleton (-2)
  Flight
  3
  Half (-1_
  Troops
  0
  Weakened - Starting Position
  Service
  10
  Full
  Frozen Watch
  Battle
  Total
  26
  Overstrength
  Passenger Staterooms
  8
  Massively Overstrength
  Low Berth Passengers
  0
  Engineering
  Forward
  Hull
  Structure
  Roll
  External
  Internal
  External
  Internal
  2
  Hull
  Crew
  Hull
  Crew
  3
  Hull
  Jump Drive
  Hull
  Crew
  4
  Manoeuvre Drive
  Power Plant
  Sensors
  Computer
  5
  10 x Beam Laser Turrets
  Fuel
  10 x Pulse Laser Turrets
  Fuel
  6
  Hull
  Structure
  Hull
  Structure
  7
  Armour
  Hold
  Armour
  Hold
  8
  Hull
  Structure
  Hull
  Structure
  9
  10 x Beam Laser Turrets
  Structure
  10 x Pulse Laser Turrets
  Structure
  10
  Manoeuvre Drive
  Jump Drive
  Hull
  Structure
  11
  Hull
  Power Plant
  Hull
  Crew
  12
  Hull
  Critical
  Hull
  Critical
  
  97
  
  98
  
  99
  
  100
   CRUISER
  The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying 
  mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific 
  tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months 
  on end. A cruiser hull could serve equally well as an escort carrier or assault transport.
  Cruiser
  Tons
  Price (Mcr)
  Hull
  28,800
  Standard
  2,880
  3 sections each
  Hull 192
  Structure 192
  Armour
  Crystaliron
  8 points
  2,880
  576
  Radiation Shielding
  +6 armour against radiation
  7,200
  Jump Drive
  Jump-4
  1,440
  2,880
  Manoeuvre Drive
  Thrust 2
  TL9
  324
  203
  Power Plant
  Rating-4
  864
  2,160
  Bridge
  432
  432
  Computer
  Core/6 fib x2
  Rating 70 (hardened versus EMP)
  150
  Electronics
  Advanced
  DM +1
  2
  Weapons
  Spinal Mount
  Particle type E 420 Damage TL13
  3,600
  2,520
  Penetration rating IV
  Bays
  10 x Large Meson Gun TL13
  760
  1,250
  11520
  5 x Large Missile Bay TL10
  380
  150
  5 x Large Fusion Bay TL13
  455
  88
  10 x Ortillery Railgun Bay TL11
  375
  375
  1 Grappling Bay
  51
  Turrets
  80 x Triple Pulse Laser
  80
  320
  80 x Triple Sandcaster
  80
  140
  10 x Torpedo Barbette TL11
  46
  37.5
  Screens
  Level 2 Nuclear Damper TL13
  54
  88
  Level 2 Meson Screen TL13
  108
  176
  Ammunition
  1,200 missiles
  100
  50 torpedoes
  125
  2,400 sandcaster barrels
  120
  Fuel
  13,248 tons
  One Jump-4, six weeks of 
  operation
  13,248
  Cargo
  Modular Cargo Hold 100 tons
  100
  10
  Cargo
  262 tons
  262
  454 Staterooms
  1,816
  227
  0 Low Berths
  
  101
  Extras
  Probe Drones (10)
  2
  1
  Repair Drones
  288
  58
  57 armouries
  114
  28.5
  8 briefing rooms
  32
  4
  4 laboratories
  16
  4
  454 escape pods
  227
  45.4
  Luxuries
  5
  0.5
  Craft
  Pinnace
  full scale hangar
  52
  22.511
  Boarding Craft
  full scale hangar
  78
  71.89
  Modular Cutter
  full scale hangar
  65
  22.458
  5 Assault Fighter
  full scale hangar
  130
  96.5
  Bomber
  full scale hangar
  91
  93.45
  Software
  Manoeuvre/0
  Intellect
  Rating 10
  1
  Jump Control/4
  Rating 20
  Evade/3
  Rating 25
  3
  Fire Control/5
  Rating 25
  10
  Auto-Repair/2
  Rating 20
  10
  Library
  Maintenance Cost (monthly)
  167.52
  Life Support Cost (monthly)
  1.337
  Total Tonnage & Cost
  28,800
  20,102.23
  Department
  Crew
  Crew Damage Track
  Command
  14
  Dead (-)
  Engineering
  27
  Survivors (-4)
  Gunnery
  276
  Skeleton (-2)
  Flight
  17
  Half (-1_
  Troops
  500
  Weakened
  Service
  29
  Full - Starting Position
  Frozen Watch
  Battle
  Total
  863
  Overstrength
  Passenger Staterooms
  20
  Massively Overstrength
  Low Berth Passengers
  0
  Cruiser
  Tons
  Price (Mcr)
  
  102
  Engineering
  Main
  Forward
  Hull
  192
  192
  192
  Structure
  192
  192
  192
  Roll
  External
  Internal
  External
  Internal
  External
  Internal
  2
  Hull
  Crew
  Hull
  Crew
  Hull
  Crew
  3
  Hull
  Jump Drive
  Hull
  Spinal Mount
  Hull
  Spinal 
  Mount
  4
  Manoeuvre Drive
  Power Plant
  Sensors
  Computer
  Boarding 
  Craft
  Hanger
  5
  40 x Pulse Laser 
  Turrets
  10 x Large 
  Meson Gun Bays
  40 x Pulse 
  Laser Turrets
  5 x Large 
  Missile Bays
  40 x 
  Sandcaster 
  Turrets
  5 x Large 
  Fusion Bays
  6
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  7
  Armour
  Hold
  Armour
  Hold
  Armour
  Hold
  8
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  9
  40 x Sandcaster 
  Turrets
  Fuel
  Hull
  10 x Ortillery 
  Railbun Bays
  Hull
  Grappling 
  Bay
  10
  Manoeuvre Drive
  Jump Drive
  5 x Assault 
  Fighters
  Bridge
  Bomber
  Structure
  11
  Hull
  Power Plant
  Hull
  Meson Screen
  Hull
  Nuclear 
  Damper
  12
  Hull
  Critical
  Hull
  Critical
  Hull
  Critical
  
  103
  
  104
  
  105
  
  106
  
  107
  
  108
   STRIKE CRUISER
  These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier 
  warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser 
  is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.
  Strike Cruiser
  Tons
  Price (Mcr)
  Hull
  38,000
  Standard
  3,800
  4 sections each
  Hull 190
  Structure 190
  Armour
  Crystaliron
  8 points
  3,800
  1,520
  Jump Drive
  Jump-4
  1,900
  3,800
  Manoeuvre Drive
  Thrust 3
  TL 10 drive
  513
  320.625
  Power Plant
  Rating-4
  1,140
  2,850
  Bridge
  760
  760
  Command Bridge
  320
  480
  Computer
  Core/6 fib
  Rating 70 (hardened versus EMP)
  75
  Electronics
  Very Advanced
  Enhanced Signal Processing
  7
  12
  Weapons
  Spinal Mount
  Meson type: B TL 13 300 Damage
  4,800
  4,800
  Penetration Rating II
  Bays
  20 x Large Particle Bay 
  TL10
  Long 
  Range
  1,820
  1,000
  20 x Large Missile Bay TL8
  1,520
  600
  2 x Large Tractor Beam Bay
  202
  Grappling Bay
  51
  Turrets
  180 x Triple Beam Laser
  180
  720
  180 x Triple Sandcaster
  180
  315
  Screens
  Level 2 Nuclear Damper
  80
  100
  Level 2 Meson Screen
  140
  180
  Ammunition
  4,800 missiles
  400
  5,400 sandcaster barrels
  270
  Fuel
  16,720 tons
  One Jump-4, four weeks of operation
  16,720
  Cargo
  532 tons
  532
  459 Staterooms
  1,836
  229.5
  0 Low Berths
  
  109
  Extras
  5 x Briefing Room
  20
  3
  Probe Drones (5)
  1
  0.5
  Repair Drones
  380
  76
  38 armouries
  76
  19
  Luxuries
  5
  0.5
  459 Escape Pods
  229.5
  45.9
  Craft
  Modular Cutter
  Full hanger
  65
  22.458
  Pinnace
  Full hanger
  52
  22.511
  Software
  Manoeuvre/0
  Intellect
  Rating 10
  1
  Jump Control/4
  Rating 20
  Evade/2
  Rating 15
  2
  Fire Control/4
  Rating 20
  8
  Auto-Repair/1
  Rating 10
  5
  Library
  Maintenance Cost (monthly)
  1.63
  Life Support Cost (monthly)
  1.36
  Total Tonnage & Cost
  38,000
  19,590.74
  Department
  Crew
  Crew Damage Track
  Command
  20
  Dead (-)
  Engineering
  37
  Survivors (-4)
  Gunnery
  502
  Skeleton (-2)
  Flight
  6
  Half (-1_
  Troops
  250
  Weakened
  Service
  76
  Full - Starting Position
  Frozen Watch
  Battle
  Total
  891
  Overstrength
  Passenger Staterooms
  10
  Massively Overstrength
  Low Berth Passengers
  0
  Strike Cruiser
  Tons
  Price (Mcr)
  
  110
  Engineering
  Amidships
  Main
  Forward
  Hull
  Structure
  Roll
  External
  Internal
  External
  Internal
  External
  Internal
  External
  Internal
  2
  Hull
  Crew
  Hull
  Crew
  Hull
  Crew
  Hull
  Crew
  3
  Hull
  Jump Drive
  Hull
  Meson 
  Screen
  Hull
  Nuclear 
  Damper
  Hull
  Bridge
  4
  Manoeuvre 
  Drive
  Power Plant
  Sensors
  Spinal 
  Mount
  Hull
  Spinal 
  Mount
  Hull
  Spinal 
  Mount
  5
  45 x Beam 
  Laser Turrets
  10 x Large 
  Particle Bays
  45 x Beam 
  Laser 
  Turrets
  10 x Large 
  Particle 
  Bays
  45 x Beam 
  Laser 
  Turrets
  10 x Large 
  Missile 
  Bays
  45 x Beam 
  Laser 
  Turrets
  10 x Large 
  Missile 
  Bays
  6
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  7
  Armour
  Hold
  Armour
  Hold
  Armour
  Hold
  Armour
  Hold
  8
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  9
  45 x 
  Sandcaster 
  Turrets
  2 x Larege 
  Tractor 
  Beam Bay
  45 x 
  Sandcaster 
  Turrets
  Grappling 
  Bay
  45 x 
  Sandcaster 
  Turrets
  Fuel
  45 x 
  Sandcaster 
  Turrets
  Fuel
  10
  Manoeuvre 
  Drive
  Jump Drive
  Hull
  Computer
  Hull
  Hanger
  Hull
  Structure
  11
  Hull
  Power Plant
  Hull
  Command 
  Bridge
  Hull
  Structure
  Hull
  Structure
  12
  Hull
  Critical
  Hull
  Critical
  Hull
  Critical
  
  111
  
  112
  
  113
  
  114
  
  115
   BATTLESHIP
  The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very 
  maneuverable. Battleships serve as the backbone of any battle fleet.
  Battleship
  Tons
  Price (Mcr)
  Hull
  125,000
  Standard TL14 hull
  15625
  5 sections each
  Hull 625
  Structure 625
  Armour
  Bonded 
  Superdense
  12 points
  6250
  15625
  Jump Drive
  Jump-4
  6250
  12500
  Manoeuvre Drive
  Thrust 2
  1562.5
  781.25
  Power Plant
  Rating-4
  3750
  9375
  Bridge
  3125
  3125
  Command Bridge
  400
  600
  Computer
  Core/ 8 fib x2
  Rating 90
  300
  Electronics
  Very Advanced
  Distributed Arrays
  15
  12
  Weapons
  Spinal Mount
  Meson type: D TL 14 495 Damage
  11200
  11200
  Penetration Rating V
  Bays
  180 x Large Meson Gun Bay 
  TL14
  Variable 
  Range
  16380
  36000
  80 x Large Missile Bay TL9
  4880
  3840
  2 x Large Tractor Beam Bay
  202
  Turrets
  400 x Triple Beam Laser
  400
  1600
  350 x Triple Sandcaster
  350
  962.5
  Screens
  Level 4 Nuclear Damper
  200
  240
  Level 4 Meson Screen
  320
  400
  Ammuniton
  19,200 missiles
  1600
  10,500 Sandcaster Barrels
  525
  Fuel
  55,000 tons
  One Jump-4, four weeks of operation
  55000
  Cargo
  618.6 tons
  618.6
  1,191 Staterooms
  4764
  595.5
  0 Low Berths
  Extras
  Armoured 
  Bulkheads
  for Bridges
  352.5
  70.5
  Drives
  1156.2
  231.24
  Bays
  2146.2
  429.24
  Spinal Mount
  1120
  224
  Screens
  52
  10.4
  Turrets
  75
  15
  6 x Briefing Rooms
  24
  3
  Repair Drones
  1250
  250
  Probe Drones (10)
  2
  1
  87 armouries
  174
  43.5
  
  116
  1,191 Escape Pods
  595.5
  119.1
  Craft
  2 x Boarding Craft
  full scale hanger
  156
  140.18
  2 x Pinnace
  full scale hanger
  104
  45.022
  Software
  Manoeuvre/0
  Intellect
  Rating 10
  1
  Jump Control/4
  Rating 20
  Evade/3
  Rating 25
  3
  Fire Control/5
  Rating 25
  10
  Auto-Repair/2
  Rating 20
  10
  Library
  Maintenance Cost (monthly)
  8.58
  Life Support Cost (monthly)
  3.55
  Total Tonnage & Cost
  125,000
  ########
  Department
  Crew
  Crew Damage Track
  Command
  63
  Dead (-)
  Engineering
  116
  Survivors (-4)
  Gunnery
  1394
  Skeleton (-2)
  Flight
  12
  Half (-1_
  Troops
  500
  Weakened
  Service
  250
  Full - Starting Position
  Frozen Watch
  Battle
  Total
  2335
  Overstrength
  Passenger Staterooms
  20
  Massively Overstrength
  Low Berth Passengers
  0
  Battleship
  Tons
  Price (Mcr)
  
  117
  Amidships
  Main
  Forward
  625
  625
  625
  625
  625
  625
  External
  Internal
  External
  Internal
  External
  Internal
  Hull
  Meson Screen
  Hull
  Command Bridge
  Hull
  Bridge
  Hull
  Crew
  Hull
  Crew
  Hull
  Crew
  Boarding Craft Spinal Mount
  Boarding 
  Craft
  Spinal Mount
  Hull
  Spinal Mount
  100 x Pulse 
  Laser Turrets
  30 x Large Meson Gun 
  Bays
  100 x Pulse 
  Laser Turrets
  30 x Large Meson 
  Gun Bays
  100 x 
  Sandcaster 
  Turrests
  30 x Large meson 
  Gun Bays
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  Armour
  Hold
  Armour
  Hold
  Armour
  Hold
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  Hull
  40 x Large Missile Bay
  Hull
  2 x Large Tractor 
  Beam Bay
  Hull
  Fuel
  Hull
  Computer
  Hull
  Hanger
  Hull
  Hanger
  Hull
  Structure
  Hull
  Structure
  Hull
  Crew
  Hull
  Critical
  Hull
  Critical
  Hull
  Critical
  Engineering
  Aft
  Hull
  625
  625
  Structure
  625
  625
  Roll
  External
  Internal
  External
  Internal
  2
  Hull
  Crew
  Hull
  Nuclear Damper
  3
  Hull
  Jump Drive
  Hull
  Crew
  4
  Manoeuvre Drive
  Power Plant
  Sensors
  Spinal Mount
  5
  100 x Pulse Laser 
  Turrets
  30 x Large Meson Gun 
  Bays
  100 x Pulse Laser 
  Turrets
  30 x Large Meson Gun 
  Bays
  6
  Hull
  Structure
  Hull
  Structure
  7
  Armour
  Hold
  Armour
  Hold
  8
  Hull
  Structure
  Hull
  Structure
  9
  100 x Sandcaster 
  Turrets
  30 Large Meson Gun Bays 100 x Sandcaster 
  Turrets
  40 x Large Missile Bay
  10
  Manoeuvre Drive
  Jump Drive
  Hull
  Computer
  11
  Hull
  Power Plant
  Hull
  Structure
  12
  Hull
  Critical
  Hull
  Critical
  
  118
  
  119
  
  120
  
  121
  
  122
   BATTLE CRUISER
  The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy 
  weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to 
  it in a fair fight.
  Battle Cruiser
  Tons
  Price (Mcr)
  Hull
  140,000
  Standard
  14,000
  5 sections each
  Hull 560
  Structure 560
  Armour
  Crystaliron
  8 points
  14,000
  5,600
  Jump Drive
  Jump-4
  7,000
  14,000
  Manoeuvre Drive
  Thrust 4
  2,450
  1,225
  Power Plant
  Rating-4
  4,200
  10,500
  Bridge
  3,500
  3,500
  Computer
  Core/7 fib x2
  Rating 80 (hardened versus EMP)
  210
  Electronics
  Very Advanced
  Distributed Arrays
  15
  12
  Weapons
  Spinal Mount
  Meson type: D 450 Damage
  14,000
  14,000
  Penetration Rating IV
  Bays
  180 x Large Particle Beam Bay 
  TL11
  Very High 
  Yield
  16,380
  14,400
  30 x Large Missile Bay TL9
  Very High 
  Yield
  2,730
  1,440
  2 x Large Tractor Beam Bay
  202
  Turrets
  400 x Tripple Pulse Laser
  400
  1,000
  300 x Tripple Sandcaster
  300
  525
  Ammunition
  7,200 missiles
  600
  9,000 sandcaster barrels
  450
  Level 2: Nuclear Damper
  100
  120
  Level 2: Meson Screen
  160
  200
  Fuel
  61,600 tons
  One Jump-4, four weeks of operation
  61,600
  Cargo
  668 tons
  668
  993 Staterooms
  3,972
  496.5
  0 Low Berths
  Extras
  Armoured 
  Bulkheads
  For Bridge
  350
  70
  Drives
  1,365
  273
  Bays
  1,931.20
  386.24
  Spinal Mount
  1,400
  280
  Screens
  26
  5.2
  Turrets
  70
  14
  
  123
  2 x Briefing Rooms
  8
  1
  Repair Drones
  1,400
  280
  59 armouries
  118
  30
  Luxuries
  4.5
  0.45
  993 Escape Pods
  496.5
  99.3
  Craft
  2 x Pinnace
  full scale hanger
  104
  47.422
  Software
  Manoeuvre/0
  Intellect
  Rating 10
  1
  Jump Control/4
  Rating 20
  Evade/3
  Rating 25
  3
  Fire Control/3
  Rating 15
  6
  Auto-Repair/1
  Rating 10
  5
  Library
  Maintenance Cost (monthly)
  6.2
  Life Support Cost (monthly)
  2.962
  Total Tonnage & Cost
  140,000
  74,456.65
  Department
  Crew
  Crew Damage Track
  Command
  14
  Dead (-)
  Engineering
  137
  Survivors (-4)
  Gunnery
  1272
  Skeleton (-2)
  Flight
  6
  Half (-1)
  Troops
  250
  Weakened
  Service
  280
  Full - Starting Position
  Frozen Watch
  Battle
  Total
  1959
  Overstrength
  Passenger Staterooms
  10
  Massively Overstrength
  Low Berth Passengers
  0
  Battle Cruiser
  Tons
  Price (Mcr)
  
  124
  Engineering
  Aft
  Hull
  560
  560
  Structure
  560
  560
  Roll
  External
  Internal
  External
  Internal
  2
  Hull
  Crew
  Hull
  Nuclear Damper
  3
  Hull
  Jump Drive
  Hull
  Crew
  4
  Manoeuvre Drive
  Power Plant
  Sensors
  Spinal Weapon
  5
  100 x Pulse Laser 
  Turrets
  30 x Large Particle Beam 
  Bays
  100 x Pulse Laser 
  Turrets
  30 x Large Particle Beam 
  Bays
  6
  Hull
  Structure
  Hull
  Structure
  7
  Armour
  Hold
  Armour
  Hold
  8
  Hull
  Structure
  Hull
  Structure
  9
  100 x Sandcaster 
  Turrets
  Fuel
  100 x Sandcaster 
  Turrets
  30 x Large Particle Beam 
  Bays
  10
  Manoeuvre Drive
  Jump Drive
  Hull
  Computer
  11
  Hull
  Power Plant
  Hull
  Stucture
  12
  Hull
  Critical
  Hull
  Critical
  Amidships
  Main
  Forward
  560
  560
  560
  560
  560
  560
  External
  Internal
  External
  Internal
  External
  Internal
  Hull
  Meson Screen
  Hull
  Bridge
  Hull
  Crew
  Hull
  Crew
  Hull
  Crew
  Hull
  Crew
  Hull
  Spinal Weapon
  Hull
  Spinal Weapon
  Hull
  Spinal Weapon
  100 x Pulse 
  Laser Turrets
  30 x Large 
  Particle Beam 
  Bays
  100 x Pulse 
  Laser Turrets
  30 x Large Particle 
  Beam Bays
  100 x 
  Sandcaster 
  Turrets
  30 x Large Particle Beam 
  Bays
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  Armour
  Hold
  Armour
  Hold
  Armour
  Hold
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  Large Tractor 
  Beam Bays
  30 x Large 
  Missile Bays
  Hull
  Fuel
  Hull
  Fuel
  Hull
  Structure
  Hull
  Computer
  Hull
  Structure
  Hull
  Structure
  Hull
  Structure
  Hull
  Crew
  Hull
  Critical
  Hull
  Critical
  Hull
  Critical
  
  125
  
  126
  
  127
  
  128
  
  129
  
  130
  
  131
   Imperium-Class Battlecruiser
  The mightiest ships found in the battle lines of the former Stellar Imperum, they were titanic vessels armed with 
  awesome firepower and virtually impregnable defenses. It is believed that all of these ships were destroyed.
  Imperium-Class 
  Battlecruiser
  Tons
  Price (Mcr)
  Hull
  540,000
  Standard TL15 hull
  81,000
  5 sections each
  Hull 3,085
  Structure 3,085
  Armour
  Bonded Superdense
  18 points
  108,000
  162,000
  Radiation Shielding
  +6 armour against radiation
  135,000
  Jump Drive
  Jump-4
  TL 15 drive
  24,300
  60,750
  Manoeuvre 
  Drive
  Thrust 3
  TL 11 drive
  6,075
  6,075
  Power Plant
  Rating-6
  TL 15 power plant
  20,250
  101,250
  Bridge
  Holographic Controls
  13,500
  16,875
  Command Bridge
  Holographic Controls
  400
  750
  Computer
  Core/9 fib x2
  Rating 100 (hardened versus EMP)
  390
  Electronics
  Military 
  Countermeasures Suite 
  x2
  Enhanced Signal Processing / Distributed 
  Arrays
  132
  198
  Weapons
  Spinal Mount
  Meson type: D TL 15 540 Damage
  8,400
  8,400
  Penetration Rating V
  Bays
  200 x Large Torpedo Bay 
  TL12
  Very High Yield
  18,200
  9,600
  200 x Large Particle 
  Beam Bay TL11
  Very High Yield
  18,200
  16,000
  160 x Large Missile Bay 
  TL 9
  Very High Yield
  14,560
  7,680
  10 x Large Tractor Beam Bay
  1,010
  Turrets
  1800 x Tripple Beam 
  Laser TL12
  Variable Range, 
  High Yield
  1,800
  14,400
  1200 x Tripple Sandcaster
  1,200
  2,100
  Screens
  Level 6 Nuclear Damper TL15
  180
  720
  Level 6 Meson Screen TL15
  288
  1,200
  Level 3 Black Globe
  75
  750
  Ammunition
  38,400 missiles
  3,200
  12,000 sandcaster barrels
  600
  6,000 torpedoes
  15,000
  Fuel
  243,000 tons
  One Jump-4, four weeks of operation
  243,000
  Cargo
  3,264 tons
  3,264
  4236 
  Staterooms
  16,944
  2118
  0 Low Berths
  
  132
  Extras
  Armoured Bulkheads
  for Bridges
  1,390
  278
  Drives
  5,062
  1,013
  Bays
  5,197
  1,039.40
  Spinal Mount
  840
  168
  Screens
  54.3
  10.9
  Turrets
  300
  60
  8 x Briefing Rooms
  32
  4
  Repair Drones
  5,400
  1,080.00
  Probe Drones (10)
  2
  1
  Luxuries
  10
  1
  248 armouries
  496
  124
  4,236 escape pods
  2,118
  423.6
  Craft
  4 x Boarding Craft
  full scale hanger
  312
  287.56
  4 x Pinnace
  full scale hanger
  208
  94.844
  Software
  Manoeuvre/0
  Intellect
  Rating 10
  1
  Jump Control/4
  Rating 20
  Evade/3
  Rating 25
  3
  Fire Control/5
  Rating 25
  10
  Auto-Repair/2
  Rating 20
  10
  Library
  Maintenance Cost (monthly)
  47.39
  Life Support Cost (monthly)
  12.67
  Total Tonnage & Cost
  12594000
  540,000
  ########
  Department
  Crew
  Crew Damage Track
  Command
  327
  Dead (-)
  Engineering
  613
  Survivors (-4)
  Gunnery
  5126
  Skeleton (-2)
  Flight
  31
  Half (-1)
  Troops
  1000
  Weakened
  Service
  1307
  Full
  Frozen Watch
  Battle
  Total
  8404
  Overstrength - Starting Position
  Passenger Staterooms
  30
  Massively Overstrength
  Low Berth Passengers
  0
  Imperium-Class 
  Battlecruiser
  Tons
  Price (Mcr)
  
  133
  Engineering
  Aft
  Hull
  Structure
  Roll
  External
  Internal
  External
  Internal
  2
  Hull
  Crew
  Hull
  Nuclear Damper
  3
  Hull
  Jump Drive
  Hull
  Crew
  4
  Manoeuvre Drive
  Power Plant
  Sensors
  Spinal Mount
  5
  360 x Beam Laser 
  Turrets
  100 x Large Torpedo 
  Bays
  360 x Beam Laser 
  Turrets
  100 x Large Torpedo Bays
  6
  Hull
  Structure
  Hull
  Structure
  7
  Armour
  Hold
  Armour
  Hold
  8
  Hull
  Structure
  Hull
  Structure
  9
  240 x Sandcaster 
  Turrets
  80 x Large Missile Bays
  240 x Sandcaster 
  Turrets
  10 x Large Tractor Beam 
  Bays
  10
  Manoeuvre Drive
  Jump Drive
  Boarding Craft
  Computer
  11
  Hull
  Power Plant
  Hull
  Command Bridge
  12
  Hull
  Critical
  Hull
  Critical
  
  134
  
  135
  Grappling Systems
  Grappling systems exist in the Reign of Discordia 
  setting, though they are not found in the standard 
  Traveller rules. When importing ships from other 
  Traveller books, the referee may want to consider 
  adding a grappling system to the ship, particularly if it 
  is involved in raiding or military operations.
  GRAPPLERS
  Grapplers consist of two or more heavy robotic arms 
  fitted with magnetic grips or pads capable of latching 
  onto a single target, usually another ship. These are 
  distinct from, and far heavier than, the grappling arms 
  found on page 46 of High Guard. Grapplers can also be 
  used to grab any object bigger than 0.1 displacement 
  tons adrift in space.
  Using grapplers against another ship or an unattended 
  object is an attack action. To successfully grab the 
  target, the starship must first move alongside the 
  target; then the gunner must make a successful attack. 
  If successful, the target’s pilot may make a DM -2 Pilot 
  roll to avoid becoming grappled. If the check succeeds, 
  the starship successfully latches onto the target, and the 
  two ships occupy the same space until the grapplers 
  release their hold. The grappling ship cannot move 
  as long as it wishes to remain latched and moves in 
  concert with the grappled ship. Neither ship can attack 
  the other as long as the grapplers maintain their hold.
  A grappled starship can free itself from a grabbing 
  ship by forcing the grappling ship to disengage. This 
  typically involves sending combatants into the enemy 
  ship to release the hold, or attacking the grapplers 
  themselves from the exterior of the ship, either with 
  fighters or other small craft, or with combatants in zero-
  G vacc suits.
  Performing a jump while clamped is usually a bad idea. 
  Use the combined tonnage of the two ships, and cross 
  reference this size with the grappling vessel’s Jump 
  Drive rating to determine the jump number. Jumping 
  with a grappled vessel involves a penalty of DM -2 to all 
  jump and astrogation rolls.
  Grapplers: (50 ton bay)
  TL: 8
  Range: Short
  Damage: Special
  Cost (MCr): 12
  Tractor Beam Emitter
  A tractor beam emitter projects a short-range 
  gravitational “tether” that latches onto or immobilizes a 
  single target, usually a ship or unattended object. The 
  target must be at short range or closer.
  Using a tractor beam against a starship or an 
  unattended object is an attack. To grab a target with its 
  tractor beam, a starship must make a successful attack. 
  If the attack succeeds, the smaller ship is immediately 
  pulled into the larger ship’s space (if it isn’t already 
  adjacent); if both ships are the same size, the target 
  is pulled into the tractoring ship’s space. In any case, 
  being pulled into another ship’s space by a tractor 
  beam does not count against a ship’s movement. If 
  the tractoring ship is a third larger by tonnage than 
  the target, the target is effectively immobilized, and 
  tractoring ship drags the target with it when it moves. 
  If the tractoring ship is the same size as the target or 
  smaller, both the tractoring ship and the target are 
  effectively immobilized. 
  A tractored starship can free itself from the tractoring 
  ship by succeeding at a Difficult Piloting Task. An 
  additional DM -1 is added to this roll if the tractoring 
  ship for every third larger the tractoring ship is than the 
  tractored ship. For example, a ship that is two hundreds 
  tons that is attempting to escape the tractor beam of a 
  six hundred ton ship suffers a -2 DM on the Pilot check; 
  pretty slim odds indeed! A ship held by multiple tractor 
  beams may attempt a single grapple check to escape 
  all of the beams, but must beat the grapple check 
  results of all opponents.
  A starship using a tractor beam to grab another ship 
  can terminate the beam (thereby releasing its hold on 
  the other ship) as a free action.
  Tractor Beam Emitter: (Large Bay)
  TL: 13
  Range: Short
  Damage: Special
  Cost (MCr): 30
  
  Running Reign 
  of Discordia
  136
  Reign of Discordia is a setting that operates on a 
  macro scale. That is to say that there is no single 
  over-arching struggle that the characters must 
  become involved with. Instead, there are a number of 
  different approaches to running a game in this setting, 
  beginning on a small scale where the characters do 
  not own any form of space transport and must rely on 
  others to provide them with their motivation and means 
  for adventuring, all the way to commanding a large 
  starship that may or may not be assigned to a specific 
  mission. This is not to say that there are not any major 
  plots or themes that span the setting, however, the 
  setting operates on such a grand scale that the referee 
  should be able to take even the smallest plot hook 
  mentioned in this book and craft an entire campaign 
  around it. The purpose of this chapter is to provide the 
  referee with ideas and modes upon which to design a 
  game in this setting.
  One important factor to keep in mind about this setting 
  is that it is space opera, in the purest form of the word. 
  In other words, it is intended to be action oriented with 
  numerous confrontations against enemies, whether 
  they happen to be aliens, robots, Humans, or something 
  else entirely. Characters almost always use energy 
  weapons. Most of the action happens in space, whether 
  it is aboard a starship, a space station, a planet or other 
  astronomical body. When the characters look out their 
  viewports or leave their ships, the view that awaits them 
  should be impressive and detailed, whether it happens 
  to be a massive gas giant with its multi-colored banded 
  clouds, massive nearby starships engaged in a pitched 
  battle with one another, space stations that are so large 
  that one must wonder how such a large object could 
  be assembled in space, or even just the emptiness of 
  space stretching out infinitely in all directions.
  This setting is also intended to be as open-ended 
  as possible. If there are aliens from other settings or 
  roleplaying game products that you feel would fit 
  within the setting, you are encouraged to drop them in. 
  In fact, one good way to do this is to introduce them as 
  a species that is new to this region of space and then 
  upgrade their status to that of a major player. Maybe 
  they are looking for new worlds to conquer, maybe 
  they have a previous grievance with one of the regular 
  species from this setting and they’re back for revenge, 
  or maybe they have been here all along but have only 
  recently developed the technology to become a threat.
  The following are suggested campaign models that 
  work well with this setting. Few campaigns will use only 
  one of these models while most will combine elements 
  from many. The important thing to remember is that 
  there is not one single mode that is right for Reign of 
  Discordia, although it bears mentioning that the default 
  campaign for which existing adventures are written 
  start with the Cargo Haulers campaign and progress 
  into other modes. Virtually any published adventure 
  can be easily modified to fit other campaign models.
  Starting Small: Even though there are enormous 
  plot lines set within the Reign of Discordia setting, the 
  referee is not required to operate on such a grand 
  scale. Many traditionalroleplaying games are centered 
  around a single location, within which the characters 
  can encounter the various powerful individuals, get 
  caught up in the local intrigue, and rise to heroics 
  through necessity. This setting is no different. Alien 
  species from throughout the known galaxy are found 
  in most worlds, space stations, and settlements, so 
  it is entirely possible for any of the power groups 
  mentioned in chapter 4 to maintain a presence on any 
  world, no matter how small. By keeping things confined 
  to a small area, the referee has the option to develop a 
  campaign where the effects of the character’s actions 
  can be measured by the gradual change in the setting.
  This approach can apply to any world detailed in 
  chapter 2. The space station, Rover’s Beacon, would 
  function perfectly as a base for this type of campaign. 
  The station is home to raiders, who can function as 
  enemies or allies, and they might become entangled 
  in the affairs of competing raiders who are seeking 
  domainance over one another. They might also be 
  recognized for their combat skills and hired into a 
  mercenary group that is headed to the nearest gas 
  mining world to protect it against would-be conquerors. 
  They might stumble upon a number of individuals who 
  have been murdered and have to learn the identity of 
  the killer(s) before they themselves are implicated.
  The reason a referee would keep a campaign confined 
  to a relatively small area is simply that it allows her to 
  
  137
  create a story and maintain a consistent atmosphere 
  without the complications of having the characters 
  autonomously deciding which direction they might want 
  to explore. The referee keeps control over the direction 
  of the campaign, pre-determining which directions the 
  characters will explore, while constructing the various 
  over-arching storylines that the party will experience. 
  This makes it easier to prepare for while developing a 
  location into a memorable place over time.
  Independant Cargo Haulers: A campaign built around 
  characters who get into the cargo hauling trade can 
  be a fun and exciting option for a Reign of Discordia 
  campaign. The model is simple: find a job, do the job 
  (often at great risk), get paid. Of course things can 
  go wrong at any step in this process. Sometimes the 
  only people willing to offer a job are disreputable, 
  sometimes there are local complications that make 
  it difficult to carry out the job, and still other times 
  the people who offered the job have no intention of 
  paying the cargo hauler (occasionally they send them 
  into situations that are so dangerous that they do not 
  expect them to return). The primary motivation of the 
  characters is usually the accumulation of wealth, though 
  under the right circumstances, it can also become one 
  of simple survival as they are attacked by raiders and 
  accumulate enemies.
  Building a campaign around this model can be 
  intriguing. Perhapse one of the player characters is 
  wanted by one of the major systems. Perhapse through 
  their dealings the haulers run afoul of one of the major 
  powers, which then vows to capture them or find a 
  way to get even. Perhapse the characters come into 
  possession of a technological artifact from an advanced 
  species and others wish to take it from them. The 
  number of complications that the referee can throw 
  at the characters in this campaign model are nearly 
  endless and they can make for excellent roleplaying.
  There are two main features that make this an attractive 
  campaign model for the referee. First, it allows the 
  characters to explore the galaxy. Rather than focusing 
  on one single location, the characters are allowed to 
  experience numerous exotic locations and cultures, 
  so the campaign does not bog down in one area. The 
  second feature is that since the referee decides who is 
  offering the jobs and what they entail, the characters 
  have little choice but to stick to the material that 
  was prepared. This makes preparing for the game a 
  relatively easy matter while giving the players the 
  sense that they are acting autonomously.
  Agents: Characters in this campaign model work for 
  one of the major players in the setting; either one of the 
  
  138
  world powers, or one of the organizations. They tend 
  are usually assigned to missions, but they are given 
  a great deal of latitude in how to carry achieve their 
  objectives. They are also provided with the money 
  and equipment they need to be successful. They may 
  or may not have their own starship, depending upon 
  whether the organization or government can afford to 
  provide them with one, and also depending upon how 
  deep their cover is. The groups they infiltrate might be 
  corporations, powerful organizations, criminal groups, 
  or governments. Their mission might be to capture 
  a person, steal an item or schematics, sabotage and 
  impending attack, or discreetly deliver a message to 
  another operative.
  As the campaign progresses the characters will be 
  sent one additional missions. Unlike the cargo hauler 
  campaign, agents are likely to accumulate enemies 
  by virtue of the services they provide. Old enemies 
  who manage to survive may be primarily interested 
  in advancing their own schemes, but they are also 
  motivated by exacting revenge upon those who 
  disrupted their operations in the past. In addition to 
  memorable lasting enemies, another staple of this 
  related genre is that every new situation should come 
  complete with memorable unique adversaries.
  Like the cargo haulers campaign model, this tends to 
  be rewarding for the players because they are able 
  to operate autonomously while sometimes making 
  important differences in the galaxy. Meanwhile, the 
  referee can predict what directions the game sessions 
  will take and can prepare for them accordingly. 
  Exploration: Even in the troubled times after the 
  Imperium, there is still a great deal of exploration to 
  do, much of it in areas that are already considered 
  settled. The truth of the matter is that while the former 
  Imperium space is divided up between the various 
  starfaring species, only about thirty percent of those 
  areas have actually been surveyed. In addition to 
  this, the “known galaxy,” which consists of all of the 
  area mapped out, is only 640 X 440 light years while 
  the Milky Way Galaxy is approximately 100,000 light 
  years in diameter. In other words, characters need not 
  explore the systems in their own backyard when most 
  of the galaxy remains unknown. 
  Numerous intelligent species lie on worlds waiting 
  to be discovered, and there is reason that the major 
  powers want to find them. On one hand, all of the major 
  races are interested in finding technology that would 
  give them an advantage against the R’Tillek and againt 
  each other. On the other hand, they are all looking for 
  new worlds that they can align themselves with so that 
  they are not as vulnerable. To advance these ends, most 
  major worlds have dedicated more multiple large ships 
  from their fleets towards the purpose of exploration.
  This subgenre can be exciting for the characters because 
  they are in search of the unknown. They are going to come 
  into contact with new species that they were previously 
  unaware of and potentially make major discoveries that 
  could tip the balance of power in the galaxy. There is one 
  difficulty, which is that the referee is forced to create a 
  great deal of new material for this type of campaign. This 
  includes new alien races, new starships, and new worlds. 
  Also, the material in this book is only marginally helpful 
  since it deals only with what is known. If the referee has 
  the time and imagination to generate this much material 
  whole-cloth, then this is an exciting and fulfilling campaign 
  to embark upon, and it can, over time, drastically change 
  the power dynamic of the former Imperium worlds.
  Military Campaign: Characters in a military 
  campaign are in one of the armed forces within the 
  military. They may be with the space marines and 
  become involved mostly in ground assaults, they may 
  fly fighters in defense of the ship, planet, or facility they 
  are stationed on, or they may serve as officers aboard a 
  starship. In all cases they are expected to follow orders, 
  put the needs of their comrades above their own, and 
  negage the enemy, whoever it might happen to be.
  This campaign style promises action and lots of it. Their 
  mission might be to command a starship into hostile 
  territory and destroy a starship of interest, or land 
  on a planet to take an important enemy base, defend 
  friendly spacecraft from raiders, or any number of 
  other missions. Not all adventures need revolve around 
  direct combat with the usual enemies; there is some 
  potential for creating stories that operate within the 
  military structure or while the characters are on leave.
  This is an attractive campaign type for many players, 
  particularly the type who prefer action, as well as 
  referees because it tends to be fairly easy to prepare 
  for. Its downside is that the referee needs to be creative 
  in order to keep it from seeming repetitive, and players 
  who prefer playing roles to combat might feel that this 
  style does not cater to their preferences. 
   The Quest: A common trope in fantasy literature and 
  gaming, the quest is where a group of individuals or 
  larger group focus their efforts on a single enormous 
  undertaking. This focus may be relevant only to an 
  individual, or its outcome might have planetary or 
  interplanetary consequences. The focus of a quest is 
  usually very easy to define, for example: find out what 
  happened to my little sister, get home, find a cure 
  to an incurable virus, or overthrow an evil empire. 
  The undertaking usually involves long odds, highly 
  organized oppositions, and quite often, secrets that 
  must be uncovered before the quest can be successful. 
  Resolving a quest is rarely linear in nature. Characters 
  are often faced with setbacks, red-herrings, and 
  
  139
  complications that are not directly related to the quest 
  but serve as obstacles. The characters might stop at 
  some location to gather information or resupply and 
  become implicated in a crime the didn’t commit. They 
  might befriend someone who is in trouble with the 
  authorities or with a criminal organization and needs 
  help. They might come upon an individual who offers 
  them vital information needed for solving the quest, 
  only to find out that the person is a con and is using the 
  information obtained about them to manipulate them 
  into doing something for them. The important thing to 
  remember about a quest is that the journey is far more 
  important than the destination. Also, if there are some 
  important underlying secrets, it is vital that the referee 
  figure out what it is before the start of the campaign and 
  then reveal little bits at a time, as opposed to making it 
  up as she goes along and hoping that the pieces will fit 
  together by the end.
  The advantage of a quest is that it gives the characters 
  a reason for their adventures and it allows the referee 
  to lead them from one adventure to the next by offering 
  up key bits of information pointing them in the direction 
  she wishes to explore next. The disadvantage of a quest 
  is that the non-linear nature often becomes frustrating 
  for players, who sometimes begin to sense that their 
  quest is unsolvable, too large for them to ultimately do 
  anything about, or that the information they have is too 
  fragmented or convoluted to make sense of.
  Major Conﬂ icts
  While Reign of Discordia is a wide open space opera 
  setting, it is worth noting the specific conflicts that 
  challenge everone within the setting.
  R’Tillek vs. Everyone: The largest enemy to the 
  former Imperium worlds is the R’Tillek. The Referee 
  is free to make them as large or small of a threat as 
  they would like without drastically altering the nature 
  of the setting. At the fall of the Stellar Imperium, the 
  R’Tillek proved their military advantage. Despite the 
  fact that the war has ended, they remain aggressive 
  and dangerous. Armed with tribe ships that rival the 
  Imperium-Class Battlecruisers, they can enter most star 
  systems uncontested and they have used a deadly viral 
  agent to eliminate the populations of entire worlds.
  The R’Tillek can be a daunting species to use because if 
  their presence is too strong, you risk overwhelming the 
  shattered worlds of the former Imperium. On the other 
  hand, if they are used and easily defeated, they run 
  the risk of becoming a predictable and overrated foe. 
  There are three ways to make stories using the R’Tillek 
  work: run into them by happenstance, have the player 
  characters work against them on their own terms, or 
  build up to a climactic encounter.
  Running into the R’Tillek allows them to enter the 
  campaign in a way that they can more easily be 
  defeated. Perhapse the characters encounter them 
  aboard a small reconassance vessel that has run afoul 
  of some special hazard that has crippled their ship. 
  When the characters find their small ship, they must 
  first overcome the R’Tillek threat and then try to figure 
  out what happened to their ship so that they can avoid 
  the same fate. Alternatively, the characters might be 
  charting a world when they land, only to discover that 
  this is a world that the R’Tillek have colonized. At that 
  point, they might try to rid the place of the R’Tillek 
  influence if it is small enough, or they might simply 
  conduct their business and attempt to leave after they 
  have made their discover, only to have the R’Tillek learn 
  of their presence in time for an altercation to occur.
  Characters actively working against the R’Tillek have a 
  better chance of success for the simple reason that they 
  are engaging them on their own terms and are better 
  prepared. Eliminating the threat of the viral agent that 
  the R’Tillek have been using against them is a vital first 
  step in protecting themselves from their aggression. 
  The adventure that appears in this book has the player 
  characters protecting a scientist who is attempting 
  to find a cure or a vaccine. Another approach the 
  characters might take is to try to detroy the virus or find 
  a vaccine at their production facilities. Another way that 
  the characters might take a proactive approach towards 
  the R’Tillek would be for them to attempt to infiltrate 
  and sabotage a key military facility or tribe ship.
  Using a slow buildup to a conflict with the R’Tillek 
  is another possible way to use them effectively. For 
  instance, perhaps the player characters learn a month 
  in advance that the R’Tillek plan to attack a planet. 
  When this information becomes known, the characters 
  might lead the push to prepare for the invasion. 
  Preparation might involve diplomatic missions to other 
  worlds where they must convince those worlds to lend 
  their military resources towards the defense of the 
  threatened planet. Another approach would be to travel 
  to worlds where advanced societies once existed to see 
  if they have any weapons that can be recovered and 
  used to repell the invaders.
  Some other factors come into play regarding the 
  R’Tillek. First, they are not a unified group. While they 
  supported one another during the war, that was largely 
  due to the fact that their species was being threatened 
  by outside species. Some factions might no longer 
  sanction attacks on their former enemies. Others might 
  have longstanding enmity towards the tribes that are 
  making these attacks. With a little carefully-executed 
  diplomacy, the characters might be able to avert an 
  attack before it begins while exploring the R’Tillek 
  society and answering some of the questions about the 
  R’Tillek that this book leaves intentionally vague.
  
  140
  The Earth – Lamog Cold War: Relations between 
  Earth and Lamog began with conflict and, due to the 
  apparent need to find blame for the fall of the Stellar 
  Imperium, they have soured once again. The Lamogos 
  enjoy a complicated relationship with Humans. Not 
  every Lamogos world stands opposed to every Human 
  world. In addition to this, the two species have become 
  heavily integrated on many worlds and spaceports. 
  Primarily Human ships might have Lamogos captains 
  and vise versa, members of the two species might have 
  become partners in a business venture, or a love affair; 
  despite the fact that their governments have told them 
  that they are enemies, the people from both species 
  largely ignore this fact and go on with their lives with 
  each other as companions.
  Many who are not loyal to Earth or Lamog consider 
  both sides to be nearly equally aggressive and 
  difficult to deal with. The Lamogos typically expand 
  their influence through military action by force. They 
  typically give little warning before dropping into the 
  orbit of a weaker planet and threaten to surrender to 
  them or face destruction. Planets without a defense 
  capable of combating the invaders typically surrender 
  without a fight. In such cases, the Lamogos usually 
  leave the existing government structures in place while 
  instituting a fifteen percent tax on trade or goods. The 
  few worlds that resist find that they must put up a good 
  fight or their government and, often, much of their 
  citizenry, are destroyed as the Lamogos assert their 
  dominance. Thus far the Lamogos have stayed away 
  from worlds aligned with Earth, though many suspect 
  that it is only a matter of time before they start moving 
  on those worlds.
  On the other end of the spectrum is Earth, which 
  emphasizes aggressive diplomacy and engaging in 
  battle only when necessary when trying to win allies. 
  Rather than follow the Lamogos’ strategy of using 
  force to gain allies, they instead try to negotiate alien 
  governments into making capitulations that place it at 
  an advantage, both militarily and in trade. If Earth is 
  obviously more powerful militarily than the world, they 
  offer protection against the Lamogos threat. In exchange 
  for raw goods or a tax on transactions, they promise to 
  defend the world should the Lamogos invade. Planets 
  equally powerful as Earth typically decline the offer, 
  preferring to retain their independence.
  
  141
  This strategy has effectively caused many of the 
  known lesser worlds and spacefaring races along 
  the border between Lamogos and Earth space,to be 
  divided between the two major powers, Other systems, 
  occupied by the other major species, represent fair 
  game for either side. Their plan is not only to gain allies 
  in the event that another war breaks, but also to act as 
  proxies against the other in the event that one of them 
  goes after a region of space the other wants. The goal 
  on both sides is to contain the other’s influence.
  In addition to the battle for allies, Earth and Lamog 
  are involved in an ongoing game of espionage. 
  Since Humans and Lamogos are so mixed on a social 
  level, this provides countless opportunities for each 
  government to place spies close the other.  Both 
  governments have implemented rules keeping 
  members of the other species away from their most 
  valuable secrets. However, there are Lamogos serving 
  aboard Earth Defense Force vessels, as well as Humans 
  serving aboard Lamogos Star Navy vessels, and both 
  sides have members from the other species serving at 
  various levels throughout government. While Lamog 
  enforces these restricitons, a public debate rages on 
  Earth about how a supposedly enlightened government 
  can enforce such obviously xenophobic policies.
  Despite the restrictions, both sides have spies committed 
  against the other, as well as long-range listening posts 
  hidden in the other’s space, which use low-grade tachyon 
  pulse equipment to study what the other side might be 
  building. They engage in frequent fly-by missions in secret 
  stealth craft to check out any potential threats they learn 
  about from their spy netowork, and they occasionally 
  send saboteurs in to interfere with programs the other is 
  working on. In any event, both sides remain committed to 
  not engaging the other directly at this time, though both 
  sides worry that this could change if either side is able to 
  break their military stalemate.
  While Reign of Discordia is a space opera that is geared 
  towards science fiction and action, becoming involved 
  in the Earth/Lamog cold war allows narrators to take the 
  game in a less combat-oriented struggle that focuses 
  on skills, stealth, and taking risks. It is ideal for a party 
  containing agents, drifters, citizens, entertainers, 
  scholars, and nobility. The referee can also change 
  this campaign mode over time, either by having the 
  characters become involved in a shooting war between 
  the two sides, either through allied proxies or directly 
  between each other.
  Using Existing 
  Traveller 
  Products
  Reign of Discordia has no connection with the Official 
  (or Original) Traveller Universe (The OTU). That 
  said, every effort has been made to make this setting 
  compatible with the rules that are already Open Game 
  Content. What this means is that you should be able to 
  use the starships and equipment in this setting in your 
  standard Traveller games, or you should be able to 
  easily adapt similar elements to the Reign of Discordia 
  universe. Starships, equipment, and aliens can easily 
  be brought over to Reign of Discordia with very little 
  modification needed. This is an intentional design 
  decision. With all of the lesser alien worlds and races 
  that have yet to be detailed, this allows the referee 
  to quickly fill existing places with unusual aliens or 
  introduce new starships into the setting. Most career 
  paths from the various Traveller books are usable in 
  this setting.
  There are only a couple minor things that the referee 
  needs to consider when importing things into Reign 
  of Discordia. First, starships do not have fuel scoops, 
  nor can unrefined fuel be used. Fuel is sold at a 
  rate of 100 credits per ton in most areas (higher 
  in Lamogos space because of the chokehold the 
  Exinorists have on the starship-fuel market). Second, 
  additional aliens introduced from other sources are 
  secondary in power and influence, regardless of the 
  role they play in any other Traveller universe. Third, 
  many Reign of Discordia ships possess grapple 
  tethers or tractor beams, which do not exist in the 
  standard game at normal Tech levels. 
  
   Rovers Beacon
  142
  Angella gasped as the station came into view, hanging 
  like a jewel between the roiling gas giant below and 
  the moons spread out in the distance. There was a 
  quiet serenity about its rotating gray and gold form, 
  with ships hanging from its circular docking rings like 
  remoras from a shark.
  “Aye, she’s a beauty, but she’ll be the death of you if you 
  don’t watch your step,” the captain remarked.
  On the surface, Rover’s Beacon appears to be an 
  ordinary, if large spaceport. Visitors are often lured into 
  a sense of safety by the polished and freshly painted 
  corridors, the masses of people milling around, and the 
  signs advertising corporate products. However, there 
  is a dark side to the station, one that extends from the 
  humblist urchin barely surviving in the lower regions, 
  all the way up to the command staff. One does not need 
  to look for trouble on Rover’s Beacon, it has a way of 
  finding people whether they’re prepared for it or not. 
  For those who seek it, or are at least not afraid of it, 
  there is always work for individuals who can handle 
  themselves well in a stressful situation.
  Rover’s Beacon serves as Teron’s spaceport, but it also 
  serves an important function in Human space. Rover’s 
  Beacon is an armored five-kilometer-long space station 
  that has a permanent population of nearly one hundred 
  thousand sapient beings. Its population is comprised of 
  64% Humans, 20% Lamogos, 9% Tallinites, 5% Relarra, 
  and 2% Sangor. Visiting ships may take up orbit nearby 
  or attach to the three docking rings, the largest ships 
  are assigned to Docking Ring A, the mid-sized ones are 
  assigned to Docking Ring B, and the smallest ones are 
  assigned to Docking Ring C. The station is awesome in 
  size and it is well armed and capable of dealing with 
  most potential threats.
  Rover’s Beacon is powered by a massive fusion 
  generator located in the lower portion of the station. 
  Although artificial gravity existed when they built the 
  station, they instead chose to emulate gravity through 
  centripetal force. This decision was made because 
  multiple strong artificial gravity fields colliding in 
  space tend to cause minor navigational problems and 
  sometimes contribute to accidents that could damage 
  the station or its visitors. Small pockets of artificial 
  gravity do exist throughout the station, such as the 
  Observation Lounge, which sits at the “top” of the 
  station, the reactor control room, which is at the center 
  of the station, and the trams that run the length of the 
  station through the hollow center.
  Rover’s Beacon was established before the founding of 
  the Interstellar Concord, though its original purpose 
  was both as Teron’s starport and as a major base for 
  trade between the Humans, Tallinites, and the Relarra. 
  During the wars, it became a major resupply area and 
  it was the site of several battles. One major battle took 
  place here in 2278 when the Lamogos sought to cut 
  off the supply of hydrogen to Earth’s forces. Although 
  the battle was won, nearly a quarter of the station was 
  blasted away and major reconstruction was required in 
  order to get it back to operational order.
  Upon the founding of the Stellar Imperium, the station 
  became a much quieter, more subdued place. The 
  focus of commerce moved to Imperium worlds, though 
  the station remained an active cultural center for the 
  nearby species. Those living in the Frontier Worlds 
  also sometimes visited Rover’s Beacon to acquire the 
  supplies needed to continue colonization in that region 
  of space.
  This quiet peace changed with the fall of the Stellar 
  Imperium. As the planetary alliances dissolved, the 
  station once again became an important trade nexus 
  for many worlds. In addition, with the loss of central 
  authority came a sharp rise in the number of lawless 
  bands conducting petty raids in all sectors of space. 
  While drastic cuts to defense suddenly prevented many 
  worlds from mounting significant responses to raiders, 
  most tried to prevent disreputable individuals from 
  selling stolen goods on their worlds. Rover’s Beacon 
  was different.
  At first, the command staff of Rover’s Beacon tried to 
  fight the trend of illicit trade on their station, but over 
  time they realized that there were not enough credits 
  coming in from legitimate trade and the service fees 
  they charged the Teron gas mining station. However, 
  the additional credits brought in by the raiders added 
  enough to not only balance their books, but also 
  allow them to indulge in an even higher standard of 
  
  143
  living than they had enjoyed under the Stellar 
  Imperium. They decided to look the other way in 
  regard to raider activity on the station.
  This move had little initial effect as the raiders 
  quietly conducted business in the shadows. 
  However, with a few whispered conversations 
  between station security and some of the 
  more notorious raider captains, the raiders 
  were informed that they were actually allowed 
  to conduct their business at Rover’s Beacon, 
  provided that they did not attack any ships within 
  the system. The raiders immediately realized 
  that station command had all but invited them to 
  use the station, so many of them cautiously set up 
  their operations here.
  In the years that have passed, the number of 
  raiders operating from Rover’s Beacon has 
  increased, while the station continues to enjoy a 
  great deal of legitimate trade as well. However, 
  several planetary governments have expressed 
  concern and outrage at what they consider an 
  unacceptable policy on piracy. At one point a 
  joint invasion was launched from the worlds 
  of Corrya and Lato, but they were met with 
  opposition not only from the scant remaining fleet 
  that was left over from the Imperium, but also a 
  force of independent raiders. In a rare moment 
  of unity, they defended the station because they 
  knew that keeping the station open to them was 
  in their best interest.
  Rover’s Beacon is now a place where anything 
  is for sale. Illicit substances and banned cargo 
  move rapidly through the supply chain here. The 
  one notable exception is the slave trade, which 
  remains outlawed. Many bypass this ban by 
  conducting the trade quietly behind closed doors 
  and then arranging for the transfer of living cargo 
  in nearby neutral territory.
  The following lists the various sectors of Rover’s 
  Beacon and also presents some of the more 
  prominent personalities and groups that frequent 
  this space station.
  Sector A
  The top section of Rover’s Beacon is primarily 
  used for recreational establishments and the VIP 
  suites. Everyone aboard the station has access to 
  the recreational facilities, however, the VIP suites 
  are closed to everyone except those who pay 
  1,000 credits simply for the privilege of walking 
  the halls (patrons often cover this cost so they 
  can meet with agents in their employ). It costs 
  2,000 credits per person to spend a single night 
  
  144
  in one of these rooms. Despite the exorbitant rate, the 
  station is usually able to keep these rooms filled. The 
  entrances to Docking Ring A mark the barrier between 
  Sectors A and B.
  Docking Ring A
  Docking Ring A is the top one of three wheel-like 
  structures connected to Rover’s Beacon via spoke-like 
  corridors. The exterior of these rings contain a variety 
  of docking mechanisms to accommodate the various 
  types of ships that frequent the station. Only the largest 
  visiting ships are assigned to dock at Ring A. The 
  interior of the great wheel is filled with cargo belts that 
  move belongings from one ship to another or into the 
  station’s storage. 
  Each of the docking mechanisms are blocked by a gate 
  and manned by servitor robots that function as security. 
  They check incoming and outgoing passengers to 
  ensure that known enemies are not passing into the 
  station and they can alert security if a problem arises. 
  The remainder of the space in this area is filled with 
  retail establishments, sales kiosks, and advertising. A 
  variety of corporate-sponsored food establishments, 
  clothing stores, gift shops, and recreational substance 
  lounges greet the arriving traveler as they enter the 
  station.
  Observation Lounge
  The observation lounge is a large upscale restaurant 
  that sits at the top of a spire at the top of the station. 
  It protrudes beyond the station itself and is enclosed 
  within a dome made of reinforced glass, providing 
  patrons with an amazing view of the gas giant below 
  and the moons in orbit around it. The meals here are 
  not cheap, costing an average of two hundred credits 
  for a single plate. While the food here is widely touted 
  as the best the station has to offer, the true attraction 
  is the clear view from all tables of the gas giant Teron 
  with its orange and white bands and enormous circular 
  storms that are several times the size of most terrestrial 
  planets.
  Recreational Establishments
  The area directly above Docking Ring A is dedicated 
  exclusively to recreational establishments. These 
  include padded play areas where parents can bring 
  their children, a vast arboretum that doubles as a 
  garden and secondary air purifying system, gyms, 
  holo-arcades, upscale restaurants and several lounges.
  The most notorious gathering place in the entire 
  station is called the Quaraca, named after the now long 
  deceased Tallinite who founded this famous watering 
  hole. The place is now run by a tall Lamogos named 
  Linift Ors, who always dresses in expensive suits and 
  surrounds himself with attractive Lamogos and Human 
  women and security at all times. This is a popular 
  place for the visitors to Rover’s Beacon to begin trade 
  negotiations. Linift keeps the place dimly lit and 
  employs enough servers that patrons rarely need to 
  wait to order drinks. A stage sits at the front of the 
  establishment, which is used for a variety of purposes, 
  typically showcasing musicians or dancers.
  Upper Sensor Suites
  The upper sensor suites constantly monitor the space 
  outside of the station, supplying the Command Center 
  with critical information, such as new ships jumping 
  in, data on Teron’s weather conditions, radio signals, 
  changes in radiation levels, and the presence of any 
  unusual subatomic particles. It also includes a powerful 
  Drivesat comm array that allows up to one thousand 
  people to use the system simultaneously.
  VIP Suites
  The VIP suites are the best the station has to offer. A total 
  of forty of these rooms exist, and the station typically 
  has to turn people without reservations away. Of course 
  those who have an established relationship with the 
  station commander may bump those with a reservation if 
  they arrive unexpectedly and need a room.
  The 2,000 credits spent on a room per night buys one 
  thundred square meters, and  includes a comfortable 
  bed, meals brought to the door at no additional charge, 
  unlimited use of the Comm array, a pair of servitor 
  robots assigned to each hallway accessing these rooms, 
  and a holo-vid display with unlimited access to the 
  Commnet – one of the most popular faster than light 
  network broadcasters and Exonet providers.
  Sector B
  Sector B is where the station’s command staff operates. 
  Crew quarters are located near the Command Station 
  so that staff can be summoned at a moment’s notice 
  in an emergency. This entire area is restricted from 
  visitors unless they are given special clearance and 
  escorted by security. 
  Command Center
  The Command Center includes a number of areas 
  that are vital to the station’s operations, including the 
  Command Station, the Detention Facility, the Medical 
  Laboratories, the offices of the command staff, and 
  other areas.
  Command Station: The Command Station is the 
  nerve center of Rover’s Beacon. Here they monitor ship 
  movements outside the station, give docking orders, 
  respond to emergencies, organize defenses, monitor 
  
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  security, and monitor sensors reporting in from both 
  inside and outside the station. One top ranking member 
  of the command staff is always either present at all 
  times or is linked in with a live audio feed. 
  The station commander is David Meadows, a Human 
  who was originally assigned to this station by the Stellar 
  Imperium. He was the one who originally solved the 
  station’s financial problems by allowing raiders to use 
  the station freely, so many throughout the known galaxy 
  consider him corrupt at best. Despite this, he maintains 
  a buttoned-up image and is one of the few command 
  officers on any world who still wears the Imperium 
  uniform. Meadows stands just under 2 meters tall with 
  tanned skin and medium-length black hair, which he 
  combs back.
  Also among the command staff is the Lamogos Tier 
  Modivini, the second in command. Like the commander, 
  he was once with the Stellar Imperium navy and was 
  assigned here. Unlike the commander, he is less formal 
  and his demeanor tends to be more approachable. He 
  is in favor of the move to allow raiders to use this facility, 
  though there are limits to what he is willing to tolerate, 
  and he works closely with the chief of security to ensure 
  that civility is the rule aboard the station. Modivini 
  stands 1.8 meters tall and has angular features and red 
  hair, which he keeps extremely short and styled back.
  Rounding out the command staff is Christine Williams, 
  a Human woman who stands just over 1.5 meters tall 
  with dark skin and brown eyes. Williams was originally 
  a civilian appointee to Rover’s Beacon, but was formally 
  brought into the command staff after their original 
  third-in-charge was killed in battle upon the collapse of 
  the Stellar Imperium. She does not like the idea that the 
  station has become a base of operations for individuals 
  she considers reprobates, but she tolerates it and tries 
  to keep the place as orderly as possibly under the 
  circumstances.
  Detention Facility: The detention facilities are typical, 
  consisting of reinforced concrete walls, a magnetically 
  sealed door, and sensors that monitor each cell, which 
  feed to the Command Station. The most common 
  inmates are disorderly drunks who usually only stay 
  long enough to sober up, raiders who cause trouble 
  with rival groups, and a handful of legitimate criminals 
  who have been caught committing crimes aboard the 
  station. The old Imperium laws against personal crime, 
  such as theft and violence, are still enforced.
  Medical Laboratories: The medical laboratories are 
  the only authorized medical facilities on the station. 
  Due to the variety of species that pass through, the 
  command staff felt it important that every physician 
  here have a strong background in xenobiology and 
  
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  practice under the watchful eye of the chief medical 
  officers. There are others who run unregistered clinics, 
  and during the days of the Stellar Imperium, they would 
  have been shut down. But these days they are simply 
  ignored unless they prove incompetent enough to 
  routinely harm their patients.
  The Medical Laboratories include a general clinic 
  where individuals come to receive treatment for trivial 
  illnesses, an emergency room where serious conditions 
  are triaged, a surgery ward, quarantine rooms, and 
  recovery areas. Medical treatment costs individuals 
  nothing and is paid for by the credits Teron spends 
  to keep the station operational and by some of the 
  docking fees collected from visiting ships.
  The chief medical officer is a xenobiologist named 
  Samuel Griffin. At the age of fifty-five, his short, 
  formerly-brown hair has turned mostly white. He is 
  tall, almost a full 2 meters and thin; most consider him 
  gaunt. He has piercing blue eyes with bushy eyebrows. 
  He generally avoids speaking with patients, which 
  is perfectly fine with his medical staff since he tends 
  to be blunt and un-empathetic with them about their 
  condition, no matter how serious it may be.
  Crew Quarters
  Crew quarters are among the smallest on the station, 
  rivaling those in the low-rent areas. Each room contains 
  only a single occupant; married officers are allowed to 
  room together and receive slightly larger rooms than 
  individuals. Each quarters consists of a bed, a comm 
  station with access to the Exonet and the Commnet, a 
  dresser, a small closet, and a small desk. The command 
  staff were originally assigned to the same quarters as 
  everyone else, but upon the fall of the Stellar Imperium, 
  they knocked out some walls, combined several 
  quarters, and remodeled them to match the quality of 
  living found in the VIP suites.
  Docking Ring B
  Docking Ring B is smaller than Docking Ring A and it is 
  where the mid-range starships dock. Like Docking Ring 
  A, it contains cargo belts to move cargo and luggage 
  items from ships to various locations within the station. 
  Also like Docking Ring A, there are some commercial 
  establishments, but Ring B lacks the sheer numbers that 
  are found there. There is extra space here that does not 
  exist in the other docking rings, which was converted 
  to quarters that are inexpensively rented out for short 
  periods of time. Originally intended to be used by 
  tired crew to disembark and catch short naps before 
  going back to work on their ships, (and they are often 
  used for this purpose), they inevitably became popular 
  hangouts for paid escorts who found them conveniently 
  located for their line of work.
  Sector C
  Sector C is where the majority of the station’s 
  permanent inhabitants live, and it is also where most 
  visitors choose to stay. Many raiders use Rover’s Beacon 
  as a permanent base of operations, and most of them 
  choose to live here rather than spend the credits to stay 
  in the VIP suites. The fact that there are a large number 
  of raiders who call this sector of the station home, and 
  many of them happen to be from competing groups, 
  often creates a tense environment. While they are under 
  a general agreement while on the station to treat each 
  other with respect, fights that began between ships, 
  usually in other systems, often escalate into hostility 
  aboard the station. Sometimes this takes the form of 
  open fighting in the corridors, other times brawls erupt 
  in the numerous taverns, and still other times station 
  security happens across a dead body and they must 
  then investigate the murder.
  Aside from the raiders, there are a number of 
  individuals who are actual employees here and perform 
  what were once defined as civil service jobs, such as 
  janitorial, maintenance, and administrative. Others are 
  corporate representatives who are here to purchase the 
  gas mined at Teron. A small minority simply live here 
  because they can afford to and they prefer it here to 
  other places in the galaxy. Some were born and raised 
  here on the station and have chosen not to leave.
  Culturally, this sector is the heart of Rover’s Beacon. 
  This is where the majority of the inhabitants are, it is 
  where a number of entrepreneurs have set up shop, 
  and it is where most of the station’s noteworthy events 
  occur. Security maintains a presence here, although, 
  given the large number of disreputable individuals 
  inhabiting the station, there is a great deal of 
  lawlessness. Petty theft is relatively common, and this 
  is where the dead bodies of slain raiders frequently 
  turn up. Although murders are investigated, security 
  usually doesn’t spend a great deal of effort trying to 
  solve them if the victims were raiders. Long-standing 
  residents or visitors who come here on legitimate 
  business are another story, and raiders who are found 
  to have committed murder against non-raiders are 
  thrown into the vacuum of space.
  Docking Ring C
  Docking Ring C is where the smallest ships dock. 
  Unlike the other two docking rings, there is no 
  conveyor for unloading items; visitors are expected 
  to handle their goods themselves. If they are small 
  freighters transferring goods, they can either move 
  their merchandise themselves or they can pay the 
  station staff to move it for them at a rate of 10 credits 
  per ton. There are no commercial establishments 
  here. Aside from the docking gates, the only other 
  
  147
  thing found here is the robotic staff, which tracks those 
  coming in and leaving.
  Fighter Docking Bays
  Above and below Docking Ring C are the station’s 
  fighter docking bays. There are bays for 100 fighters, 
  which were once full. However, due to the occasional 
  battles outside the station, a number of accidents, 
  and a few cases of sabotage, there are currently only 
  sixty-three assault fighters aboard. The command staff 
  intends to purchase replacements when the funds 
  become available. They currently project that they can 
  afford to purchase ten more in two years. Many worry 
  that they will be depleted before they can be replaced, 
  which will create a vulnerability in the station’s defense.
  Standard Quarters
  Quarters here range from 80 to 150 credits per night for 
  temporary lodging in relatively small quarters, while 
  rent on more permanent, larger lodging costs between 
  800 and 1,500 credits per solar month, with floor plans 
  of up to 150 square meters.
  Station Facilities
  This sector is home to most general facilities that are 
  open to the public. These include the courts, public 
  gathering places, schools, open comm stations, and 
  other minor services provided by the station.
  Commercial Establishments
  A great deal of space is set aside in this sector for 
  commercial establishments, including retailers, 
  restaurants, accountants, and services for hire. 
  Commercial areas are clustered into the same corridors 
  so that individuals can go to a few distinct areas and see 
  much of what is for sale.
  Sector D
  This sector is divided between the low-rent quarters 
  and storage facilities. There is a lot of activity here from 
  people moving cargo around, but there is also a fair 
  amount of violence and crime as well. Also, numerous 
  storage areas lie unused at any given time and 
  occasionally serve as dumping areas for the bodies of 
  those who have been murdered aboard the station. 
  
  148
  Low-Rent Quarters
  The low-rent quarters are the only portions of the 
  station where a person can spend a night for 30 
  credits or less. Many of the rooms were never finished, 
  so exposed pipes and wires are typical. They are also 
  poorly-maintained, so the ones that were finished 
  often have water damage to the walls and ceiling, 
  threadbare carpets, water that either doesn’t run or 
  won’t stop running, and stains of all sorts on the walls, 
  ceiling, and floors. These rooms do not have access to 
  the Exonet or Commnet, though some are equipped 
  so that a person with their own computer equipment 
  can plug into these networks.
  Storage Rentals
  Storage space is available for rent in this area with 
  sizes ranging from just larger than a standard closet to 
  a half-acre warehouse. The larger ones require a crew 
  to operate efficiently, and there are some companies 
  represented in sector C that provide full warehousing 
  services, which includes crews and merchandise 
  hauling. Rates are usually 1,000 credits a day for such 
  services. Small spaces rented directly from the station 
  charge according to the following pricing structure:
  Size
  Price
  Very Small (closet size)
  10 Cr/day
  Small (100 to 300 sq. ft.)
  20 Cr/day
  Medium (500 to 1,000 sq. ft.)
  50 Cr/day
  Large (1,200 to 3,000 sq. ft.)
  600 Cr/day
  Extra Large (3,500 to 10,000 sq. ft)
  1,000 Cr/day
  Enormous (15,000 to 22,000 sq ft.)
  2,000 Cr/day
  Sector E
  Sector E is rarely visited by non-staff members. It 
  contains the station’s main reactor, water storage and 
  pumps, atmosphere scrubbers, and thrusters, which are 
  only activated to start or stop the station spinning or 
  make minor adjustments to the station’s orbit.
  Engineering
  Engineering is the nerve center for all of the station’s 
  mechanical functions. It contains monitoring stations, 
  control stations, and manual controls that can override 
  commands from the station’s main command center. 
  The main engineering rooms connect to corridors 
  that lead to the mechanical devices so that staff may 
  perform maintenance.
  Main Reactor
  The main reactor is a nuclear fusion reactor which 
  takes up half of this sector. Although the current one 
  has been operating safely for over 100 years, it can be 
  ejected into space should it go critical and endanger 
  the station. There is a two day power reserve to keep 
  primary life support systems online should this occur, 
  hopefully allowing the station personnel to locate and 
  install a replacement reactor before the air begins to 
  foul. One of the major concerns they are faced with is 
  that their current financial situation would not allow for 
  the purchase of a reliable replacement reactor. They 
  have received assurances from the gas mining platform 
  on Theron that they would help purchase one should 
  that eventuality occur, though the arrangement is far 
  from a guarantee.
  Organizations
  What follows is a list of some of the organizations that 
  are attempting to exert some influence over the station. 
  Some of them are larger groups that exist beyond 
  the confines of the station while others are small and 
  operate from these facilities. Characters may be invited 
  to take on missions from these organizations or they 
  may find themselves at odds with them.
  Brotherhood of Eternity’s Salvation: One of 
  the groups trying to “save” Rover’s Beacon is the 
  Brotherhood of Eternity’s Salvation. They are a group 
  of religious fanatics who believe in the age-old method 
  of using violence to force conversion, and the ‘godless’ 
  nature of the inhabitants of this station are the perfect 
  example of a people who need to find their faith, 
  whether they want to or not. The group leaves behind a 
  copy of their reinterpreted holy book as their signature 
  when they dispose of someone that they deem 
  unforgivable and unworthy. 
  The Brotherhood of Eternity’s Salvation’s organization 
  and goals are detailed in Chapter 4.
  Aboard Rover’s Beacon, the Brotherhood of Eternity’s 
  Salvation looks for the most ruthless raider scum to 
  walk the corridors, and attempts to deal with them with 
  their special brand of religious zealotry. Their efforts 
  have been successful in disbanding more than one 
  raider operation but their methods have infuriated 
  the command staff, which has vowed to root out the 
  organization and eliminate their presence from the 
  station. The group does not have central leadership, 
  which is one of the things that makes it difficult to 
  effectively deal with them, but they do have some 
  charismatic members who suggest targets for their 
  wrath. Among them are Pastor Kevin Gadd, Ramon 
  Woods, Judy McMaster , George Suarez, and Jerrell 
  Rutledge, all of whom are in different economic brackets 
  and live in different parts of the station. While station 
  security keeps a list of suspects that includes the above 
  individuals, they have not yet accumulated enough 
  evidence to narrow the list down and make arrests. 
  
  149
  Cosmocompany: The Cosmocompany is the tongue-
  in-cheek name for the most flamboyant group of raiders 
  who use Rover’s Beacon as their home base. Harkening 
  back to the pirates of literature from Earth’s history, they 
  wear loose fitting shirts and adorn their body armor 
  with colorful scarves. They promise “service with a 
  smile,” though they do not allow their victims to forget 
  that they are invading their ship to steal their cargo, 
  and they won’t take no for an answer. They have no 
  compunctions with killing those who resist them, and in 
  some cases they have left bloodbaths in their wake.
  The Cosmocompany consists of five mid-size ships, 
  which primarily prey upon freighters. Captain Gary 
  Edmonds, a Human, happily leads his band into 
  danger time and time again, and has so far managed 
  to come back victorious (or at least not dead) from 
  every encounter. Most raider organizations consider 
  the Cosmocompany eccentric, but nevertheless, 
  competition. Most systems where they operate want 
  them dead, and there are several bounties on Captain 
  Edmonds’ head from different governments and 
  organizations.
  The Cosmocompany is primarily comprised of Humans, 
  though they also have a few Lamogos, as well as a 
  Tallinite chief engineer on their flagship, Poseidon’s 
  Blade.
  Fraternity of Stars: The largest raider organization on 
  the station is called the Fraternity of Stars. It is a loosely 
  organized group of captains and their crews that have 
  agreed not to engage in hostilities towards one another, 
  but instead offer support when one of them gets into a 
  fight with another group. Because of their large numbers, 
  crossing them is usually avoided whenever possible.
  The leadership of the Fraternity of Stars is made up 
  of a council of ten of the most senior raider captains. 
  The actual members tend to vary over time as some 
  captains and their ships retire, and others are destroyed 
  or captured. Their job is to mediate any disputes 
  between membes and they vote to decide upon 
  prospective new members.
  The Fraternity of Stars has run afoul of the Frontier 
  Haulers on multiple occasions. Each lists the other 
  as a threat to their organization. Although initially 
  formed here, the Frontier Haulers does not have a large 
  permanent presence on the station, and most conflicts 
  between the two groups occur elsewhere.
  League of Distant Lamog: The League of Distant 
  Lamog is a group consisting primarily of Lamogos who 
  believe that the Lamogos people need to make it a 
  priority to get off of their planet as quickly as possible. 
  Signs are that their blue giant star will go supernova 
  sooner rather than later and most of their membership 
  believe that they wasted an enormous opportunity by 
  not transforming Hagenti into their new home world. 
  Most also believe that while the Stellar Imperium 
  was busy building its own power, it should have been 
  using its resources to find a suitable new world for the 
  Lamogos people.
  In light of these perceived wasted opportunities, 
  the League of Distant Lamog seeks to finally do 
  something about this problem by exploring previously 
  undiscovered worlds and proposing plans to the 
  Lamog government regarding relocation. The Lamog 
  government would be interested in what this group 
  has to offer, except for some signifficant ideological 
  differences that make working with them politically 
  inconvenient. The League of Distant Lamog likes to draw 
  attention to the cause by making regular statements that 
  are extremely critical of the current Lamog government. 
  The organization also infuriates Lamog’s government 
  by distributing their message through advertisements 
  that contain harsh imagery depicting the effects of 
  supernovas on habituated planets while calling for 
  the people of the planet to rise up against “their 
  oppressors.” While none dispute that if Lamog’s star goes 
  supernova it would mean the end of life on Lamog, but 
  the government argues that there is no reason to rush 
  the process as there are no signs that this will occur in 
  the near future. Some government officials refer to the 
  League of Distant Lamog a terrorist organization. 
  The League maintains a presence at Rover’s Beacon 
  because it is a popular harbor for raiders and 
  explorers. Raiders can provide them with whatever they 
  need, including weapons (some believe that the group 
  is building up to stage a coup on Lamog), while they 
  often pay explorers to survey distant systems. Many 
  within this group dislike Humans and some members 
  have been responsible for hate crimes against them. 
  They also once made an attempt on the life of a 
  Lamogos official who passed through the station in an 
  attempt to draw attention to the cause.
  Liberty Brigade of Night: The Liberty Brigade of 
  Night is a group of raiders that is primarily interested 
  in laying their hands on advanced technology from 
  other worlds, which they can then sell to the various 
  technology corporations for ridiculous prices. Unlike 
  many other raider organizations, the Liberty Brigade 
  of Night keeps a low profile and uses their connections 
  to discover ships carrying cargo that is potentially 
  valuable to them. Once they have this information, they 
  then try to learn the flight plan of the ships they’re 
  interested in and attack them somewhere in between 
  the station and their destinations.
  
  150
  The leadership of the Liberty Brigade of Night is 
  unknown. The individuals running the organization 
  make appearances to its members on occasion, though 
  they make certain to distort their voices, conceal 
  their faces, and always appear behind a wall of 
  bodyguards. They do not make any assumptions that 
  the membership is naturally loyal, instead choosing to 
  pay them by giving them a healthy cut of the sales of 
  any acquired technologies. Membership is evenly split 
  between Humans and Lamogos.
  Psi-Assembly: The Psi-Assembly is an organization 
  that is active on Rover’s Beacon and spans most of the 
  known worlds and is comprised primarily of psionicists. 
  Information about the organization can be found in 
  Chapter 4..
  The Psi-Assembly once enjoyed a prominent spot in 
  the hierarchy of Rover’s Beacon, but the demise of 
  the Stellar Imperium and the rise of the influence of 
  raiders has brought about conditions that have not only 
  marginalized their influence, but left their organization 
  feared and rejected by many of the station’s inhabitants. 
  The organization has become concerned with the 
  attitudes towards them here on the Beacon, which 
  his has led to an influx of psionicists moving here in 
  an attempt to influence the station’s leadership to do 
  something about the problem. This increase in numbers 
  has fueled suspicion and intolerance, which has led to 
  numerous violent incidents.
  Troopers of Order: The Troopers of Order is an 
  organization comprised of people who despise the 
  acceptance of raiders aboard Rover’s Beacon and are 
  determined to do something to bring an end to it. 
  Agents operating aboard the station try to infiltrate the 
  various raider organizations and inflict heavy casualties 
  through sabotage. Often, after they have infiltrated a 
  crew, they plant a powerful explosive in the cargo hold 
  and then leave the ship before the bomb detonates.
  Most of the members of this organization are from 
  other worlds that are suffering raider attacks, many of 
  whom have lost friends, family, or entire crews to raider 
  attacks. Many are extremists who seek to destroy the 
  station because it harbors raiders. Station security 
  considers these individuals criminals and they go so far 
  as to warn raiders if they discover that a member of the 
  organization has infiltrated a crew.
  
  151
  Introduction
  Virus is a Traveller adventure for the Reign of Discordia 
  campaign setting. The adventure begins in Rover’s 
  Beacon, a space station that orbits the gas giant Teron 
  and serves as a major trading post. It is a popular 
  stopover point, and a major base of operations for 
  raiders. This adventure is designed for four to six 
  characters, and it serves as the launching point for 
  the first major campaign in this setting. It introduces 
  the raiders, the Lamogos, and the desperate search 
  for a cure against the R’Tillek virus which has already 
  eradicated entire planetary populations.
  Background
  During the final days of the Stellar Imperium, while 
  several worlds rebelled against a government rife with 
  corruption and decadence, the Imperium was fighting a 
  far-off war against the lizard-like R’Tillek. The Imperium 
  initially thought the R’Tillek were just another race they 
  could exploit for slave labor, technology, and resources; 
  however, as time went by, they learned that the R’Tillek 
  were far more powerful and far more widespread than 
  they had first suspected. The war eventually turned 
  against the Imperium and they ultimately lost the 
  conflict. During the final days of the war, all of the most 
  massive and powerful starships produced by the core 
  worlds, the Imperium class destroyers, were activated 
  in one final attempt to overwhelm their opponents. This 
  offensive failed and all of these mighty ships were lost.
  Despite the Imperium’s loss, the R’Tillek ruthlessly 
  eschewed peace. The R’Tillek refused to engage in end-
  of-war diplomatic talks, and went on the offensive a few 
  years later, long after the Imperium forces fell back to 
  their core worlds. Over the course of years, the R’Tillek 
  attacked the core Imperium worlds of Hagenti, Dorang, 
  and Piresega, smashed planetary defenses and utterly 
  eliminated the entire populations of these worlds with 
  a viral biological agent. No species, no matter their 
  physiology, were spared. More recently, the R’Tillek 
  have returned and destroyed a few more worlds, some 
  of which were never a part of the Stellar Imperium 
  in the first place. The one thing those in the former 
  Sample Adventure:
  VIRUS
  Imperium core worlds are certain of is that the R’Tillek 
  will be back, and no world is safe from their fury.
  In the aftermath of the attacks, many groups had 
  attempted to obtain living samples of the virus; 
  however, the virus kills so quickly that, to the best of 
  anyone’s knowledge, there were no samples left to 
  study. This changed when the R’Tillek attacked the 
  Sangor world of Natillon. Certain Sangor scientists 
  understood that, though they were doomed, they had 
  the responsibility to help other worlds by freezing a 
  sample for later study by whoever might eventually 
  find it. Teams of aliens of all types combed through the 
  remains of the planet, eventually discovering this one 
  preserved sample. This was then given to Doctor Leif 
  Noreck, who began researching a cure or a vaccine. 
  He was beginning to make some meaningful progress 
  when the news of his work leaked to Commodore Renin 
  Prett of the Lamogos Star Navy.
  The Lamogos government decided to capture the virus 
  for their own use, a sort of super weapon that they could 
  use, should they need it; and they believed that they 
  could obtain better results with the vaccine research than 
  doctor Noreck could on his own. Commodore Prett led 
  a strike force to blockade Eisiu space while his troops 
  searched for the doctor’s lab on the ground. Despite their 
  efforts, they failed to locate the doctor or his research, so 
  the Lamogos established a blockade in orbit while they 
  played a cat and mouse game on the surface. Eventually 
  the Guardians of the Light coordinated a rescue effort and 
  managed to sneak Noreck and his assistant off the planet 
  and past the blockade. 
  Their victory was short-lived, however. A group of 
  raiders laid in wait along a popular navigational route 
  with a device that creates an artificial gravity well. 
  When the doctor’s transport passed though the area 
  they occupied, the ship dropped out of faster-than-
  light speed travel and was confronted by the raider’s 
  corvette. The battle was quick, resulting in the crippling 
  of the transport. The raiders kidnapped the doctor and 
  his assistant, leaving the ship in shambles. Upon the 
  return to their base, they put the doctor into stasis and 
  contacted the Lamogos, hoping to make a lucrative 
  
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  deal for turning the doctor over to them. One important 
  fact that the raiders are unaware of is that the doctor’s 
  assistant is a very Human-looking android who carries 
  the live sample in a storage container within her body.
  The single surviving crew member of the transport 
  managed to get the transport ship as far as Rover’s 
  Beacon, which is where the adventure begins.
  Adventure Synopsis
   The adventure begins when the surviving Guardians of 
  the Light agent aboard the transport arrives at Rover’s 
  Beacon. The characters will be the first individuals to 
  arrive on the scene and the agent gives a data cube to 
  them, asking them to get it to the organization’s agent 
  posted to the station. His mission accomplished, he will 
  quietly expire.
  The characters may decide to honor his request, or they 
  may decide to rescue the doctor without additional 
  consultation. In either case, they will first have to use 
  their underworld connections to discover the location 
  of the raider’s base of operations, and then they will be 
  asked to undertake a daring rescue.
  The raiders’ base of operations is a small outpost 
  that was carved out of an asteroid during the first 
  interstellar war. The characters will need to learn 
  the location of the base, find a way aboard, and then 
  find a way to liberate the doctor. Their most likely 
  course of action will be to eliminate the opposition; 
  however, there are ways to accomplish their mission 
  with a minimum loss of life, possibly posing as friendly 
  smugglers with a payload to deliver until they reach the 
  command station, at which time they will have to force 
  their way to the special storage area where the doctor 
  is being kept on ice.
  Once they have freed the doctor and his assistant, the 
  characters will need to leave the area; however, the 
  Lamogos will arrive at the outpost at that moment to 
  collect Noreck. The characters will need to fend off the 
  Lamogos, get the doctor aboard their ship, and flee the 
  area. Once outside the station, they will need to evade 
  the Lamogos ship long enough to make an FTL jump 
  back to the station.
  This adventure is designed to challenge four to six 
  characters. 
  Part 1: A Desperate Plea
  The following encounters are run as the characters 
  attempt to discover where the doctor might be held. If 
  the characters fail to get the needed information from 
  an encounter, miss one of the planned encounters, or 
  simply cannot figure out their next move, Rinoll Hajni, 
  the Sangor operative of the Guardians of the Light 
  aboard Rover’s Beacon, can give them a nudge in the 
  right direction. He does not have all of the answers;he 
  would provide them if he had them, but he can help 
  point them towards the people they need to speak to.
  The easiest way to involve the characters is to run 
  the first encounter as the they are returning from a 
  successful mission of some sort. They should be in the 
  docking bay as the battered transport arrives at the 
  station. If the characters are stationed aboard a larger 
  ship that would not normally dock at Docking Ring 
  A, the PCs can be there on other business, perhaps 
  to check out a recently salvaged ship, or meet with 
  another individual who owns a ship docked there.
  1. Docking Ring A Encounter
  The characters should be attending to some business 
  in Docking Ring A. While there, a small transport ship 
  arrives. Read or paraphrase the following to the players 
  once the ship has docked:
  You hear the mechanical whine of one of the 
  docking gates nearby open and your nostrils are 
  suddenly assailed by the smell of acrid smoke 
  that carries with it the unmistakable odor of 
  burned flesh. As you look over, you notice smoke 
  escaping from the hatch. A moment later, a single 
  badly burned man stumbles from the gate. The 
  man raises a hand towards you and weakly utters, 
  “Help me…..”
  The man who falls out of the transport is a Human 
  named Robert Merchant, who is fatally wounded and 
  is about a minute from death. He was severely burned 
  when several devices within his ship exploded while 
  he was trying to fend off the raiders while making his 
  escape.
  He pulls a data cube from his pocket and hands it to 
  whichever character approaches him first. He says, “It 
  is of vital importance that you take this to Rinoll Hajni.” 
  He lives long enough to answer up to two questions 
  before he dies. The additional information he is able to 
  provide includes the following:
  * Ranoll Hajni is a Sangor aboard this station who is 
  the only Guardians of the Light operative on Rover’s 
  Beacon.
  * He was transporting the Leif Noreck, a gifted 
  researcher from the planet of Eisiu when they were hit 
  by raiders.
  * Leif Noreck was had the only live sample of the 
  R’Tillek virus known to exist.
  
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  * The data cube carries the ship’s sensor readings from 
  the attack. Robert hopes that there is something in the 
  sensor readings that might point them to the location of 
  the raiders who kidnapped the doctor.
  If the characters wish to look at the data on the cube 
  before taking it to Ranoll, they must succeed at a DM 
  -3 Computers check. Stored within are the ship’s flight 
  plan, which includes a jump from Eisiu to the empty 
  space between Teron and Dantoga. The sensors 
  detected three Lamogos battle cruisers and a battleship 
  before the ship was able to jump out. It appears that the 
  ship was forced out of FTL, which meant that whoever 
  attacked them was using an anti-tachyon field device 
  (ATFD). The sensor readings then show a corvette that 
  appeared shortly after the jump, which attacked them.
  Most ships are customized fairly early on in their 
  operative life, either due to repair work or upgrades. 
  Because of this, even ships that do not identify 
  themselves with a digital signal can be identified by 
  matching the exterior shape and markings with other 
  known ships. Often, ships become so customized that 
  it is easy to recognize the owner/pilot by the ship’s 
  appearance.
  2. Ranoll Hajni
  Ranoll Hajni is easy to find, given that the location of his 
  quarters, which are located between Docking Rings B 
  and C, are openly available through the station’s central 
  computer, and his communication code is set so that 
  anyone may contact him. When the characters make 
  contact, he agrees to meet with them immediately. 
  When the charactersw meet him, read or paraphrase 
  the following to the players:
  Before you is a Sangor. They are a rather odd 
  but fairly commonly found alien species 
  which looks like a strange combination of an 
  overgrown flat worm which is held up by six 
  spindly legs. It likewise has four equally thin, 
  chitinous arms that end in fine fingers that can 
  easily manipulate items in the same fashion 
  a Human hand can. It scurries towards you 
  and begins to speak in its native, worbling, 
  incomprehensible language. As it does so, an 
  electronic translation device mounted to its 
  neck emits the following message in a language 
  and tone that you can understand, “Greetings. 
  I am Ranoll Hajni of the Guardians of the Light. 
  What brings you here?”
  Assuming that the characters show Ranoll the data cube 
  they recovered, he quickly relates his concern over this 
  development. He goes on to explain that the Guardians 
  of the Light have been the ones funding his research, 
  and they wanted it done on one of the Frontier Worlds 
  because there are usually fewer people taking an 
  interest in the affairs of that portion of space.
  Ranoll further states that if the characters haven’t 
  figured it out yet, the way to find out who is behind the 
  kidnapping, and where they might be holding Noreck 
  is to track the ship by its markings. Station security 
  keeps information of this nature on file, assuming that 
  the ship has come through here. Of course they won’t 
  be willing to divulge this information, so the characters 
  will need to be resourceful to find a way to access this 
  information. Once the owner of the ship is found, it 
  should be a simple matter of getting the some of their 
  associates to volunteer their whereabouts.
  Finally, Ranoll admits that the Guardians of the Light 
  simply do not have the resources on the station to 
  mount a rescue, and interstellar communications being 
  what they are, he probably can’t get word to other 
  operatives before the raiders have done something 
  with the doctor, such as sell him and his research to the 
  highest bidder. Worse than the fate of one man, Noreck 
  has the only known sample of the live R’Tillek virus, and 
  he fears allowing that to fall into the wrong hands. 
  Ranoll says that he knows of the characters’ reputations 
  as capable operatives and would like to know if they 
  would be willing to undertake the critical mission 
  of rescuing the doctor. If the characters ask about a 
  reward, he says that he can offer 10,000 credits upon the 
  doctor’s safe return. If pressed for more, he can go as 
  high as 12,500 credits, but no more.
  3. Identifying the Ship
  The first piece of information the characters will need 
  is the identity of the corvette that attacked the transport 
  carrying the doctor. Going straight to security for 
  this information results in failure; they do not provide 
  the identities of ship owners to anyone outside 
  station personnel. However, if the characters go to an 
  individual security officer and make a successful DM -1 
  Diplomat check, he is willing to provide them with this 
  information, provided that they do not reveal the source 
  of their information.
  A second option would be to hack the station’s computer. 
  All of the station’s security files are on the same network 
  as the rest of the computers; however, they are locked 
  away and protected by a firewall. If the characters make 
  a successful DM -1 Computers check, they can obtain this 
  information, though they will give away their identities 
  in the process, which will alert security and they will 
  be arrested for hacking the system. If they make a 
  DM -2 Computers check, they are able to retrieve the 
  information and do it without detection.
  
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  A third option is to hire a hacker to obtain the 
  information for them. A quality hacker can be found 
  with a successful Streetwise check, and the information 
  costs 1,000 credits.
  The end result of this search is that they learn that the 
  corvette that attacked the transport belongs to Panum 
  Grier, a Human raider who occasionally visits this 
  station to sell his ill-gotten gains.
  4. Fracas at the Quaraca
  Some of the associates of the raiders who have 
  kidnapped the doctor have learned of the characters’ 
  interest in them. As allies, they take it upon themselves 
  to try and protect Panum Grier’s raider syndicate and 
  feel that the characters should be heavily dissuaded 
  from their current line of investigation. They send an 
  anonymous email message to the characters through 
  the station’s central computer which reads as follows:
  I have heard of your current line of investigation 
  and I believe I can help. Meet me at the Quaraca 
  as soon as you receive this message. I’ll introduce 
  myself after you arrive.
  This group intends to assault the characters at the 
  Quaraca. If they see through the charade, they wait 
  until later and attack them in the corridors. When 
  the characters have entered the Quaraca, read or 
  paraphrase the following to the players:
  Before you is the familiar scene of the famous 
  tavern known as the Quaraca. The majority of 
  the establishment is a very large room filled with 
  tables and chairs. A stage sits along the opposite 
  wall and to the right, and there is currently a jazz 
  band up there playing a meandering tune for 
  the sparse crowd. Directly across from you is the 
  bar where you can order from one of the largest 
  alcohol collections in the galaxy. Bottles of various 
  types of alcohol have been brought here from over 
  a hundred worlds, offering the very best to the 
  very worst drinks in existence. Along the left wall 
  to your left are the restrooms, and beyond those, 
  the offices. Above you is the balcony, where the 
  V.I.P. guests (and those who pay exorbitant rates to 
  the establishment) are seated.
  When the characters enter, the nearest waitress 
  recognizes them from their description and offers to 
  take them to the table that has been reserved to them 
  on the balcony. If they agree to go with her, she escorts 
  them up the stairs and to a corner table closest to the 
  stage. She offers them a drink, them quickly disappears 
  to fill their orders or wait on other customers. They are 
  the only group up there at the time.
  The characters are left to wonder what is happening 
  for a few minutes before the raiders make their move. 
  A party of five rough looking men dressed in leather 
  is seated near them. One of them stands up, walks 
  over to the characters, and asks if they’re enjoying the 
  music. He quickly moves from small talk to confirming 
  that they are the ones who contacted them about 
  meeting them here. He then proceeds to suddenly and 
  unexpectedly punch one of the characters. When he 
  does this, the others rise from their chairs to descend 
  upon the party.
  The raiders want to keep non-lethal because they 
  would like to be allowed back here at some point in the 
  future. At the same time, they reciprocate if one of the 
  characters pulls a knife or some other lethal weapon. 
  They fight until they have been defeated or they have 
  emerged victorious. They do not carry firearms, and 
  the characters will be reported to security by the 
  other tavern patrons if they use lethal force against 
  the raiders. If the raiders win the fight, they leave the 
  characters alive, but warn them that they are playing a 
  very dangerous game and to simply walk away while 
  they have the chance.
  Additional Information: The owner of the 
  establishment, a Lamogos named Linift Ors is aware 
  that this confrontation is likely to take place here 
  and has left the establishment until after it occurs 
  so that events can play out without interference. If 
  the characters win the fight, they can make DM +1 
  Persuade ceck to force them to tell them where they 
  might find the raiders responsible the kidnapping. If 
  successful, the raiders tell them about the old outpost 
  built into the asteroid where they are stationed, and 
  provide them with the coordinates. If the characters 
  take them to security, they can have them arrested, 
  which will prevent them from alerting Panum Grier. If 
  they let them go, they will let the raiders know to expect 
  company soon.
  5. Gathering Needed Information
  If the characters fail to take the bait that leads them to 
  the Quaraca, they lose the fight, or they simply wish to 
  gain more information about their destination, they can 
  make a Streetwise check. Their best roll determines the 
  amount of information they can gather.
  DM +2 – The name of the raider who owns the ships with 
  the markings from the transport’s logs is Panum Grier.
  DM +1 – Panum Grier operates out of an old outpost 
  used in the Lamogos war. The coordinates of the 
  asteroid is provided to the characters.
  
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  DM +0 – The raiders frequently return stolen cargo 
  to the outpost and then disembark for more raiding, 
  leaving it largely unprotected for long periods at a time.
  DM -1 – It is not unusual for cargo carriers to meet 
  them at the outpost and smaller ships are usually not 
  considered a threat.
  DM -2 – If they give the code word “Firelight,” in their 
  initial transmission, they will be assumed friendly.
  Once the characters have the coordinates to the 
  outpost, they are able to leave the station and attempt to 
  rescue the kidnapped researcher.
  Part 2: The Raider Outpost
  The raider corvette responsible for the hit on the 
  transport carrying Dr. Noreck is currently off in another 
  region of space searching for more ships to prey on. 
  This means that the outpost is defended only with the 
  weapons systems installed in the outpost itself, which is 
  a double-turret pulse laser, two particle beams, and two 
  missile banks.
  If the party claims that they are there to drop off cargo, 
  the raiders allow them to land if they succeed at a 
  Persuade check. If they fail the check, they are warned 
  to leave before they are fired upon. If the characters 
  insert the word “Firelight” into their initial conversation, 
  they are allowed to dock without further questions.
  If the characters fail their Persuade check, refuse to 
  back off, and are defeated by the station’s defense 
  systems, their mission is still not necessarily a failure. 
  The raiders view their blasted ship as potentially 
  salvageable, so they haul it into the cargo hold. They 
  then board the ship, expecting the characters to 
  ambush them, so they have their blasters out and cannot 
  be surprised. From that point, the characters can either 
  fight or go with them peacefully. Fighting is the best 
  option since the raiders will be inclined to cast out into 
  the vacuum of space if they go peaceably.
  The outpost is heavily wired with a security system that 
  includes cameras and a general alarm. Defenders can 
  activate the alarm from a number of different locations, 
  including the main docking bay, all control rooms, and 
  all security checkpoints. Activating the alarm involves 
  moving to the nearest control panel and spending a 
  minor action to punch a series of buttons.
  1. Docking Bay
  This level is the most likely point where the characters 
  will enter the outpost. There is also smaller door 
  that opens into space on level 2 which is designed 
  specifically for cargo ships to dock and create an 
  airtight seal between the ship and the outpost to 
  prevent atmosphere from leaking out. Once docked, 
  cargo can be unloaded from the ship to the outpost’s 
  main cargo bay. This opening is too large for a fast 
  freighter or similar small craft unless they are specially 
  outfitted with oversize docking seals.
  The docking bay is normally quiet, though it becomes 
  a bustling hive of activity when ships arrive with cargo. 
  Ships dock in the bay itself, but to do so, the room must 
  be depressurized for a full minute, during which time 
  the workers evacuate to room 2. They re-enter and 
  begin unloading cargo once the ship has landed and 
  the bay is re-pressurized.
  When the characters have exited their craft, read or 
  paraphrase the following to the players:
  Although this docking bay was hewn from 
  the solid rock of the asteroid, the interior is 
  completely contained and reinforced with steel. 
  The floor is covered with a dull gray tile that 
  appears to be fairly old, as evidenced by the 
  fact that many of them appear to be crumbling, 
  or have chipped edges. Towards the end of the 
  bay is a corner that has been walled off, with one 
  door set into it.
  While the room is depressurized, the flashing red 
  lights and loud buzzing sound indicate that it is not 
  safe to be in an unprotected area. The dotted line on 
  the map indicates where the reinforced blast door lies. 
  After the characters’ ship has landed and the cargo 
  bay re-pressurizes, the workers from area 2 enter the 
  room and begin offering assistance. Assuming that the 
  characters managed to fool them into thinking that they 
  are here on friendly business when they docked, with a 
  successful Persuade or Diplomat check, the raiders are 
  friendly and even offer to let them go up to the common 
  area above.
  Should the characters fail their check, or come out 
  shooting, the docking bay erupts in blaster fire.
  The raiders in this area are of much lower level than the 
  characters, and are clearly outclassed in combat since 
  it is their primary job to load and unload cargo. Their 
  primary strategy is to take cover behind part of the 
  characters’ ship and rely on their blasters. If the battle 
  goes poorly for them, they fall back to area 2. 
  If they are clearly losing to the characters, they surrender. 
  If pressed for information, they are willing to provide 
  the characters with a rough idea of the outpost’s interior, 
  as well as reveal the location of Doctor Noreck. Simply 
  knowing his location will not make reaching him any 
  easier since they still need to go through the entire station 
  to get to the lift leading to the area where he is being held.
  
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  Additional Information: The sides of the bay are lined 
  with crates full of cargo that the raiders can sell quickly. 
  Among them are 500 credits worth in grains, 1,250 
  credits worth in machinery parts, and 1,500 credits 
  worth of raw metals.
  The controls that open and close the docking bay doors 
  are located in area 4. There are cameras trained on this 
  area, so if a firefight erupts, the entire station will be on 
  alert from this point. In addition, reinforcements in the 
  form of 8 raiders descend into the bay room from room 
  6 above, entering from the lift.
  The lift connects this to area 5 in the Primary Facilities 
  above.
  2. Vacuum Secure Area
  The room to this room is locked if hostilities have 
  already erupted and require a successful DM -1 
  Mechanic check to open. When the characters enter this 
  area, read or paraphrase the following to the players:
  3. Security Locker
  When the characters enter this room, read or 
  paraphrase the following to the players:
  This large room is clearly designed as 
  a pressurized hold to be used while the 
  docking bay goes through a de-pressurization 
  sequence. The door between the bay and 
  this room is heavy while the door between 
  here and the next room is a standard metal 
  door that you commonly encounter on space 
  stations or starships. Two monitors observing 
  the docking bay are built into the wall next to 
  the pressure door, one of which is fixed on the 
  ship in the hold while the other one is fixed 
  on the lift doors.
  This room is empty unless the raiders from the docking 
  bay have fallen back here. If they have, the fight 
  continues.
  If the characters play with the controls, they can take 
  the following actions: they can lock the doors to the 
  docking bay, requiring those on the other side to make 
  a successful DM -1 Mechanic check to enter. 
  The characters can change the view of the cameras in 
  the bay so they can see areas not currently on screen, 
  such as immediately in front of the door to this room, 
  the main blast door to open space, or any of the other 
  corners. This could become important if reinforcements 
  arrive from the Primary Facilities level.
  The characters can also get a live video feed from areas 
  8, 9, and 11 on the screens.
  This L shaped room appears to serve as a locker 
  room of sorts. Showers are built into the far wall 
  and black colored personal lockers line the 
  outer wall. 
  Four raiders stand guard in this room and they are 
  prepared for the characters if hostilities have broken 
  out in other areas. These raiders attack the characters 
  as soon as they enter the room.
  These raiders are more committed to the security of the 
  outpost than the ones working the Docking Bay, so they 
  will not surrender, even when wounded nearly to the 
  point of unconsciousness and they will not be coerced 
  into revealing secrets about the rest of the outpost. 
  Their primary goal is to take the characters down 
  as well as to protect the door to area 4. As the fight 
  continues, they move to occupy the area just outside 
  area 4 and then they employ their blasters against 
  the characters. There are no obstacles they can hide 
  behind, and they have nowhere to fall back to, so this 
  combat is a simple matter of standing and defending.
  The lockers are locked, requiring a DM -1 Mechanic 
  check to open. All but four lockers contains a blaster, a 
  sonic pistol, medium combat armor, and a helmet.
  4. Docking Control Station
  When the characters enter this room, read or 
  paraphrase the following to the players:
  A massive control panel lines the far wall, and 
  four chairs sit in front of it. Aside from that, two 
  monitors lie on the wall to your right.
  This room is occupied by two techs who operate the 
  pressurization/de-pressurization of area 1 as well as the 
  primary door that leads to open space. These techs are 
  not combat oriented and surrender immediately when 
  the characters enter. 
  One of the techs is Jeffry Hallen, a tall blond Human 
  with a heavy frame and a beard. He is at this facility 
  because he was offered good pay and reasonably safe 
  working conditions, though he is in no way loyal to the 
  raiders who run the place. In fact, during his time here, 
  he has seen more than his share of things he objects 
  
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  to and he sees the arrival of the characters as his ticket 
  out. He offers to share information about the outpost, 
  including the fact that the outer door in area 1 can be 
  activated remotely, with or without de-pressurizing the 
  Docking Bay. He offers them a data cube that contains 
  the information they would need to do this.
  The other tech is the Sangor Vissouee Nissin. Like Jeffry, 
  he has no love for the raiders, though he is uncertain 
  whether he should take his chances with the characters 
  or remain loyal to the raiders. If threatened, he leaves 
  this room and otherwise obeys the characters’ orders, 
  though he will not accompany them through the outpost. 
  If they allow him access to the Primary Facilities, he 
  goes Panum Grier’s quarters and alerts him to the fact 
  that Jeffry has given the characters the information 
  necessary to trigger their main door remotely. Panum 
  will then instruct the remainder of his forces to shoot 
  for Jeffry when they see him. If Vissouee is left on this 
  level, he tries to find a quiet area where he can stay out 
  of the fight until the matter has been resolved. If, at the 
  end of the adventure, things have calmed down and the 
  characters are in control, he will ask to accompany them 
  so he can leave this place behind.
  Level 2: Primary Facilities
  Level 2 serves as the primary facilities for the raiders. 
  This level contains the outpost’s primary living quarters, 
  the communication station, the primary storage area, 
  as well as other less important areas. Normally there 
  would be a greater number of raiders than those that 
  are currently present, but the vast majority of them 
  are onboard the corvette that attacked the doctor’s 
  transport, lying in wait for their next victims.
  5. Security Checkpoint
  When the characters enter this room, read or 
  paraphrase the following to the players:
  escort. If the characters make a successful Persuade 
  check, they can convince the guards that they simply 
  took a wrong turn. If successful, the guards insist that 
  the characters return to their ship. If the characters have 
  set off an alarm, or are openly defiant of the guards, 
  they attack the party.
  The guards attack the party with their blasters, 
  attempting to take them down as quickly and efficiently 
  as possible. If the alarm has not yet been activated, 
  one of the guards attempts to activate the alarm before 
  engaging in combat. 
  If two or more of the security guards are eliminated 
  before they can inflict the same casualties upon the 
  characters, the remaining one or two attempt to talk to 
  the characters, asking them what they want here. If they 
  talk and reveal their true intentions, the guard thanks 
  them, then attempts to run out of the room and proceeds 
  to room 10 where he grabs the guards stationed there 
  while communicating the character’s objectives with 
  Panum Grier in area 12. Panum will react by alerting his 
  personal guards to the danger, preventing them from 
  being surprised when they reach his quarters.
  6. Crew Quarters
  When the characters enter this area, read or paraphrase 
  the following to the players:
  This rectangular room acts as a security 
  checkpoint and doubles as a kitchen. A 
  refrigerator stands in the corner to the left, 
  which sits next to a heat ray cooker. A long 
  counter, and cupboards above, lies along the 
  wall to the left. 
  Four guards man this security checkpoint. If the 
  characters have managed to establish friendly relations 
  with the raiders up until this point and have been 
  escorted up by one of the raiders from level 1, security 
  allows them to pass without incident. If the characters 
  have not set off an alarm, but are unescorted, the 
  security officers begin drilling them with questions, 
  asking who they are and why they’re here without an 
  This room is clearly the sleeping area for a 
  number of the raiders who call this outpost 
  home. Bunks, three high and two long, line 
  the walls to either side of the door. A locker 
  is built into the wall between the two rows 
  of bunks.
  These six rooms are identical with the exception of 
  the number of potential occupants. If the alarm was 
  sounded somewhere on level one, these rooms are 
  empty because the raiders have already left to deal 
  with the characters. If the characters have managed 
  to avoid setting off the alarm so far, they find raiders 
  in these rooms (the exact number per room is 
  determined by the referee, as long as there are a total 
  of eight).
  If encountered in these rooms, there is a 33% chance 
  (roll of 1-2 on a d6) per occupant that he is asleep. Any 
  occupants that are awake attempt to alert the others to 
  the presence of the characters rather than attempting 
  to fight them alone. If the raiders can manage to alert 
  three or more of their comrades, they mount a defense 
  against the characters. If they cannot at least manage 
  to get three together in this region, they surrender to 
  the party.
  
  160
  The raiders attempt to use the hallway to their benefit. 
  They duck into the rooms and use the doorways for 
  cover while they take quick shots at the characters and 
  then disappear back into the rooms. If the characters 
  manage to reduce them down to the last man, the 
  remaining raider attempts to flee the area and alert the 
  guards in area 10 to the danger.
  There are a total of six lockers between the rooms, 
  and each contains the following items (mostly 
  extra equipment owned by the raiders): 1 blaster, 6 
  rebreathers, 2 undercover shirts, a knife, a comlink, and 
  120 credits.
  7. Common Area
  When the characters enter this room, read or 
  paraphrase the following to the players:
  The first thing the raiders do is overturn one of the 
  couches and crouch behind it, gaining cover. They 
  then pop up to squeeze off a shot, and then disappear 
  back behind it. While this is going on Iin uses his 
  personal comlink to alert room 10. The occupants of 
  room 10 take two minor actions, both moving their 
  full speed, arriving 2 rounds later. Iin remains behind 
  the overturned couch and does not move unless 
  the characters have him cornered, at which time he 
  surrenders. 
  Iin Bandis: Appendix 1
  Raiders: Appendix 1
  8. Communications Station
  When the characters enter this room, read or 
  paraphrase the following to the players:
  This triangular room is clearly the recreation 
  room. Sofas line all but the opposite wall. To 
  the left is a pool table, and straight ahead is 
  a holo-emitter which is currently showing an 
  action movie that looks like it was imported 
  from Earth.
  This room is occupied by three raiders and the second 
  in command, a Lamogos named Iin Bandis. If Iin is 
  aware that the characters are not supposed to be here, 
  he attempts to strike a deal with them and forego any 
  hostilities. Though he is the direct underling of Panum 
  Grier, he doesn’t much like his boss and he sees the 
  presence of the party as an opportunity to take control 
  of the raiders without having to confront Panum himself. 
  If the characters agree to not attack when they enter, Iin 
  orders the other three raiders to go to the docking bay 
  and secure the area. Afraid to question his orders, they 
  comply, leaving Iin alone with the characters.
  Once he has them alone, Iin wants to know why the 
  characters are here, though he already suspects that 
  they are here to rescue Doctor Noreck. Assuming that 
  they’re honest with him, he makes them an offer: take 
  out Panum Grier and leave him in command and he 
  will help the party in any way he can. Among the useful 
  information he can provide them are the command 
  codes to activate the communications array, how to 
  cancel the outpost’s alarm, and the location of doctor 
  Noreck. If the characters decide not to take the deal, 
  Iin surrenders to the party and throws himself at their 
  mercy rather than allow himself to be killed.
  If the characters refuse to talk, Iin uses the raiders to 
  mount a defense while he himself does everything in 
  his power to stay out of the fight.
  This relatively small room contains a long 
  control panel to the left and a smaller control 
  panel to the right. The polished black surfaces 
  have a number of small buttons, blinking lights 
  of various colors, levers, and small screens. At 
  the far end of the room is a window that looks 
  out into the emptiness of space. Out the window 
  to the left, you can see the unmistakable form of 
  a communications dish.
  This room is occupied by three raiders who mount a 
  defense against the characters if the alarm has been 
  sounded. If the alarm has not been sounded, they 
  demand to know the meaning of this intrusion. Make a -
  1 DM Diplomat check. If the check is failed, they use the 
  comlink to alert Panum Grier to their presence.
  The raiders dive under the control panels behind their 
  chairs, providing them with cover. They then employ 
  their blasters against the characters. Once two of them 
  have fallen, the final one attempts to flee the room to 
  area 10 where they can obtain reinforcements.
  Additional Information: If the characters make a DM 
  0 Computers check, they learn that the communication 
  system was recently used to inform the Lamogos that 
  they have captured Doctor Noreck. The Lamogos 
  returned their communication, informing them that they 
  were en-route and should arrive within the hour (this 
  was approximately forty-five minutes ago. This should 
  alert the characters to the fact that the Lamogos are on 
  their way and they will likely have to deal with them 
  after they arrive.
  The characters can also use this equipment to 
  communicate with another party. This is a Drivesat 
  
  161
  Comm Array, so they can speak with anyone within 
  50 light years in real-time. The array is locked down, 
  requiring the password “thinkey” to operate. If the 
  characters did not get this information from Iin in 
  room 7, they must make a successful DM -2 Computers 
  check to override the security protocol and gain 
  access to the array. Once they have done this, they 
  must make another successful DM -2 Computers check 
  to communicate with a moving starship or a DM -1 
  Computers check to communicate with a fixed point in 
  space such as a planet or space station.
  The communications equipment also contains a radio 
  transceiver that allows the characters to communicate 
  with any ships outside of the station. This device is not 
  locked down and does require only a DM +1 Computers 
  check to successfully operate.
  Raiders: Appendix 1
  9. Primary Storage
  When the characters enter this area, read or paraphrase 
  the following to the players:
  The workers duck behind cover and move out from 
  behind cover on their turns to fire at the characters. The 
  crates in this room are filled with liquid hydrogen and 
  take 10 points of damage before exploding, causin 3d6 
  points of damage to any character within two meters. 
  The workers surrender if reduced to two or fewer 
  combatants.
  In total, there are 11 drums full of liquid hydrogen, 
  which are worth approximately 1,000 credits per drum. 
  The crates are full of a variety of starship parts that 
  can be used to repair damaged or malfunctioning 
  equipment aboard a ship. These parts are worth a total 
  of 1,500 credits per crate.
  With a successful Average Investigate check, the 
  characters notice that there is an air duct on the West 
  wall near the ceiling, five meters above their heads. If 
  the characters investigate this, they find that the duct 
  is just barely large enough for them to climb into. The 
  duct leads to every major room on the level; however, 
  the openings into the other rooms are not large enough 
  for characters to fit through. The one area with a duct 
  opening large enough to fit through deposits them near 
  lift 2.
  Within the lift, the characters find rungs that run 
  alongside the path of the car. The shaft ascends fifty 
  meters straight up, at which point it intersects with the 
  main corridor on the command level.
  Raiders (5): Appendix 1
  10. Guard Room
  This room is locked, requiring a DM -1 Mechanic check 
  to open.
  When the characters enter this room, read or 
  paraphrase the following to the players:
  This large rectangular room is filled with piles of 
  crates and clusters of barrels. Against the far wall 
  are two very large double doors.
  The large double doors on the East side of the primary 
  storage area are locked (DM -2 Mechanic to open, or via 
  control in area 13). These open up to a fifteen-foot wide 
  hallway; at the end of the hallway is a double-door as 
  wide as the hallway. This door is secured via a control 
  mounted at the end of the hallway on the north side. This 
  is essentially a loading dock that is designed to allow 
  a cargo ship to dock with the outpost. Once the seal is 
  established, the door can be opened. If there is no ship 
  on the opposite side of the door, this door can still be 
  opened, but it functions as an airlock. Once the controls 
  are activated, the doors to the primary storage area slam 
  shut and lock, after which the air is eliminated from this 
  room. Two rounds later, a vacuum exists and the outer 
  door opens. If the characters set this off accidentally, 
  they have two rounds to open the doors to the primary 
  storage area before the door to space opens.
  This room is staffed by five armed workers, and unlike 
  the ones in the docking bay, these ones are reasonably 
  convinced that there is armed backup just outside the 
  door. If the characters have not yet set off the alarm, the 
  workers point out to the party that they are not supposed 
  to be in here, but they otherwise return to work unless 
  the characters initiate hostilities. If they do, the workers 
  defend themselves and attempt to set off the alarm. If the 
  characters have set off the alarm, the workers attack.
  This room contains ten lockers against the far 
  wall and a small round table surrounded by 
  light metal chairs in the center of the room. 
  To the right is the half-circle of a lift door.
  If the security raiders have not been called away 
  already, they are here, ready to defend this lift from 
  the characters’ incursion. No amount of diplomacy 
  or intimidation will convince security to allow the 
  characters access to the lift since it leads to the 
  command level. The only way they would move aside 
  is if the characters are accompanied by Iin Bandis, or 
  they have somehow managed to get Panum Grier to 
  accompany them.
  
  162
  
  163
  There is a small security console next to the lift, which 
  includes a direct communications link to areas 1, 4, 5, 
  8, 9, 13, and 12. If the characters are brazen enough to 
  use the comm system to buzz Panum Grier, he not only 
  refuses to be intimidated, but assures them that their 
  progress thus far has been sheer luck, as well as the 
  incompetence of his hired underlings. Further, he states 
  that they will not be so lucky when they find him. If the 
  characters simply request that he turn Doctor Noreck 
  over to him, he laughs and flatly refuses, stating that 
  he would never give away such a valuable commodity, 
  though he would be willing to entertain an offer to 
  purchase him. Any amount less than 50,000 credits is not 
  worth his time and he terminates the conversation. If the 
  characters offer more than that amount, he is willing to 
  work with them, provided that they can prove that they 
  actually have that many credits at their disposal. If they 
  do, he agrees to meet with them in his quarters.
  In the event of a fight, the security raiders attempt to push 
  the characters out the doors and then hold the room by 
  focusing their attacks on one character at a time. If the 
  alarm has not yet been sounded, they do so now.
  Additional Information: The total content of the 10 
  lockers includes: 1 blaster, 6 rebreathers, 2 undercover 
  shirts, a knife, a comlink, and 120 credits. Each guard 
  carries a ring of keys which open the cell doors in area 11.
  Raiders (6): Appendix 1
  Level 3: Command Station
  The command station is one of two pivotal points in this 
  adventure because it is here that the characters face 
  their greatest challenge, in the form of Panum Grier and 
  his guards, as well as potentially gain access to area 14, 
  which is where Doctor Noreck is being held in stasis. 
  The only way to the special storage area is by taking 
  lift 3. This lift is locked and requires Panum Grier’s 
  personal security card or a DM -2 Computers check to 
  enter and activate.
  11. Conﬁ nement Area
  The door to this room is locked and requires a DM -2 
  Mechanic check to open.
  When the characters enter this room, read or 
  paraphrase the following to the players:
  The ten occupants of these cells are male and female 
  citizens. Three of them are Human, two of them are 
  Lamogos, two are Tallinites, one is a Sangor, and two 
  are Relarran. If the characters decide to free these 
  individuals, they will do little to help them, though they 
  will slow them down considerably as some begin to 
  wander away from the party, others begin panicking, 
  and still others simply complain about their lot in life. 
  Each of these individuals were captured during one 
  raid or another and they were kept because the raiders 
  (often erroneously) believed that they could negotiate a 
  ransom for their return.
  One Human female in particular, the blond teenage 
  girl named Terece Hodges, is the daughter of Buckham 
  Hodges, the CEO of Transceracorp back on Earth. 
  She is spoiled, and quickly convinces herself that 
  the characters are there for the specific purpose of 
  rescuing her. She will second guess the characters’ 
  actions throughout the remainder of the adventure, and 
  generally make a nuisance of herself. If she is still with 
  them when the Lamogos arrive in the final portion of 
  the adventure, she will be fed up with the characters’ 
  efforts and will appeal to the Lamogos Commandant 
  to rescue her from their incompetence. Despite the 
  trouble that she causes, she is worth a reward of 10,000 
  credits if they manage to get her back safely to one of 
  the core worlds.
  12. Panum Grier’s Quarters
  When the characters enter this room, read or 
  paraphrase the following to the players:
  The walls of this room are lined with five-foot by 
  ten-foot cells. Each cell is separated by heavy 
  iron bars. The doors to each cell are constructed 
  from the same materials. The floors in this room 
  are dirty, and there are eight individuals being 
  held within this area.
  This room is clearly somebody’s private chamber. 
  Within is a bed, a chest of drawers, a throw rug, 
  a fully stocked wine rack, a miniature sized 
  refrigerator, a computer console, a small table, and 
  four chairs.
  This is Panum Grier’s personal quarters. He normally 
  keeps three security officers posted at his door, 
  but during crises, such as he now faces, the officers 
  accompany him wherever he goes. If the characters 
  have set off the alarm, they are with him inside the 
  room. If they have somehow managed to avoid setting 
  off the alarm, the security officers are still stationed 
  outside the door. In either case, security has no 
  intention of allowing the characters to enter lift 3. If 
  they have set off the alarm, they monitor the security 
  camera in the hallway from within the room and move 
  to intercept the characters if they become interested 
  in lift. Grier accompanies security because he has no 
  desire to put anything from his special storage area at 
  risk. Grier initially refuses to deal with the characters, 
  instead telling his security officers to attack.
  
  164
  Panum very much wants to look like the strong leader 
  for his troops, but he is unwilling to needlessly put his 
  life on the line, so he pulls his security officers behind 
  the bed, providing cover for them all. The security 
  officers move out from behind the bed if they can 
  get into a flanking position and then use their melee 
  weapons, focusing on one character at a time.
  Grier is no fool and does not have a death wish. If he is 
  still up after two or more of the security officers have 
  been disabled or worse, he offers to surrender and 
  negotiate. If the characters reveal that they are here to 
  recover Doctor Noreck, he offers to accompany them 
  to the cryo-chamber where he will release the doctor 
  himself. Of course he is very much aware that the 
  Lamogos are en-route and wish to pay handsomely to 
  turn the doctor over to them, so his primary objective is 
  to stall the party long enough for them to arrive. When 
  they do arrive, he turns on them and joins the Lamogos 
  against the characters.
  Additional Information: This room contains the 
  following items of value: 6,024 credits, a collection of 
  personal weapons including a hold-out laser, three 
  blasters, a sniper blaster, a sonic pistol and a vibro 
  blade, 2 suits of light combat armor, 2 advanced 
  medkits, antitox, biocort, and sporekill chemicals, and 
  10 violet rations. 
  The characters can also tap into all of the major outpost 
  systems with Panum’s computer. With a successful DM 
  -2 Computers check, they can overcome his personal 
  security settings and open any of the doors, eavesdrop on 
  the communications systems, and look at the feed being 
  provided by the security cameras throughout the outpost.
  There is also a panel that grants access to the 
  ventilation system in this room. The panel is too small 
  for a medium sized creature to enter, but characters can 
  widen the panel if they have a personal torch, or some 
  other equipment capable of cutting through metal.
  Panum Grier: Appendix 1
  Raiders (3): Appendix 1 
  13. Primary Control Room
  When the characters enter this room, read or 
  paraphrase the following to the players:
  When this station was fully operational back during 
  the Earth – Lamog war, up to three commanders 
  would oversee ten technicians who would maintain 
  and operate the weapons systems, life support, and 
  coordinate ships defending the outpost. Raiders do not 
  have the same needs, so they make due with a fraction 
  of that number. Currently there are a total of four raiders 
  at the controls. If the alarm has not been sounded, the 
  raiders ask what the characters are doing here and 
  instruct them to leave. If the alarm has been set off, the 
  raiders immediately attack the intruders.
  Tactics: Two of the raiders lay down fire against the 
  characters while the other two pull out their vibro 
  blades and attempt to flank them. Since this room is 
  critical to the operations of the station, the raiders here 
  fight until disabled or killed.
  Additional Information: The controls in this room 
  monitor internal communications, serve as backup for 
  the communications room and the docking bay control 
  room, control life support, control the security system, 
  and control power management.
  There is also a panel that grants access to the 
  ventilation system in this room. The panel is too small 
  for a the characters to enter, but they can widen the 
  panel if they have a personal torch, or some other 
  equipment capable of cutting through metal.
  Level 4: Special Storage
  This level is where the truly valuable items are taken. 
  It can only be reached by taking lift 3. The characters 
  can either use Panum Grier’s security card and take 
  the lift, or they can climb into the ventilation shaft and 
  climb down. The ventilation does not actually enter 
  the car, instead using the shaft as an extension of the 
  ventilation system. Above the car’s entrance is a panel 
  that can be removed, but is too small for a character to 
  move through. The characters can widen the panel if 
  they have a personal torch, or some other equipment 
  capable of cutting through metal.
  14. Cryo-freeze Storage
  Currently the only items in this room are five cryo-
  chambers, two of which are currently occupied, and a 
  pair of crates.
  The cryo-chambers are easy to use, requiring a 
  DM +3 Computers check to put somebody into or 
  extract somebody from the device. Once inside, 
  their biological functions brought down to the lowest 
  temperature that supports life (taking into account the 
  physiologies of most different alien species), leaving 
  them in suspended animation. The freezing and 
  unfreezing process takes one full minute.
  The walls of this room are lined with panels 
  that are equipped with all manner of buttons, 
  levers, and view screens.
  
  165
  The two cryo-chambers that are in use are occupied 
  by Doctor Noreck and his assistant Sheila. Sheila is an 
  android with a metal skeletal system, robotic brain, and 
  mechanical internal components, but she possesses a 
  biological exterior that is able to fool all but the most 
  high-end scanners into reading her as fully Human. 
  Sheila is awake and functional in her cryo-chamber, but 
  she has opted to remain in standby mode until she can 
  ascertain more about their current situation.
  Assuming that the characters revive the occupants of 
  the two chambers, Noreck at first assumes that they 
  are raiders. He expresses a great deal of gratitude 
  once he learns that they are here to rescue him and his 
  assistant. If there is any question about whether or not 
  to bring Sheila with them, he reveals her true nature to 
  them and explains that without her, all of his existing 
  research and the living sample of the virus would be 
  wasted. Noreck suspects that the raiders put them on 
  ice so that they could sell them to the Lamogos, so he 
  recommends that they leave as quickly as possible.
  The other two crates contain starship parts. One 
  contains a fusion reactor core. This is not a full reactor, 
  but it is the most expensive portion of one. The other 
  crate contains a gravity well generation device that 
  forces ships out of faster-than-light travel.
  Arrival of the Lamogos
  Shortly after Doctor Noreck and his assistant have been 
  freed from the cry-chambers, the Lamogos arrive at 
  the outpost. The pirates had already provided them 
  with the ability to remotely open the outer door, so all 
  they need to do is land, pick up the doctor and leave. 
  The Lamogos arrive in a shuttle, which they land in the 
  docking bay. At this point they notice bodies or signs of 
  destruction (assuming that the characters have fought 
  their way in). If the characters took a more stealthy 
  approach and left the raiders intact along the way, the 
  Lamogos do not suspect that there is anything amiss.
  In either case, they have already made arrangements 
  to have doctor Noreck and his assistant brought to the 
  docking bay, so unless the place is a mess, they are 
  content to wait in the docking bay. If the place shows 
  obvious signs of a battle, Commodore Prett and the 
  two Lamogos soldiers who accompany him call back to 
  their destroyer for backup and wait for them to arrive.
  In either case, the Lamogos do not attempt to explore 
  the outpost and are in the docking bay when the 
  characters return to their ship. Backup will arrive 
  within ten rounds of the characters arriving in this 
  room, giving them that long before the chamber is 
  depressurized. Prett and his soldiers first attempt to 
  bargain with the characters to turn over the doctor and 
  his assistant. If the characters refuse to work with him, 
  he pulls his submachine blaster and threatens them 
  with it. If the characters still refuse to cooperate, they 
  initiate combat.
  The Lamogos realize that they are outnumbered, but 
  they are not outgunned. They take cover behind the 
  nearest object and fire their blasters at the characters. 
  If the soldiers are eliminated and the characters are 
  still relatively healthy, Prett tries to save himself by 
  hiding aboard his ship and locking the access hatch 
  behind him while he waits for his backup to arrive. 
  If at all possible, the referee should try to preserve 
  Commodore Prett since he will be a recurring villain in 
  future adventures.
  Commodore Renin Prett: Appendix 1
  Lamogos Soldiers (2): Page 83
  Concluding the Adventure
  Once the characters have left the station, they still have 
  the Lamogos destroyer to contend with. Chances are 
  that their ship is no threat to a destroyer, so their best 
  bet is to flee. Although there is no planetary gravity 
  well to escape from, they are surrounded by asteroids, 
  and it will require a minimum of five rounds (and a 
  DM -1 Piloting check) to escape the asteroid cluster 
  and engage their FTL drive. The smartest strategy for 
  escaping the situation is to fly as close to the asteroids 
  as possible and keep themselves out of the destroyer’s 
  line of fire. If the characters thought ahead and took 
  Commodore Prett hostage, they can offer to return 
  him to the Lamogos in exchange for safe passage 
  from the system. Finally, if the characters’ ship is badly 
  damaged, the Lamogos would prefer to capture them 
  and take them aboard as prisoners rather than simply 
  destroying them. This can lead to an exciting follow-
  up adventure where the characters have to escape the 
  Lamogos destroyer with Noreck and his assistant.
  Once the characters are away from the system, they 
  can either drop Noreck off with Ranoll Hajni on Rover’s 
  Beacon, or they can take him all the way to the new 
  research facility on Aruim. In either case, the characters 
  are thanked and provided with the reward promised at 
  the start of the adventure.
  Assuming that Commodore Prett survives his encounter 
  with the characters, he remembers them and decides to 
  make a point of dealing with them at some point in the 
  future.
  
  166
  Character 
  Career Path 
  Strength 
  Dexterity 
  Endurance 
  Intelligence 
  Education 
  Social Standing
  Commodore Rennin Prett 
  Naval Officer (flight) 
  4 
   
  8 
   
  12 
   
  10 
   
  7 
   
   
  10 
   
  10
  Admin 3, Pilot (spacecraft) 3, Vacc Suit 2, Comms 2, Sensors 2, Gunner (turrett) 1, Tactics (naval) 3, Leadership 3, 
  Gun Combat (energy rifle) 2, Submachine blaster (4d6+2), tailored Vacc Suit (4), vibro blade (3d6+4), 5,000 credits
  Doctor Leif Noreck 
  Scholar (physician) 
  4 
   
  6 
   
  8 
   
  10 
   
  12 
   
   
  13 
   
  10
  Admin 2, Advocate 1, Computers 2, Diplomat 3, Investigate 2, Medic 1, Science (life) 5, Science (cemistry) 2, 
  Science (electronics) 1, 1,500 credits, virus sample, servitor robot
   
  Iin Bandis
  Lamogos Rogue (pirate) 
  2 
   
  8 
   
  11 
   
  9 
   
  8 
   
   
  8 
                  6
  Astrogation 2, Carouse 1, Deception 2, Gun Combat (energy pistol) 1, pilot (spacecraft) 2, Stealth 1, Streetwise 1, 
  Blaster (4d6), Vibroblade (3d6+4), Light Combat Armor (8), 1460 credits
  Panum Grier
  Marine (Star Marine) 
  3 
   
  9 
   
  12 
   
  7 
   
  8 
   
   
  8 
                  6
  Battle Dress 0, Tactics (naval) 2, Gun Combat (energy pistol), Leadership 1, Vacc Suit 0, Zero-G 1
  Blaster (4d6), Combat Armor (14), Vibroblade (3d6+4), 3,000 credits
  Jeffry Hallen
   
  Agent (intelligence) 
  1 
   
  8 
   
  11 
   
  8 
   
  9 
   
   
  8 
                  8
  Investigate 0, Computers 1, Gun Combat (energy pistol) 0, Stealth 1, Blaster (4d6), Vibro Blade (3d6+4), Light 
  Combat Armor (8), 200 credits
  Raiders
  Rogue (pirate) 
  1 
   
  8 
   
  10 
   
  7 
   
  6 
   
   
  6 
                  7
  Stealth 0, Gun Combat (energy pistol) 1, Engineer (maneuver drive) 0, Pilot (spacecraft) 1
  Ranoll Hajnee
  Sangor Nobility (diplomat) 
  2 
   
  8 
   
  10 
   
  6 
   
  8 
   
   
  9 
   
  10
  Admin 1, Advocate 1, Carouse 0, Diplomat 2, Leader 1, Persuade 2, Blaster (4d6), Flak Jacket (6) 
  Vissouee Nissin 
   
  Sangor Rogue (thief) 
  2 
   
  7 
   
  10 
   
  9 
   
  8 
   
   
  7 
                  6
  Athletics 0, Deception 2, Gambler 1, Gun Combat (energy pistol) 2, Stealth 1, Streetwise 2
  Holdout Laser Pistol (3d6), Light Combat Armor (8), 300 credits
  Appendix 1:
  Non Player Characters
  
  167
  
  168
  Index
  Akat  31
  Archaeological Expedition Corps  68
  Aruim  22
  Aruim Technologies  70
  ASSAULT FIGHTER  87
  Barbarians at the Gate  11
  Basts Syndicate  70
  BATTLESHIP  113
  BATTLE CRUISER  120
  Brotherhood of Eternity’s Salvation  71
  Chersi  45
  Codar  34
  Codred  35
  Commerce  15
  Corem  35
  Corrya  23
  CORVETTE  89
  Craine Dargen (Criminal organization)  72
  CRUISER  102
  Cuibre  36
  Dantoga  31
  Dead Worlds  16
  DESTROYER  92
  Dodor  23
  Dorang  43
  Dramont  38
  Dranya  45
  Earth  24
  Earth Defense Force  73
  Eisui  46
  Enemies and Allies  82
  Etajur  29
  Exinorists  73
  Fall of the Stellar Imperium  12
  FAST FREIGHTER  85
  Faula  46
  First Interstellar War  7
  Former Stellar Imperium  43
  Frontier Haulers  74
  Frontier Systems  45
  Gaieti  51
  Gantir  39
  Gas Mining  17
  Gia  34
  Giaeti Systems  34
  Guardians of the Light  75
  Hagenti  44
  HAULER  97
  Hegan  34
  Human  50
  Human Systems  22
  Igand  25
  Illamod  29
  Imperium-Class Battlecruiser  129
  Integrated Astrodynamics  76
  Interstellar Concord  8
  Interstellar Intelligence  77
  Jillara  25
  Jiora  47
  Jiran  47
  Kanor  32
  Krazof  32
  Lamog  39
  Lamogos  52
  Lamogos Star Navy  78
  Lamogos Systems  38
  Lamogos Threat  6
  Lanti  41
  Lato  26
  Miakar  47
  Native Atmospheric Solutions  79
  Netalla  41
  Nyara  48
  Ocara  48
  Personal Equipment  62
  Piresega  44
  Pramillo  30
  Pratilla  49
  Psi-Assembly  79
  R’Tillek  54
  Ramod  42
  Relar  30
  Relarra  53
  Relarra Systems  29
  Religion  18
  Rise of the Stellar Imperium  10
  Rovers Beacon  140
  Sangor  55
  Sangorlai  36
  Sangor Systems  34
  Sanyth  26
  Sarodar  42
  Second Interstellar War  8
  Shakhett  33
  Sossonu  33
  STRIKE CRUISER  106
  Tachyon Quantum  5
  Tallin  33
  Tallinites  56
  Tallinite Collective Forces  80
  Tallinite Systems  31
  Teron  27
  Timeline  14
  Tribes of the R’Tillek  81
  Unnir  28
  Upagra  28
  Weapons  58
  Welinne  33
  Yalara  37
  Yseth  49
  Zilon  37
  Ziolond  43
  
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are 
  used with permission.  The Traveller Core Rulebook is available from Mongoose Publishing.
  used with permission.  The Traveller Core Rulebook is available from Mongoose Publishing.
  $34.99
  $34.99
  MGP 6157
  MGP 6157
  You will need the
  You will need the Traveller
  raveller Core Rulebook
   Core Rulebook    to
  to use Reign of Discordia.
   use Reign of Discordia.
  Science ﬁ ction the way you love it! 
  Science ﬁ ction the way you love it! 
  Reign of Discordia is the core setting book in line of the same name by the celebrated 
  Reign of Discordia is the core setting book in line of the same name by the celebrated 
  game designer Darrin Drader and Reality Deviant Publications. RoD gives you what you need 
  game designer Darrin Drader and Reality Deviant Publications. RoD gives you what you need 
  to know about the galactic civilization following the fall of the Stellar Imperium. Future 
  to know about the galactic civilization following the fall of the Stellar Imperium. Future 
  sourcebooks and adventures will further add to the dynamic space opera setting presented 
  sourcebooks and adventures will further add to the dynamic space opera setting presented 
  in this core setting book. 
  in this core setting book. 
  Within the pages of Reign of Discordia, you can ﬁ ght against the R’Tillek and their crusade of 
  Within the pages of Reign of Discordia, you can ﬁ ght against the R’Tillek and their crusade of 
  extermination against the known species, ﬁ ght to protect the independence of dozens of worlds, 
  extermination against the known species, ﬁ ght to protect the independence of dozens of worlds, 
  participate in the cold war between Earth and Lamog, haul cargo to the Frontier Systems, involve 
  participate in the cold war between Earth and Lamog, haul cargo to the Frontier Systems, involve 
  yourself in the various crime syndicates, work for one of the interplanetary conglomerates 
  yourself in the various crime syndicates, work for one of the interplanetary conglomerates 
  and engage in corporate sabotage, play a role in the advancement of one of the interplanetary 
  and engage in corporate sabotage, play a role in the advancement of one of the interplanetary 
  organizations, salvage starships, and engage in a number of other activities that will bring danger 
  organizations, salvage starships, and engage in a number of other activities that will bring danger 
  and adventure! Also included is a full length adventure: Virus!
  and adventure! Also included is a full length adventure: Virus!
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Campaigns & Settings/Settings - Other/Reign of Discordia - Core Book.pdf