TEXT: DRAKE MINING AND MANUFACTURING
  
  2
  DrakE Mining and Manufacturing
  Contents
  Preface...................................4
  Backstory.............................................5
  Character Options...............6
  New Xeno Templates........................6
  Shipborn Gemini...............................6
  Xeno Template...................................6
  Golgesh (gohl-gehsh).......................7
  History.................................................7
  Government........................................8
  Military................................................8
  Space Travel.......................................8
  Xeno Relations...................................9
  Modern Times....................................9
  Xeno Template...................................9
  Xiog (zh-yahg).................................10
  History...............................................10
  Government.....................................11
  Military..............................................11
  Space Travel.....................................12
  Xeno Relations.................................12
  Modern Times.................................12
  Xeno Template.................................13
  Racial Edges.....................................13
  Enhanced Immunity.......................13
  Galactic Cartographer...................13
  Moisture Implants..........................13
  Drake Mining and Manufacturing
  .............................................................14
  Housing.............................................15
  Vehicles.............................................17
  Gazetteer.............................20
  Dansk.................................................20
  Aephrius............................................22
  Blayzden............................................24
  Felnor.................................................26
  Helioside............................................28
  Hydra.................................................30
  Metztl.................................................32
  Schigar...............................................34
  T’Chan................................................36
  
  3
  DRAKE MINING AND
  MANUFACTURING
  BY
  Aaron T. Huss
  EDITING
  Vickey A. Beaver, Wayne Grelle
  COVER ART
  Algol
  INTERIOR ART
  Anthony Affrunti, Matt Parmer, Skortched Urf' Studios, Algol, Alice Mary Herden,
  Ralf Juergen Kraft, YorkBerlin
  Some artwork © Art of War Games, used with permission.
  COPYRIGHT
  No parts of this book may be reproduced without permission except for review or
  journalistic critique.
  © 2015 Mystical Throne Entertainment. All rights reserved.
  MYL10504 Drake Mining and Manufacturing (Savage Worlds)
  1st Edition August 2015
  Permission is granted to print this ebook. No site license is provided.
  This game references the Savage Worlds game system, available from Pinnacle
  Entertainment Group at www.peginc.com. Savage Worlds and all associated logos
  and trademarks are copyrights of Pinnacle Entertainment Group. Used with
  permission. Pinnacle makes no representation or warranty as to the quality,
  viability, or suitability for purpose of this product.
  
  4
  DrakE Mining and Manufacturing
  Preface
  The Argo Galaxy is growing – not physically but figuratively. After years of study,
  the House of the Alliance has finally decided to open the Hastilion Expanse for full
  settlement and corporate utilization. Researchers identified numerous planets and
  moons as optimal for civilization and corporations from around the known galaxy,
  including Drake Mining and Manufacturing, are making plans to acquire land.
  Since its inception, Drake Mining and Manufacturing has prided itself on mining
  resources and creating high-quality products from those resources to support the
  entire galaxy. Moving into the Hastilion Expanse provides them with a wealth of
  opportunities to expand their operations and grow their business. That is, of
  course, if their new facilities can survive.
  New planets are always fraught with hidden dangers from native flora and fauna,
  pirates, rival corporations, and rebellious populations. Only the strength of Drake’s
  mercenary force will help them overcome any roadblocks and become successful.
  As long as they don’t get killed in the process.
  Welcome to the Mercenary Breed campaign set, Hastilion Expanse. Hastilion
  Expanse is a space opera campaign designed for Mercenary Breed, presenting the
  campaign and supporting it with source material, character options, new adversar-
  ies inside and outside of the campaign, and an accompanying piece of fiction.
  Originally published in Savage Insider Premium and the Hastilion Expanse Com-
  pendiums, this new release updates the campaign to Mercenary Breed 2.0, expands
  on the original content, and conforms to a new development template.  To utilize
  the Hastilion Expanse campaign, players and GMs will need a copy of the Savage
  Worlds core rulebook, available from Pinnacle Entertainment Group, and the Mer-
  cenary’s Handbook for Mercenary Breed. GMs should also have a copy of the Galaxy
  Guide and Xenopedia. This release, Drake Mining and Manufacturing, serves as a
  primer to the campaign and setting along with providing new character options
  usable within the campaign and as a standalone product.
  The Hastilion Expanse is a 12-part plot point campaign, taking the characters
  from Novice through Legendary, supported by full-length missions and Savage
  Tales.
  
  5
  Preface
  Backstory
  Approximately five years ago, the House of the Alliance announced the opening
  of the Hastilion Expanse within the Lunar Sector. Colonization groups were formed
  to establish settlements along with any necessary terraforming and bio-domes.
  After four years of establishing colonies, utilities, and basic necessities, the Hastil-
  ion Expanse was opened up to major corporations.
  Drake Mining and Manufacturing Corporation already had a large presence in
  the Lunar Sector, including its galactic headquarters located on Dansk within the
  heart of the sector. Not wanting other corporations to claim the most promising
  mining territories, Drake immediately started purchasing the rights to numerous
  lands throughout the expanse and key locations throughout the Lunar Sector.
  To facilitate the safe expansion of their operations and to secure proper permis-
  sions and blessings from the various noble houses, religious sects, and political
  powers, Drake established a new mercenary force. Their missions are simple, at
  least on paper: ensure all new territories are free from hostilities and that diplo-
  matic relations with any involved party remain friendly. This is where the player
  characters come in.
  Characters in this campaign can exhibit any motivation and xeno template de-
  sired. There are no limitations and the design of the campaign is extremely open.
  Thus, characters may come from the Lunar Sector, somewhere nearby, or some-
  where far away. They could even have lived a life aboard a spaceship before being
  hired by Drake (see Character Options for further details).
  
  6
  DrakE Mining and Manufacturing
  Character Options
  The Hastilion Expanse presents players with a few new xeno templates along
  with the housing and vehicles available for requisition from Drake Mining and
  Manufacturing. Although the golgesh and xiog come from the Hastilion Expanse,
  they are usable throughout the Argo Galaxy.
  New Xeno Templates
  Provided here are three new character xeno templates to choose from.
  Shipborn Gemini
  Some abandon the comforts of planet living for a life among the stars. From a
  young age, they hear tales of voyages through distant planetary systems discover-
  ing unimaginable riches and meeting all types of new xenos. Upon reaching adult-
  hood, many of these stargazers join the ranks of the Allied Navy to achieve their
  goal of a life among the stars.
  Those that find the most solitude within the cosmos retire from the Allied Navy,
  or finish their commission, and find employment on a spacecraft and spend their
  days exploring. Many of them start families and raise their children with the same
  stargazing goals as their own. Their children are taught in schools high above the
  planets and learn the ins and outs of the spacecraft they call home. Those children
  are referred to as shipborn and are common within the gemini species.
  Instead of the standard gemini xeno template (which includes the free Edge),
  shipborn gemini characters apply the following xeno template:
  XENO TEMPLATE
  ·
  A Life Among the Stars: Shipborn geminis are taught to navigate the
  cosmos and how to be a part of the inner workings of the space vessel
  they call home. Gain a free d6 in Navigation or Piloting.
  ·
  Clean Air: Life aboard a space vessel is fairly sterile as scrubbers contin-
  ually clean the air to remove disease-bringing viruses and bacteria. Al-
  though they receive immunizations, shipborn geminis tend to be less
  immune to disease compared to planet-side geminis. Gain the Anemic
  (Minor) Hindrance.
  ·
  Language: Like traditional geminis, shipborn geminis are fluent in the
  Argosian language. Additionally, they are versed in trade and naval speak
  consisting of codes and slang commonly used for trade and military pur-
  poses. This is part of their Common Knowledge relating to the Argosian
  language.
  ·
  Training: Shipborn geminis are trained for combat and a life amongst
  the stars from an early age. Their skills are honed through several years
  of schooling and on-the-job training. Gain +1 die type to Agility.
  
  7
  Character Options
  Golgesh (gohl-gehsh)
  The golgesh are an advanced race thriving in the deep waters of Hydra. They
  have evolved from a simple underwater race to one accustomed to living above and
  below the water. Their skin keeps them warm while underwater and loses mois-
  ture slowly to keep them from drying out above the water. Being mostly aquatic,
  they require submersion in water to avoid dehydration.
  The golgesh are technologically advanced, but struggle to live with other Alliance
  races as they require more water than most spacecraft can handle. Their specially
  designed spacecraft are small, but powerful, holding enough water to keep the
  crew from perishing. Travelling vast distances is quite difficult so establishing a
  home world on Hydra was important for their expansion. The golgesh head council
  plans to establish numerous underwater cities within the upcoming decades.
  Most golgesh look very similar. The average height is 6 ft. tall and their body
  structures are similar to the geminis. Their skin is significantly different and is able
  to repel water enough that when they surface, they dry quite quickly on the outside
  while retaining moisture on the inside. This allows them to live above ground, but
  they still need to submerse themselves in water at least once a day. They have gills
  along the sides of their heads and their lungs can breathe air and extract the oxygen
  from the water. Golgesh have tails and large feet and hands that assist in swim-
  ming. This allows them to swim rapidly and maintain control (if they need to carry
  a weapon). Although their skin allows them to adapt to a life above and below
  water, it doesn’t offer any additional protection from attacks.
  HISTORY
  The golgesh are a lost species. The last remnants of their species was found
  floating in space inside a highly adapted spaceship 100 years ago. As the spaceship
  drifted near the Allied Navy, a force was sent to investigate. All those onboard were
  held in some type of cryogenic stasis inside all-but frozen water. Only a small part
  of the spacecraft was traversable by the small force, so the craft was tugged to
  Dansk. Gemini scientists discovered how to release those inside stasis and brought
  them to a containment area for recovery. Upon recovering, the leader, Sheleth, had
  few recollections of what happened.
  Sheleth’s story, although very fragmented, told of an experiment to save the
  golgesh species. Although the reason for this experiment was no longer known, he
  and a group of 99 golgesh volunteered to start a new life. Without knowing how
  long it would take, the group was kept in cryogenic stasis until someone found
  them and their species could start anew. The hope was that whatever was forcing
  this experiment would come to pass and the species would live on as before.
  However, he didn’t feel that was the case.
  According to the craft’s computer, it had been traveling through space for 200
  years. For the first 50 years, the craft had enough fuel to travel. Once the fuel ran
  below a certain threshold, the craft went on shutdown where all non-essential
  systems were turned off to keep the passengers alive. The craft apparently had
  enough fuel to last another 50 years and was thus floating for the last 100 years.
  After that, everyone inside would have perished and the golgesh species would be
  lost forever (assuming their home world met with some type of destruction that
  forced the experiment).
  After continued research into the ship’s computer system, engineers were able
  to extract bits and pieces of information relating to why the golgesh left. From what
  they could decipher, their home world, although its name couldn’t be found, was
  succumbing to horrible outbreaks, turning their water supply poisonous and filling
  
  8
  DrakE Mining and Manufacturing
  the air with toxins. When the engineers told this to Sheleth, he shook his head
  slowly, realizing that such an occasion would kill every golgesh on the planet.
  The House quickly offered the golgesh a temporary home on Dansk until they
  could find a new home world. While this worked for them, there are other planets
  out there with a lot more water that could embrace a population like the golgesh.
  Once Hydra opened for settling, the golgesh jumped on the chance to claim a new
  home world and grow their species from meager numbers to a thriving population.
  GOVERNMENT
  The golgesh are a very conservative and democratic race. Although they have no
  recollections of their species’ government structure before leaving their home
  world, the way they were treated by the geminis impressed them so much
  that they felt their people should be governed by the people who are all
  given a fair vote. Although no government was formally established while
  on Dansk, the Golgesh Council was established shortly after moving to
  Hydra.
  The Golgesh Council is still in its infancy and laws are being written
  monthly. They don’t have the manpower for a justice system,
  thus those who break their laws are dealt with very swiftly
  and in a fairly subjective manner. The golgesh vow some-
  day to establish a proper justice system.
  The Golgesh Council handles all interac-
  tions with the House and the rest of the
  Alliance. No golgesh are currently mem-
  bers of the House, but that’s mostly
  due to their limited numbers. They
  are incorporating the ideals of the
  House and the Alliance into the laws
  they’ve been establishing. At the same time, the
  golgesh have slight memories of their previous religion and
  formed a new one loosely based on the ideals of what they
  remember. Many laws of the Alliance, being incorporated into
  their government, are also being incorporated into their religion.
  MILITARY
  The golgesh have no organized military. At this time, their
  numbers are so few that an organized military wouldn’t be
  feasible. Instead, they have warriors trained by the Allied Navy
  – and sometimes mercenary forces – that serve in a militia to
  establish a defense while waiting for reinforcements. Addition-
  ally, these warriors hunt the waters throughout Hydra to
  bring food back for the entire settlement.
  SPACE TRAVEL
  The golgesh are obviously capable of space travel
  technology, based on the fact they were found drifting
  through space. Gemini engineers have reverse engi-
  neered that original spacecraft to establish designs
  for new craft that could accommodate the golgesh.
  These special craft have environmentally con-
  
  9
  Character Options
  trolled rooms where the golgesh can rest to replenish the moisture their bodies
  need. Although only two spacecraft have been built, the golgesh use them religious-
  ly to travel between Hydra and Dansk for supplies and personnel.
  XENO RELATIONS
  The golgesh have few interactions with other xenos other than the geminis. The
  festoons have been traveling to Hydra to assist in educating young golgesh about
  the galaxy around them, but few other species are ever found on Hydra. However,
  if anyone from another species approaches the golgesh, they find a species that is
  happy to be alive and willing to try diplomatic relations.
  MODERN TIMES
  The golgesh are still working to fully integrate themselves into Alliance life. They
  hope to someday own a seat in the House and even start a corporation that be-
  comes large enough to need a mercenary force. Their population is growing rapidly
  with all who are able encouraged to have children. Their birth rate is quite high and
  because everyone is so busy establishing a government, training to become a
  warrior, or working on new settlements, raising these children has become a
  communal activity. The actual parents of the children care for them for the first few
  years and then hand off 75% of the care to a group charged with raising the next
  generation. This group includes many festoon and gemini teachers eager to share
  their knowledge with such a willing group of children.
  The golgesh have also spent much time working with various corporations to
  design equipment, tools, luxuries, and many necessities needed for the golgesh to
  survive. These designs have also led to the engineering of similar necessities
  needed for other species to live within the underwater settlements on Hydra. This
  has allowed many golgesh warriors to enter the ranks of the mercenary forces and
  earn credits that can be funneled into the species’ coffers to help the continued
  expansion of their species. At this time, almost all golgesh are working toward a
  single goal: the proliferation of their species into one that can no longer be consid-
  ered endangered. They estimate their population will increase from the original
  100 to over 2,000 in 100 years.
  XENO TEMPLATE
  ·
  Dehydration: Golgesh require submersion in water to avoid dehydra-
  tion. Every golgesh character must submerse themselves in water for at
  least 30 minutes every day or gain one level of Fatigue. This Fatigue only
  goes away once the character submerses himself for 30 minutes per level
  of Fatigue.
  ·
  Language: Golgesh are fluent in Argosian along with their native lan-
  guage Golsh.
  ·
  Swimmers: Golgesh are excellent swimmers and accustomed to fighting
  under the water. Gain a free d6 in Swimming, ignore penalties for fighting
  while underwater, and have a swimming Pace equal to their Swimming
  die.
  ·
  Underwater Heritage: Golgesh have evolved from an underwater spe-
  cies to one that can live below and above water. They are able to breathe
  underwater and can never drown.
  
  10
  DrakE Mining and Manufacturing
  Xiog (zh-yahg)
  The xiog are an extremely hardy race able to live within some of the most
  unbearable environments. This is due to centuries of evolution on a dying planet
  that became filled with fumes and gases as the planet decayed. Fortunately, the
  race retained its ability to breathe in healthy environments in addition to their
  ability to breathe in toxic environments.
  The xiog find it advantageous that they can survive in these types of environ-
  ments. It allows them to build settlements and possibly establish new home worlds
  that are all but impervious to invasion by hostile races. Additionally, they are able
  to reduce the expense of mining within these types of environments by removing
  the requirement for bio-domes and air scrubbers. Many believe this type of life-
  style has also increased their immunity to poisons and many chemicals that would
  otherwise prove fatal for the common gemini.
  The xiog look similar to the geminis. They have the same bodily structure al-
  though their skin is a light blue with faint lines all over. Their ears are pointed at
  the tips and their eyes typically exhibit very piercing colors. However, they are the
  same size as geminis with an average range of 5 ft., 6 in. to 6 ft., 4 in. Their skin is
  also extremely similar to the geminis although it doesn’t react negatively to envi-
  ronmental toxins.
  HISTORY
  The xiog are an intelligent species with a recorded history that goes back 7,500
  years. From their home world Xoxo in the Belior Expanse, the lived in extremely
  prosperous life that eventually led to space exploration and the technology to
  traverse the galaxy. However, what they didn’t realize until encountering the
  geminis is that Xoxo actually has a toxic atmosphere.
  When the xiog left their planet to explore their planetary system for the first
  time, they were met by a l’nel fleet that quickly contacted the Allied Navy. Seeking
  immediate diplomatic relations, a contingent of gemini ambassadors met with xiog
  ambassadors and formed an immediate friendship. Although getting past the lan-
  guage barrier took some time, the xiog gladly opened their arms to the.
  However, the first landing force of geminis on Xoxo were not met with such a
  happy meeting. Sensors on their ship detected a high level of toxins in the air,
  forcing them to abandon their diplomatic meeting and only meet on the Allied
  Navy ship. The xiog were quite baffled as the air in the ship was as breathable to
  them as the air on Xoxo. So instead, a landing force of gemini scientists was sent to
  investigate, equipped with everything they need to breathe the toxic air. What they
  found was astounding.
  The xiog lived in a combination of dwellings above and below the ground. En-
  trances to the underground cities (where most of the population resided) were
  blocked by a porous substance similar to an extremely thick sponge. This material
  was movable like a door, but appeared to seal the opening quite well. Once the
  scientists traveled deeper into the underground cities, they found the air to be
  clean. Apparently, the porous doors were trapping the toxins but allowing oxygen
  through due to the difference in size of oxygen molecules versus the toxins. Vents
  were scattered throughout the entire underground city with that same porous
  substance acting as a window.
  Fascinated by this design, the scientists asked the xiog for permission to study
  their anatomy closer, ensuring no harm would ever come to the patient. Although
  the xiog were reluctant, they saw only curiosity in the eyes of the scientists and not
  hostility. After studying the patient, the scientists concluded that the xiog had a
  filter in their body that removed the toxins and allowed oxygen to travel through.
  
  11
  Character Options
  These filters were similar to the porous substance they found, although completely
  biological in nature and able to exist within their lungs without causing additional
  problems. They also found the xiog’s skin was impervious to the toxins and any
  changes to their surrounding environment. Essentially, they had evolved into an
  extremely adaptive species.
  The xiog patient was returned to Xoxo with nothing more than stitch marks.
  However, the information gathered by the scientists was provided to xiog scien-
  tists who were finally able to better define their species and form better theories
  on how they evolved thousands of years ago.
  With this new information in hand, xiog scientists and historians were able to
  create a timeline regarding their initial evolution. When the xiog were first evolv-
  ing into an intelligent species, Xoxo was a dying planet with an atmosphere going
  from clear to toxic due to the release of gasses from underground. The species
  evolved to handle this new toxic environment and the additional heat that came
  from it (the toxins tend to increase the air temperature). At some point, they
  started building their cities primarily underground and found a porous substance
  that kept the air underground clean. Although they didn’t originally realize the
  substance was filtering the toxins, they did know it made the air more comfortable.
  GOVERNMENT
  The xiog have an aristocratic government. All laws are decided by a body of
  nobles who typically gained their positions from the death of a descendant. Al-
  though one can marry into a noble family, it is rare for a noble bloodline to have
  little more than nobles throughout. Although they treat the rest of the people with
  respect and dignity, the noble class definitely demands the respect of the people
  beneath them.
  The nobles are more than just a body of governors; they are also a body of
  theorists and thrill seekers. Along with their many advisors and ambassadors, the
  aristocrats fund all means of scientific research, scholarly studies, engineering,
  and anything else that promotes the advancement of the species. In comparison
  to the geminis, the xiog evolved much faster technologically. This is mostly due
  to the drive of the aristocrats.
  MILITARY
  The xiog have a very well organized military. Although they are
  the only surviving intelligent species on Xoxo, the different nations,
  all run by different noble bodies, have squabbled for millennia.
  Large wars are common, and most of them are fought for control
  over technology and new research. In the past couple centu-
  ries, however, the xiog nations have managed to unify to
  deal with hostilities from outside.
  Unbeknownst to the xiog at the time, they were the
  victims of two different invasions from a space-faring
  species. There were many assumptions on where the
  invaders came from, but no answers were ever found.
  Instead of arguing and pointing fingers over who is at-
  tacking who, the nobles allied together, sending all their
  armies against the invaders to save the planet.
  The invading species was apparently immune to the effects of
  the planet’s atmosphere, although the xiog knew nothing about
  that until the gemini scientists arrived. Both invasions
  were from the same species and both times they
  were fought off by the combined efforts of the xiog
  nations. After the second invasion ended, and the as-
  
  12
  DrakE Mining and Manufacturing
  sumed evacuation of the hostile species from Xoxo, the nobles created a peace pact
  that has survived into modern times. Although they still function as separate
  nations, they are all, currently, at peace with each other.
  Without ever figuring out where the species came from, the xiog turned their
  eyes toward the stars for answers. Their scientists and engineers from all across
  the planet quickly discovered the means to travel to their moon, Xion, only to find
  that a large fleet was parked near their planet. The moon force panicked and
  immediately abandoned their mission, fearing an invasion. The entire planet pre-
  pared for an invasion and watched as another hostile species entered their atmo-
  sphere. However, this time the xiog were lucky and the invaders were not able to
  breathe the toxic air. The invasion was quickly abandoned and the species left
  Xoxo’s planetary system. Ever since this trip 200 years ago, the xiog have been left
  alone.
  SPACE TRAVEL
  The xiog discovered the means to travel into near space 200 years ago. Approxi-
  mately 100 years ago they designed a craft that could travel to the ends of their
  planetary system. They were able to traverse the galaxy 20 years later with their
  first encounter being a l’nel naval fleet. Thankfully for them, the l’nels were being
  regulated by the Alliance and avoided all hostilities. They relayed a message to the
  Allied Navy who arranged the aforementioned meeting.
  Since then, and with the continued efforts of other Alliance species, the xiog are
  an integral part of space travel finding a place aboard many different fleets and
  sending their own to the stars.
  XENO RELATIONS
  The xiog have not forgotten the invasions on Xoxo as they are documented. With
  each new species they encounter, the xiog examine the stranger to determine if
  they were from the species that invaded Xoxo. Once the xiog realize the stranger is
  not part of the invasion species, they strike-up diplomatic relations in the hopes of
  furthering their wealth, research, and technology. No leads have been found.
  Additionally, the xiog have been working hard to promote their people into
  military and mercenary ranks as it’s seen as an honor in the eyes of the nobles.
  Some nobles have claimed that any xiog mercenary that lives to finish their career
  can return to Xoxo and become a noble.
  MODERN TIMES
  The xiog are an integral part of the Alliance and hold seats in the House. Their
  ability to thrive in toxic environments has given them the opportunity to populate
  planets that are typically deemed useless. They can work in toxic environments
  that normally require bio-domes that only support a limited population. They have
  become quite valuable to the Alliance for this ability and were presented with the
  opportunity to make Schigar a new home world if desired. The xiog leapt at the
  opportunity and are making plans to establish Schigar as their second planet. This
  could create a new class of nobles or even the establishment of a different form of
  government. Of course, the latter would never happen if the nobles have anything
  to do with it and they’re the ones that control all the money.
  The opening of Schigar has also provided the xiog with the first real opportunity
  to form a corporation that could become one of the mega corporations. This new
  corporation could acquire the rights to mine toxic planets using a xiog workforce
  that can survive the conditions. Although few planets of this type have been found,
  the xiog are confident that there are many more out there yet to be discovered.
  
  13
  Character Options
  XENO TEMPLATE
  ·
  Language: Xiog are fluent in Argosian along with their native language
  Xoog.
  ·
  Survivors: The xiog are survivors of hellish conditions and able to find
  sustenance within the most obscure food. Gain a free d6 in Survival.
  ·
  Toxic Immunity: Xiog evolved many millennia ago while living upon a
  dying planet. They are immune to all environmental effects and poisons
  and may not take the Anemic (Minor) Hindrance.
  ·
  Vision: The increase to their immune system and ability to breathe harsh
  environments has had a detrimental effect on the xiog’s vision. Gain the
  Bad Eyes (Minor) Hindrance. This vision cannot be corrected by technol-
  ogy as it is inherent to their biology.
  Racial Edges
  Here are a few new Racial Edges to coincide with the new xeno templates.
  ENHANCED IMMUNITY
  Requirements: Novice, Xiog
  Some xiog, typically those with noble blood, have complete immunity to any-
  thing introduced to their body. Scientists believe this is due to enlarged livers and
  kidneys, although the xiog nobles claim it is a sign of a noble bloodline. Not only are
  these xiog immune to the environment and poisons, they are also immune to
  diseases and the effects of alcohol.
  GALACTIC CARTOGRAPHER
  Requirements: Novice, Shipborn Gemini, Smarts d8+, Navigation d8+
  Some shipborn geminis are taught the art of charting the stars and planets. Much
  like cartography planet-side, maps are made defining the placement of planetary
  systems, stars, debris, and everything else within the galaxy for navigational and
  logistical use. However, charting the stars is much more three-dimensional requir-
  ing a much higher level of detail. The character gains a +2 bonus to Navigation rolls.
  Additionally, they can recall the location of space lanes, stars, planetary systems,
  and planets as a Common Knowledge roll.
  MOISTURE IMPLANTS
  Requirements: Novice, Golgesh
  Many golgesh turning to work in a mercenary force have special moisture im-
  plants placed into their body. These implants absorb moisture much more effi-
  ciently than their skin and release it at just the right speed for the golgesh to avoid
  dehydration. With these implants, the character can go seven days before being
  immersed in water for 60 minutes (the implants take longer than their skin does
  to become saturated). However, the character still gains one level of Fatigue every
  day past the seven days.
  
  14
  DrakE Mining and Manufacturing
  Drake Mining and Manufacturing
  Drake Mining and Manufacturing is one of the largest corporations in the Lunar
  Sector. As Drake Designs, it earned its fame by designing machines to better mine
  any type of raw material. Seeing an opportunity to provide the galaxy with primar-
  ily commercial goods, Drake Designs invented machines to better utilize those
  materials during manufacturing, even using those same materials to do so. They
  sold the designs for their machines for billions of credits and the machines are now
  more readily available (and less expensive due to higher production volumes). This
  money was used to invest in mining operations using the machines they designed.
  After profits for mining and manufacturing operations started rolling in, the exec-
  utives rebranded the company as the more accurate Drake Mining and Manufac-
  turing.
  With their understanding of the equipment, Drake is able to continue using the
  machines at their greatest potential to produce some of the highest quality prod-
  ucts around. The company reinvests the money made from manufacturing and
  mining activities to reduce their overhead by designing more efficient equipment
  and finding more optimal locations. With the opening of the Hastilion Expanse,
  Drake intends to establish several dozens of new mining and manufacturing facili-
  ties. The only problem is the lands are still being settled and difficulties are likely.
  They have appointed a Master of the Mercenary Force and instructed him to find
  the best mercenaries available to overcome potential or ongoing issues.
  Drake’s galactic headquarters are located within the city-state of Machenko on
  the sector’s most populated planet, Dansk. Their headquarters consists of a large
  campus filled with tens of thousands of employees supported by corporate hous-
  ing, restaurants, shopping, and supermarkets. The campus is very self-sufficient
  and allows the corporation to provide its employees benefits they normally
  wouldn’t receive, compensating for a low paycheck.
  
  15
  Character Options
  Drake expects to spend 500 billion credits on expanding throughout the Lunar
  Sector. The company has estimated returns to be close to five trillion credits each
  year once the expansion is complete. The mercenary force will perform all security
  and diplomatic duties throughout the course of the expansion. Those who survive
  are promised riches and fame without measure.
  Statistics: Drake Mining and Manufacturing has yearly revenue around ten
  trillion credits. The completed expansion should increase revenue by 50%. Know-
  ing the Hastilion Expanse would someday open, the company has been saving cash
  for years, getting ready for this large effort.
  The company focuses its efforts on the actual mining and manufacturing activi-
  ties while using third parties for shipping, logistics, and equipment sourcing. To
  maintain their high level of success, they employ programmers with intimate
  knowledge of the equipment to create the software powering the manufacturing
  machines. Hackers have attempted to steal the software in the past, but mercenary
  forces have always prevailed.
  Drake’s executives line the pockets of many politicians and city officials, allowing
  them to perform deeds that would normally be frowned upon. As long as the
  corporation sticks to dealing with threats, thieves, and hackers, authorities ignore
  the bribes. Sometimes the money is funneled into the city or surrounding commu-
  nities to increase the general view of the company.
  Relations: Current relations with the general public are very good. Part of that
  is due to the charitable donations and city funding Drake has provided, but is also
  due to its overall worker happiness. While employees receive smaller-than-indus-
  try-standard salaries, they are all given free room and board as part of their
  employment. At this time, the only news concerning the company revolves around
  the money it’s spending throughout the Hastilion Expanse to increase its holdings.
  Mercenary Forces: The new mercenary force established to secure this expan-
  sion is headed by Lord Meirion Leohn, a longtime Drake executive. Lord Leohn has
  identified at least seven planets and five moons as favorable mining locations.
  Additionally, he has set aside a block of corporate housing for the new mercenaries.
  Housing
  Drake Mining and Manufacturing believes in rewarding its mercenaries’ hard
  work by providing many of the basic necessities, including housing. Housing is
  assigned or requisitioned according to each character’s current Reputation. Upon
  starting their career with Drake, all mercenaries are assigned to one of the many
  corporate housing units in the main layer with the bulk of the population.
  Outside of vacation homes, characters may only hold a single property at any
  given time. When requisitioning a new home, they are required to vacate their
  current home while moving to their new one.
  Corporate Housing: At 0 – 9 RP, and upon first hiring, characters are assigned
  to one of the corporate housing units owned by Drake. These units are blocks
  within high-rise apartments located in Machenko’s main layer. These apartment
  units are in the better portions of the main layer where the upper layer doesn’t
  reach, although the underground is just below the surface. Many of these units are
  built near, or sometimes on, the water and are considered higher class than the
  bulk of the main layer which sits directly underneath the upper layer.
  Each corporate housing unit is contained within a block of 20 shared by all
  employees and further shared by the remaining tenants of the apartment building.
  Each character is assigned a private, spacious studio apartment with a walled-off
  bathroom. Basic furniture and luxuries are supplied but little consideration is
  spent on entertainment. These units are ample for living and the regular day-to-
  The Reputation-
  based housing and
  vehicles herein
  are related to
  mercenaries
  working for
  Drake. However,
  these are fairly
  standard rewards
  throughout the
  Argo Galaxy and
  many corpora-
  tions mimic this
  scheme or use
  something very
  similar.
  
  16
  DrakE Mining and Manufacturing
  day activities of anyone, but provide little comfort for those looking to host parties
  or just inviting more than a couple guests over.
  Apartment: At 10 – 19 RP, characters are allowed to requisition an available
  apartment within any building throughout Machenko’s main layer. Many apart-
  ments are available next to the water and afford great views of the city. If desired,
  there are apartments available in the inner portions of the main layer where the
  upper layer meets. Those outside of the inner portions may even have rooftops for
  those who wish to gaze upon the city below.
  These apartments are much more comfortable than corporate housing for the
  single character, even those with a small family are accommodated. Each one has
  two separate bedrooms, two separate bathrooms, a walled-off kitchen, and a large
  great room that serves as dining and living room. Much more money and time is
  spent on entertainment and luxury with comfortable furniture and large entertain-
  ment centers to keep the character happy.
  Condominium: At 20 – 29 RP, characters are allowed to requisition a condomin-
  ium within the lower levels of the upper layer, near the wealthier and more
  respected residents. Each condominium is contained within a low-rise complex
  typically consisting of twenty units. Most condominiums are located within the
  inner portions of the upper layer with views of the more expensive housing near
  the edges.
  Condominiums are an improved housing solution compared to apartments as
  they offer many amenities within the complex. These amenities include pools,
  workout rooms, social rooms, and, often, private meeting rooms. Each condomini-
  um is split into two floors with living space on the first floor and sleeping space on
  the second floor. The rooms are larger than apartment rooms with most being
  equipped with three bedrooms instead of two.
  
  17
  Character Options
  Townhouse: At 20 – 29 RP, instead of a condominium, characters are allowed to
  requisition a townhouse within the lower levels of the upper layer near the edges
  of the upper layer. Each townhouse is contained within a tightly-packed neighbor-
  hood although no one shares a common wall. Neighborhoods range from 500 to
  over 1,000 townhouses with central, community parks.
  Townhouses do not provide the amenities that a condominium does, but they are
  instead detached living that offers a little more privacy. Each townhouse consists
  of a row-style, three-level home sandwiched between other homes. A personal
  garage is contained on the lower level along with an entertainment room. Follow-
  ing up the stairs is a kitchen and great room with two to three bedrooms and
  bathrooms on the third floor. The rooms are comparable to a condominium al-
  though brimming with extra windows and better views.
  Luxury Home: At 30 – 39 RP, characters are allowed to requisition a luxury
  home within the upper levels of the upper layer. Each luxury home is contained
  within a secured neighborhood typically consisting of 100 homes. Most of these
  homes are near the edges of the upper level which provide views of the lower level
  and beyond.
  Luxury homes have community amenities such as pools, central parks, social
  rooms, and private meeting rooms. Each house is very spacious with a minimum of
  four bedrooms and a family room in addition to the living room. Most luxury homes
  have three to five stall garages to park the high number of vehicles the residents
  enjoy driving.
  Vacation Home: At 40+ RP, characters are allowed to requisition additional
  homes in the form of vacation homes, typically located outside of Machenko, within
  one of the nearby island communities, or within the wealthy districts above the
  upper layer. Characters are allowed to requisition additional vacation homes at
  each interval of 10 RP. Each vacation home is equivalent to a luxury home but
  within a quieter neighborhood meant for those escaping the urban life.
  Vacation homes have their own pools and are large enough to contain their own
  social and private meeting rooms. A minimum of five bedrooms and bathrooms can
  be found, plus large entertainment rooms filled with the latest entertainment
  technology. Some of the most famous vacation homes contain animal sanctuaries,
  greenhouses, private casinos, and all sorts of ridiculous luxuries that few can
  afford. Characters are allowed to ask for virtually anything within reason to add to
  their vacation home and at the GM’s discretion.
  Upon reaching this level of Reputation, characters are equivalent to executives
  and politicians and are possibly famous within the mercenary community.
  Vehicles
  Mercenaries are required to travel throughout Machenko using their own vehi-
  cles. Drake Mining and Manufacturing allows each one to requisition vehicles
  according to the character’s current Reputation. Upon starting their careers with
  Drake, characters are allowed to requisition a single vehicle while the group is able
  to requisition a single, multi-passenger, reinforced vehicle.
  When characters reach the required Reputation level and requisition new vehi-
  cles, they retain ownership of their current vehicle. Additionally, vehicles with
  Reputation requirements lower than the character’s current level may be traded in
  for a different vehicle of a Reputation requirement lower than the character’s own
  (the new vehicle can be lower or higher than the original vehicle).
  
  18
  DrakE Mining and Manufacturing
  Motorcycle: At 0 – 9 RP, characters are allowed to requisition a personal motor-
  cycle for quick transportation throughout the city. While Machenko exhibits roads
  for wheeled vehicles, other cities may use hoverbikes which are included in this
  level. However, a character cannot requisition one of each.
  Personal motorcycles are fast, light-weight models designed for short-distance
  travel. While a passenger may fit on the small rear portion of the seat, it is without
  comfort. Windshields are short and riders must crouch to be covered by them.
  Economy Car: At 0 – 9 RP, instead of a motorcycle, characters may requisition
  small, economy-oriented cars. These cars hold two to four passengers, although
  the two in the back seat may find leg room limited. Economy cars are designed to
  be inexpensive and conserve gas. Few choose to requisition an economy car, but as
  they are some of the most common vehicles around, they easily blend into society.
  In cities without standard roads for wheeled vehicles, economy cars are not avail-
  able. Economy cars provide Armor 1, except for the windows which provide no
  armor.
  Surveillance Van: At 0 – 9 RP, the mercenary force, as a group, may requisition
  a surveillance van for reconnaissance or other, espionage-type activities. These
  vans have commercial-style seats in the front and lettering on the side to match a
  typical commercial vehicle. In the rear of the van is an ample set of surveillance
  equipment along with two more chairs for those monitoring the equipment. Sur-
  veillance vans provide Armor 2, except for the windows which provide Armor 1.
  
  19
  Character Options
  Sedan: At 10 – 19 RP, characters are allowed to requisition a standard sedan.
  These cars hold four comfortably and are designed with more options and style.
  Additionally, they are equipped with under-dash radios for brief sessions of sur-
  veillance. In cities without standard roads, sedans are replaced by the standard
  hovercar. Sedans provide Armor 2, except for the windows which provide no armor.
  Coupe: At 10 – 19 RP, instead of a sedan, characters may requisition a coupe of
  equivalent size and comfort to a sedan. Coupes are more stylish than their sedan
  counter-parts, but getting in and out of the back is a bit more difficult and requires
  extra time for the front passengers to move the seats forward.
  Reinforced Van: At 10 – 19 RP, the mercenary force may trade their surveillance
  van for a similar one with reinforced sides and better technology for longer dis-
  tance surveillance. Reinforced vans provide Armor 4, including the windows.
  Full-Sized Sedan: At 20 – 29 RP, characters are allowed to requisition a full-
  sized sedan. They are similar to standard sedans except they can hold five passen-
  gers comfortably and are equipped with additional, under-dash surveillance
  equipment. Full-sized sedans provide Armor 2, including the windows.
  Luxury Sedan: At 30+ RP, characters are allowed to requisition a luxury sedan.
  These cars are no different in function than full-sized sedans outside of being
  designed for maximum comfort and convenience. They are a status symbol and
  carry the same technology as a full-sized sedan. They also provide Armor 3, includ-
  ing the windows.
  Sports Car: At 30+ RP, instead of a luxury sedan, characters are allowed to
  requisition a sports car. These cars are high-tech coupes and sedans equipped for
  a significantly higher speed. They carry the same technology as a full-sized sedan
  except for only seating two to four. They also provide Armor 3, including the
  windows.
  Fully-Reinforced Van: At 30+ RP, the mercenary force may trade reinforced
  vans for the highest technology, fully-reinforced vans. These vans carry the latest
  surveillance equipment for the most covert operations. Fully-reinforced vans pro-
  vide Armor 8, including the windows.
  Personal Watercraft: For missions that require travel across the water, a char-
  acter may temporarily requisition a personal watercraft from 0 RP. If the character
  gains enough Reputation to receive a vacation home, he may keep up to two
  personal watercrafts for personal or professional use.
  Speed Boat: For missions that require access to islands or moored ships, the
  mercenary force, as a group, may requisition a speed boat from 0 RP. If any
  character gains enough Reputation to receive a vacation home, they may opt to
  keep a single speed boat instead of any personal watercraft.
  House Boat: For missions that require long-term stays on the water or near the
  coastline, the mercenary force, as a group, may requisition a house boat from 0 RP
  instead of other housing, should the mission warrant it (such as dealing with
  particularly wealthy individuals who only deal with others of their stature). At the
  GMs discretion, characters of a very high Reputation may be allowed to keep a
  single house boat.
  
  20
  DrakE Mining and Manufacturing
  Gazetteer
  The Lunar Sector lies directly south of the Gemini Sector, the political center of
  the Argo Galaxy, within the Southwest Quadrant. The Lunar Sector contains ten
  expanses, including the Hastilion Expanse, the furthest southwest and the last to be
  settled. The Lunar Sector sits on the Hexa arm of the Argo Galaxy and remains the
  farthest reach of the Alliance within the Southwest Quadrant. Starting with the
  Hastilion Expanse and traveling clockwise are the remaining nine expanses in this
  order: Talion, Belior, Exeter, Satilion, Familion, Molore, Drelmore, Hartel, and Cin-
  telion.
  Dansk, the cultural center of the Lunar Sector, sits along the edge of the Hastilion
  and Talion Expanses. It’s part of the Talion Expanse. Even though it’s not near the
  sector’s galactic center, the gemini concluded it’s an optimal planet and settled it
  as the primary Alliance seat within the Lunar Sector. It is, however, closer to the
  Gemini Sector than it is to half of the expanses in the Lunar Sector.
  Dansk
  Dansk is the cultural center of the Lunar Sector and its most populated planet. All
  those wishing to do new business within the Lunar Sector must first report to the
  Gemini Sector Council for requests and approval. While primarily controlled by the
  geminis, Dansk is a cornucopia of species, businesses, and professions.
  The most populous city-state of the entire sector, Machenko, resides on Dansk.
  With a population over 50 million, all the sector’s powerful and prosperous corpo-
  rations have established headquarters within its city limits. It is here that Drake
  Mining and Manufacturing has built a grand galactic headquarters and is eager to
  expand their operations.
  Environment: Dansk is an extremely fertile planet, bursting with valuable re-
  sources and rich soil to support its population. Mining, manufacturing, and agricul-
  ture thrive while many retail, commercial, and industrial centers have been
  established to support the entire work force and provide goods for most of the
  populated planets within the sector. With the current announcement to allow
  further expansion of the Lunar Sector, Dansk is tightening its spread of resources
  to avoid depleting the planet and starving its inhabitants. The Gemini Sector Coun-
  cil is looking toward their resident corporations to provide the sustenance new
  civilizations require.
  Water covers 45% of the planet. Its seven landmasses are scattered across the
  planet and easily traversed through an extensive rail system. None of its oceans are
  significantly larger than the others and the landscape is predominately mountain-
  ous. Several dozens of feet of snow cover the mountains every year, bringing fresh
  water to the population throughout the seasons.
  Valuable resources are locked away in the depths of the continually mined
  mountains while large swaths of fertile plains lie between and amongst the foot-
  hills. To preserve the soil and resources, cities are always built in non-productive,
  although often wooded, areas outside of the mountain ranges. This style of engi-
  neering results in large city-states that dot the countryside instead of spanning
  large areas of treasured land. To connect these condensed cities, an environmen-
  tally-friendly rail system has been installed.
  
  21
  Gazetteer
  Population: Dansk has never been a single-species
  planet. Although settled and established by the
  gemini, they immediately opened it to all xenos
  as an anchor for operations within the Lunar
  Sector. Members of the Alliance were en-
  couraged to set up corporate headquarters
  to create an extremely prosperous planet.
  This decision was also meant to preserve
  the other planets within the sector, and as
  businesses continue to thrive, more cor-
  porations choose it as their headquarters.
  The population is now a blend of over
  25 species, not all part of the Alliance, and
  a population of eight billion contained
  within 500 city-states. With such a diverse
  collection of xenos, tensions wax and wane
  with periodic, small fights breaking out.
  Most battles are political or noble in nature
  and consist of subterfuge and other means of
  vying for power.
  Each city-state is considerably dense and built in
  layers. The wealthier the individual or corporation, the high-
  er their facilities are built. The lowliest of the population live underground in a
  sprawling community of the downtrodden (typically referred to as the under-
  ground). Most of the population lives in the main layer built from ground level up
  to 100 feet followed by decreasing sizes of layers, which include the upper class
  and extremely wealthy (including nobility and politicians). Upper layers are built
  on the roofs of the buildings below which become extremely expansive as they
  approach the ground (like a pyramid).
  The founders of Dansk and the Gemini Sector Council have always encouraged
  high-technology. As such, each city-state has no fewer than twenty spaceports.
  Machenko has fifty. Due to the placement of these city-states, sky travel is pre-
  ferred and additional moorings for interplanetary travel exist (those are not con-
  sidered official spaceports). Most residents cannot afford sky or space travel and
  spend their time traversing the planet aboard Green Rails, the rail system powered
  by magnetics.
  Planetary Science: Dansk is a medium-sized planet with a full rotation every 30
  hours and a full revolution every 386 days. It rotates on its axis at a 30-degree
  angle. It has three moons, Alpha, Beta, and Omega, all of which contain mining
  facilities and additional spaceports. All three moons are near each other and can be
  seen together in the sky approximately one hour before the setting of Alpha.
  Atmosphere: Dansk has a standard atmosphere and gravity in regards to most
  settled planets. It was settled as a center of high-technology and all precautions
  have been taken to preserve its flora, fauna, climate, and atmosphere. All technolo-
  gy is environmentally-friendly, a bi-product of research and development prior to
  settlement. Although the underground communities have a less-than-desirable air
  quality, the air above ground is clean and clear.
  Culture: On the surface, Dansk has a democratic society filled with peace and
  diplomacy. After living there a couple years, residents realize that the real power
  is held by the corporations, nobles, and politicians constantly contending for pow-
  er. Those who have stood their ground and ultimately failed have been known to
  find themselves waking up the next day within the underground with nothing left
  but their clothes.
  
  22
  DrakE Mining and Manufacturing
  Many religious factions exist throughout the planet and are relatively peaceful in
  the public eye. Behind the scenes, they too struggle for power, each hoping to
  convince the masses their religion is better than the others.
  Law enforcement is quite busy dealing with these minor political, noble, reli-
  gious, and corporate skirmishes. However, they are easily swayed by the right
  price. Corruption runs deep, and Machenko is swimming in it.
  The opening of the Hastilion Expanse is seen as an omen for many citizens as
  they are ready to leave their lives at Dansk behind and join a community built on
  honesty and generosity. Most of the corporations don’t care as the more people
  that leave the planet, the more jobs that open up for those who would like to
  become a part of this great endeavor (the expansion of corporate holdings).
  Aephrius
  Aephrius is a lush planet, three star systems away from Dansk. It’s the most
  desirable planet for nobles, vacationers, corporate executives, and anyone else
  with millions of credits. Its tropical climate makes it the most attractive planet to
  the entertainment and vacation industries.
  The gemini who first settled Aephrius set forth very strict laws to preserve its
  natural beauty and avoid tainting the landscape to further entice wealthy individ-
  uals. Corporate restrictions are controlled by its capital city Beatis.
  Environment: Most of Aephrius is tropical and sub-tropical, creating a massive
  jungle rich with exotic fruit. This large, never-ending canopy provides little sun-
  light to the jungle floor and most of the soil is tough and lacking nutrients for
  
  23
  Gazetteer
  agriculture. The trees that grow in the jungles are tall and
  thick with most settlements being built amongst
  their branches. Those that do not reside within
  the jungle are built along the warm-water
  coastline or atop plateaus located sporadi-
  cally throughout the jungle.
  Only 35% of Aephrius contains water
  with the largest body being the Aephrius
  Sea. All the water is fresh and safe to
  drink. Rain falls often and holding ponds
  create lavish spas amongst the treetop
  settlements. The planet is otherwise
  covered with jungles, grassy coastlines,
  and the large high-desert (on the north-
  ern continent). Well over half of the con-
  tinents are covered by the Aephrian
  Jungle.
  Aephrius consists of one massive land-
  mass divided into ten regional countries. The
  largest continent is the high-desert where few
  dwell, but minerals are believed to be held in mas-
  sive deposits. No surveys have been conducted to locate
  the deposits, but aerial footage shows signs of precious metals. The settlements on
  Aephrius ignore the high-desert as it’s not a desirable area to the wealthy they are
  looking to attract.
  Population: Aephrius is operated by geminis and primas, the former being the
  builders and the latter being the laborers. The primas are superb at building
  treetop settlements and have found excellent pay working for the greedy geminis.
  To accommodate the high number of primas workers, an entire treetop settlement,
  approximately one mile in diameter, has been established by the geminis. These
  primas live quite lavishly and enjoy the lush jungles and abundance of fruit.
  The geminis have built fifteen settlements so far: ten along the coastline and five
  more in the jungles (not including the primas’ settlement). Each one is limited to
  one square mile of space and no building can be more than 60 feet tall. Additionally,
  everything must be extremely environmentally-friendly and no pollution-generat-
  ing industries are allowed. The aim for every single settlement is luxury and wealth
  without compromising the beauty of the planet.
  Although industry is limited, luxury, modern conveniences, and high-technology
  are not. Every facility is connected to the settlement’s central computer system
  wirelessly and no entertainment expenses have been spared. In fact, approximate-
  ly half of every gemini settlement consists of casinos, spas, restaurants, lounges,
  and other types of entertainment facilities (including those deemed illegal or
  immoral on other planets).
  Planetary Science: Aephrius is a medium-sized planet with a full rotation every
  23 hours and a full revolution every 335 days. It rotates on its axis at a 40-degree
  angle. It has two moons which have yet to be named so most simply call them
  Leading Moon and Trailing Moon. Leading Moon is quite large while Trailing Moon
  is quite small. The appearance of Leading Moon is often used to signify the start of
  the night life while the appearance of Trailing Moon signifies the end and a time to
  return to your sleeping quarters. The rising of the moons occurs approximately six
  hours apart.
  
  24
  DrakE Mining and Manufacturing
  Atmosphere: Aephrius has an extremely favorable atmosphere often referred
  to as ‘heavy’ compared to other planets. The high moisture content within the
  jungle leads to fog most mornings and humidity the rest of the day. Although the
  air may feel heavy, it is as easy to breathe as Dansk and smells of fresh flowers and
  trees.
  Culture: Aephrius has a paradise-driven culture. Everyone acts as though they
  live on a tropical planet, which they do, and treats other planets as though they
  wouldn’t be worth the time to visit. While this is snobbish, they are quite right in
  that many who travel or move to Aephrius find other planets to be unworthy. This
  is partially due to the pampering lifestyle but can also be attributed to the exciting
  nightlife and warm, calm waters.
  Most geminis frown upon lower-class settlements outside of the primas settle-
  ment being established. They respect the primas laborers and couldn’t truly build
  their lavish homes without them. While this respect is paid to the primas, it is not
  paid to equivalent geminis or non-jungle dwelling species. All geminis are expected
  to live within the gemini settlements and if they cannot afford it, they should leave
  and move to a less expensive home. However, the wealthy cannot function without
  the working class and there are many areas of each settlement designated for the
  middle-class citizens (pay scales are higher on Aephrius than many other planets).
  The working class keeps the entertainment establishments functioning and essen-
  tially serves to cater to the wealthy citizens and visitors.
  The settlements along the coastline are not connected by road or rail. All travel-
  ers are expected to take ferries or hovervehicles when traveling between settle-
  ments. (Hovervehicles ride just below the tree line, but above the brush line. There
  are paths through the jungle where the trees are far enough apart to allow hov-
  ervehicles to travel like a single-lane highway.)
  There is a single, five-landing pad spaceport located across the Aephrius Sea.
  From here, travelers can board a ferry to the coastal settlements or take the new
  rail leading into the high-desert. (The rail doesn’t cross the Aephrius Sea.)
  Religion is practiced freely and all who can pay for a chapel are allowed to build
  one. Law enforcement is viewed very similarly and controlled by whoever has the
  most money. Aephrius is extremely liberal, but travelers are warned to be cautious
  about who they say things to and what they say. While the law is flexible, it often
  lies in the interpretation of the wealthy and whoever established that particular
  law facility.
  Blayzden
  Blayzden is a barren planet, four planetary systems away from Dansk. It is a very
  undesirable planet for living, but extremely rich in minerals and resources. Due to
  its vast deserts and hot, dry climate, the only sustainable settlements are along the
  large seas scattered throughout the northern hemisphere.
  All those who live here are part of the mining and excavation efforts. No one
  would move to Blayzden willingly nor does anyone want to work here for an
  extended period of time. Although the areas along the seas are green and comfort-
  able, the mining and excavation are located throughout the vast deserts where the
  air is dry and temperatures are hot. The lack of vegetation also produces high
  winds and many sand storms.
  Environment: No one truly knows why Blayzden is such a barren planet. It is
  located far enough from its sun to allow populations to live and the rains are
  enough to sustain life along the seas. The sands of the massive deserts are so vast
  that life outside of such a limited area would be unbearable. Although this creates
  
  25
  Gazetteer
  dry air and extreme conditions, work can easily be done
  during the night hours when no one has to worry
  about heat exhaustion and sand storms.
  Only 10% of Blayzden contains water in the
  form of several large, fresh water seas.
  These seas are quite deep and produce
  enough rain along the coastlines to sus-
  tain a green area that holds the deserts
  back and stops them from encroaching
  upon the water. These are the only areas
  known to sustain any type of flora or
  fauna outside of the wild desert crea-
  tures accustomed to the extreme condi-
  tions.
  There are two main landmasses cover-
  ing Blayzden: brown sands in the north
  and black sands covering the entire south-
  ern hemisphere. Although called black
  sands, the sand is actually a dark brown. Many
  believe the vast deposits of minerals, ore, and
  precious gems caused the land to be infertile, thus
  producing the large deserts. The lands along the seas
  carry no deposits and are fertile enough to sustain regular veg-
  etation.
  Population: Blayzden doesn’t truly have a population as no one lives there
  permanently. All residents are workers who stay in temporary housing throughout
  the course of their contract and then return to a more desirable planet. While many
  have attempted to establish settlements in the desert near the mining and excava-
  tion facilities, sand storms cover all facilities and shifting sands cause them to sink.
  The only way to reach the facilities is by riding in a hovervehicle during the night
  when the winds are calm. That means all mining and excavation is done within 100
  miles of the current settlements. Engineers are researching ways to mine further
  way from the settlements.
  Various races have built a total of 30 settlements, so far. Each one is quite small
  and houses enough to support three to five work forces (typically 100 – 200
  employees each). In addition, all common amenities can be found along with
  entertainment, law enforcement, and small government centers. As these settle-
  ments are not permanent residences, all laws are governed by the founding corpo-
  ration. Government centers serve administrative purposes and human resources
  outlets.
  Due to the harsh conditions and the high amount of deposits, workers on
  Blayzden are quite wealthy. They receive hazard pay and profit sharing. This is the
  only driving factor for anyone to come to Blayzden on a work contract. Anyone
  could come here, work for ten years and retire to Dansk if they manage their
  credits accordingly. In addition, all corporations are turning very large profits from
  the vast number of opulent deposits.
  Planetary Science: Blayzden is considered a large planet with a full rotation
  every 48 hours and a full revolution every 400 days. The long days and nights allow
  the corporations to get a lot of work done before the sand storms pick up again in
  the morning. There are four large moons which no one has bothered to name. At all
  times, at least two of the moons can be seen in the sky with a couple hours each day
  showing three moons at once.
  
  26
  DrakE Mining and Manufacturing
  Atmosphere: While seemingly unbearable during the day, Blayzden has an
  optimal atmosphere to sustain life at night. During the day, the air in the desert is
  barely breathable due to the high content of dust and particles. During the night,
  the winds die down and the air clears. The areas around the sea do not exhibit this
  same problem other than the tracts of land that border the deserts.
  Culture: Every settlement on Blayzden has its own culture according to what
  race primarily resides there and what corporations have established a foothold.
  There are a couple common features amongst these settlements including their
  high levels of technology, air cleaners throughout the buildings should the wind
  blow strongly, and a desire to make mounds of money. That desire is an extreme
  form of greed and could manifest as quiet attempts on one’s life to create a job
  opening. Law enforcement monitors everyone in case of unexplained deaths. That
  is, of course, unless paid handsomely by corporate executives.
  One of the greatest technology installations on Blayzden is the underground rail
  system. Those tunnels carry gravity-riding rail cars from city to city at speeds
  exceeding those of the hovervehicles. The tunnel systems are equipped with air
  scrubbers, filters, and reinforced walls to ensure the encroaching deserts do not
  blow sand into the tunnels. Engineers are plotting new tunnels to the current
  mining and excavation facilities, but digging under the sand is proving difficult.
  Each settlement has a spaceport that reaches well into the sky, away from
  possible blowing sand. Each spaceport has enough space for ten landing pads that
  accommodate smaller starships or four landing pads for large freight ships. Upon
  landing, travelers take the large elevator down to the city below while freight rides
  in a huge elevator to fill the freight ships.
  Religion is optional. Many races establish small chapels for a handful of people,
  but the government and corporations stay away from regulating them. Everyone is
  free to worship whatever they want whenever they want as long as it doesn’t
  interfere with work or other corporate activities. Blayzden is not controlled like
  other planets but rather is governed like a conglomeration of corporations. Execu-
  tives make the big decisions and things like religion must conform to corporate
  schedules.
  Felnor
  Felnor is a frozen wasteland, one planetary system away from Dansk. It has very
  little to offer other than its rich deposits of precious gems and ores. It is considered
  unlivable outside of the mining settlements. The ground is frozen solid and glaciers
  reside in almost every area water can be found. Massive craters are cut into the
  planet for mining and housing is built directly into the walls of the craters.
  Everyone living on Felnor is part of the mining efforts. The only people arriving
  willingly, as most workers as assigned against their will, are looking to purchase
  gem deposits and establish new mines, although they quickly leave once work
  begins. According to statistics, everyone who works here leaves as soon as their
  contract ends.
  Environment: Felnor is located too far from its sun to maintain an optimal
  climate for humanoid life. When establishing a new mining settlement, excavators
  create massive craters, one to five miles in diameter and two miles deep, with walls
  built up well above ground level. Beneath the frozen ground, the temperature is
  warm enough for workers to live. To keep these conditions inside the crater
  favorable and keep the workers satisfied, all houses and facilities are built directly
  into the walls of the craters with an extensive pathway that wraps around and
  around, leading to each doorstep.
  
  27
  Gazetteer
  Life outside of the craters is completely unbearable.
  Terrible winds whip across the landscape and
  freeze any who attempt to surface. Those winds
  carry snow and frozen dirt that coats all sur-
  faces. The walls of the crater are built high
  enough to avoid the effects of these winds.
  Life scans have shown no living flora or
  fauna aboveground, but the winds often
  cause interference.
  Surprisingly, around 50% of Felnor
  contains water, although 90% of it is
  frozen. There are two large areas of wa-
  ter that are not frozen, although the
  temperature is only just slightly above
  freezing. They receive enough sunlight
  to remain open throughout the majority
  of the year.
  To date, no one is quite certain how many
  land masses there are as they have yet to
  spend enough time plotting where the land ends
  and the water begins. From the surface, everything
  pretty much looks the same. Most workers on Felnor
  refer to the land as cold, really cold, and deathly cold, in reference to
  their geographical location.
  Population: Similar to Blayzden, Felnor does not have a large permanent popu-
  lation. Workers come and go and due to the frigid weather; most contracts only last
  two Felnor years. Contracted workers live in large, temporary housing blocks
  carved into the crater walls. Each housing block is large enough to handle 20
  workers. A pathway, only large enough for small vehicles and primarily used for
  walking, wraps around the entire crater many times to connect all of the housing
  blocks and buildings. Eight elevators are located throughout the crater to quickly
  bring people from level to level and all the way down to the basin where the mining
  camps are located.
  A total of five mining craters have been carved into the landscape. There is no
  subterranean transportation between the craters, although the planet’s engineers
  are researching ways to safely dig long-distance tunnels and install a rail system.
  Travel between craters is rare and must be done by specialized aircraft (made for
  travel throughout Felnor) as standard aircraft cannot traverse the harsh winds.
  Aircraft must be strong enough to withstand the pelting wind and protect those
  inside should the aircraft crash.
  Only the gemini have risked their lives to create mining craters on Felnor. While
  other races are contemplating it, the extreme cold weather typically turns them
  away. Gemini corporations mainly see Felnor as a treasure trove and do not care
  about the weather; they are too determined to plunder the gems inside. Although
  the workers on Felnor could potentially become quite wealthy through hazard pay
  and profit sharing, they rarely spend more than two years per contract as the cold
  weather drives them away. There are rumors that some corporations are turning
  to the illegal slave trade to find workers for their mines. Slave workers are rarely
  paid well for their service.
  Planetary Science: Felnor is a medium-sized planet with a full rotation every 28
  hours and a full revolution every 580 days. The long years are part of a worker’s
  contract which many do not learn until reaching planetside. There are three moons
  which have not been named. Those residing on Felnor rarely see the moons or the
  
  28
  DrakE Mining and Manufacturing
  sun and feel naming them would be useless. The moons are fairly spaced apart.
  Only two can ever be seen in the sky at the same time and that’s only for a couple
  hours.
  Atmosphere: The livable atmosphere on Felnor is the only reason scientists felt
  it worthy of survey in the first place. While the air is dry and extremely cold, it
  holds enough oxygen for those below ground, inside the craters, to breathe nor-
  mally. However, some of mining activities are producing pollutants that struggle to
  float outside of the crater. This has created breathable, but foul-smelling air.
  Culture: Felnor has a very mixed culture due to the hodgepodge of workers that
  choose to sign the work contracts (finding workers can prove quite difficult). There
  is very little interaction from the corporations and very little law enforcement.
  There are rumors that underground crime syndicates have formed, but no one has
  found any evidence. The Alliance owns the task of establishing a proper law en-
  forcement group, but has yet to do so. Whoever has the most power at any time
  appears to be enforcing the laws. Bribery runs rampant and politics are in the
  hands of the corporations.
  Each crater settlement has a large spaceport at its basin to support all types of
  spacecraft. Each spaceport has 10 landing pads of various sizes. The coming and
  going of spacecraft appears to keep the crater settlement at a higher than expected
  temperature. None of the workers complain about the extra heat, but the smell can
  become overwhelming.
  Religion is unknown. It is believed that many workers follow their religion in
  whatever way they’ve done before, but no chapels or formal institutes are known
  to exist. Much of Felnor is controlled by power; whoever holds the most power
  right now is unknown as it seems to change often. Many believe whoever controls
  the crater settlement at that time is probably attempting to sway the workers to
  their religion, but no evidence of this has been found.
  Helioside
  Helioside is an Earth-like planet on the fringe of “civilized” space. It is renowned
  for its near perfect weather and is an ideal vacation spot for most species. The
  planet has very few raw materials and the soil is only adequate, which has led to
  very few outsiders having any desire to settle the planet. The main population is a
  group of displaced gemini who wished to follow a more rigid sense of self-govern-
  ment. The other species, here long before the gemini, is an advanced, mysterious
  one known as latharians.
  Environment: Helioside is an odd planet. Almost all the land is located between
  45-degrees north and south of the planet poles and separated into three large
  continents: Brazwall, Malsk, and Typius, each streaked with wide bodies of water
  and winding rivers that flow universally from north to south. The rest of the
  surface is dominated by vast oceans. The weather on the continents averages a
  comfortable 27°C for 95% of the year. The ground soil is not overly abundant and
  most of the major governments only have enough to feed their populations.
  Population: Two of Helioside’s continents are dominated by a xenophobic spe-
  cies known as the latharians. Little is known of them as they fiercely defend their
  borders, all thick with genetically modified rainforests, suggesting the race is
  scientifically well-developed. The latharians do not participate in space flight or
  exploration, but have the technology to disable ships in orbit if necessary. The final
  continent, Malsk, is home to an offshoot of the gemini species. These people left
  their home world several hundred years ago, preferring to live a caste driven life
  where nobility still rules the people.
  
  29
  Gazetteer
  Planetary Science: With its awkward “wobble”, Helio-
  side enjoys almost non-stop temperate, sunny days.
  As such, the planet is the perfect vacation spot
  and nearly 95% of the 420 days are temperate
  and sunny, with the occasional sprinkle of
  rain to cool down sunning vacationers. He-
  lioside is the fifth planet in the Helioside
  System, with all inner planets being
  scorched rocks, stripped of atmosphere,
  and the two external are massive gas
  giants. A rotational 26-hour day sees
  roughly 18 hours of sunlight. Below and
  above the 45-degree mark on the planet,
  the oceans are a turbulent mess with
  little ocean travel possible.
  For approximately 20 days in the mid-
  dle of the year, the planet undergoes what
  the locals call “Sotherification.” This is a lath-
  arian term intended to describe the violent
  storms that streak the entire planet. Structures
  are built to withstand the worst of these storms and
  any harvest is scheduled around them as well. Five small
  moons (Lyman, Sefcovic, Briante, Gallosa, and Soltes) orbit lateral-
  ly around the planet, and one dominant moon, Villetas, orbits along the lines of
  longitude.
  Atmosphere: Helioside has an oxygen-rich atmosphere and a generally pleasant
  disposition. Much of Malsk’s population produces pollutants, but never enough to
  have a disruptive effect on the planet’s atmosphere. Many suspect the latharian
  have some sort of way to regulate the effect.
  Culture: Malsk’s population is organized into a three-caste system. The lowest
  tier is full of criminals, debtors, and malcontents. These people are given positions
  generally as laborers. The second tier makes up the majority of the planet’s popu-
  lation and is known as the middle-class. These people are generally employed in
  the hospitality, science, and production positions. Finally, the nobility sit atop the
  cultural landscape on Malsk. The continent has hundreds of minor royal families all
  in-charge of their local areas or countries. Each is responsible for keeping the peace
  and providing to the centralized government, currently led by the Hyperion family.
  There is little upward mobility in the tiers. Children of lower tier families are
  encouraged to undergo a “citizenship test” to move into the middle-class, but
  people are generally only born or married into the noble class. The three weeks of
  Sotherification are considered a holiday for all residents. During this time, the
  children in the lowest tier are given the opportunity for upward mobility. It is also
  common for noble houses to adopt a promising student or professional into their
  house.
  Little is known of the latharian culture. Occasional sightings indicate they are of
  a reptilian nature, but their thick jungles and border patrolling technology keep
  prying eyes away. The gemini that came here long ago requested an audience with
  the latharians only to be rebuffed. However, an electronic beacon on Malsk repeat-
  ed four encoded words, “You may live here.” Since that time, hundreds of years ago,
  there have been only a few rare instances of communication.
  
  30
  DrakE Mining and Manufacturing
  Hydra
  Hydra is a young, water-filled planet three planetary systems away from Dansk.
  Its land is still being created through volcanic activity, although a large life of flora
  and fauna exists underwater. The lands are not yet fertile, but are filled with
  obsidian, exotic rocks, grassland, and volcanic soil. What lies at the bottom of the
  oceans has driven its settlement.
  Lying beneath the ocean’s floor are massive pockets of oil and gas. Everyone
  living on Hydra resides in underwater cities. These massive cities are equipped to
  drill for oil and gas without altering the volcanic landscape. Many find it exotic and
  flock to where many have never been. There is a constant flow of aquatic creatures
  and beautiful, underwater oases of water-born plants and coral. It has come to be
  known as the underwater paradise.
  Environment: Engineers theorize that Hydra will become an extremely fertile
  planet as its landmasses continue to grow. Volcanic activity is producing nutrient-
  rich soil, although not far enough from the volcanoes to actually be usable. Addi-
  tionally, its climate is optimal and its vast oceans help regulate that climate. With
  its current state of infancy, much of this is theory and cannot be confirmed for
  hundreds if not thousands of years.
  The current conditions of the volcanic islands are rocky and unstable. The
  ground is hard with lava flows at least once a year. Some islands are seeing lava
  flows once a month. If one were able to survive the lava flows, as some of the areas
  haven’t seen lava flow in decades, conditions on the islands are otherwise quite
  stable. Temperatures avoid the extremes, rainfall is regular, and new flora and
  fauna are beginning their early stages of development. Attempts to survive the lava
  flows have yet to be made, although the technology is available.
  Hydra is 90% covered with water. Several dozens of small to large unnamed
  islands dot its ocean. The single ocean has been divided into four quadrants simply
  called north, east, south, and west. While efforts to fully explore every inch of the
  ocean are ongoing, no one is quite certain how much of the ocean has actually been
  explored. There are too few landmarks to make an accurate determination. It’s
  estimated that 85% has been explored although many engineers claim that the
  number is probably closer to 60%.
  Population: Hydra was originally thought to be a useless planet for settlement
  until speaking to the golgesh. The golgesh are an aquatic species that live on land
  or under the water. Seeing an opportunity to expand their race, they shipped
  supplies to Hydra and built the first underwater settlement, Tholgar. Wishing to
  share this settlement with the rest of the Alliance, they designed accommodations
  similar to vacation spots and executive retreats. During this construction, the
  golgesh discovered large deposits of oil and gas beneath the ocean’s floor.
  With the success of Tholgar, the golgesh have started construction on the second
  and third settlements Rhulyeh and Byzanium, respectively. The golgesh population
  continues to grow with the lure of wealth and a new, exotic home along with
  drawing small groupings of other species to establish new facilities to extract the
  oil and gas. Additionally, some corporations find the obsidian along the volcanic
  islands desirable. That has opened a wealth of new markets on Hydra along with
  opportunities to establish larger settlements and attract even more potential resi-
  dents. Hydra is changing from a simple underwater vacation spots to one of the
  most desirable homes-away-from-home for the extremely wealthy. Life underwa-
  ter is not cheap.
  
  31
  Gazetteer
  Planetary Science: Hydra is a medium-sized planet with a
  full rotation every 25 hours and a full revolution every
  350 days. It rotates on a 45-degree axis and has only
  one moon. The moon has been named Relgor by
  the golgesh who are developing it as the main
  spaceport. Life under the water is much dif-
  ferent than life above as very little light actu-
  ally makes its way to the Tholgar
  settlement. While life above water receives
  a varying amount of light, according to its
  geographical position, that same light only
  penetrates to the ocean floor settlements
  for half that amount of time.
  Atmosphere: Hydra has an optimal at-
  mosphere with oxygen levels that can sus-
  tain a vast array of life. This is one reason
  scientists theorize that new surface-dwelling
  flora and fauna are soon to appear. Although
  the volcanoes spew no shortage of ash into the air,
  the ocean waters and regular rainfall keep the mois-
  ture level high enough that the ash dissipates rather
  quickly (mixing with the water and becoming heavy enough to fall
  quickly, typically taking fewer than 15 days).
  Culture: The golgesh are an extremely conservative species and highly value
  their friends, family, and employers. They have established rules and regulations
  and a large contingent of law enforcement. For fear of offending other xenos, laws
  are meant to be fair while retaining some rigidity. The golgesh require that all
  residents and visitors within their settlements adhere to the laws that have been
  laid forth. There are no prisons or holding cells for criminals. There are no courts
  to try those criminals. Instead, lawbreakers are judged by the severity of their
  crime and deemed a violator or just ignorant. If one is deemed ignorant, a manda-
  tory 10-day course on ethics, morals, rules, and regulations is the only thing that
  keeps them from being expelled from the planet. Anyone deemed a violator is
  immediately, permanently expelled from the planet.
  Tholgar has the only spaceport on Hydra, although it’s a temporary one. A
  permanent one is being built on Relgor. The current spaceport is only large enough
  to accommodate a single spacecraft and is not planned to be enlarged as a new
  spaceport is replacing it. The new spaceport on Relgor will contain landing pads for
  small transport craft that bring people and goods to and from Tholgar and a single,
  large spaceport for the settlements to use. The spaceport on Tholgard will be
  converted to accommodate several small transport craft to accept those coming
  from and going to Relgor. Each new settlement will have the same setup. Thus,
  corporations wishing to drill the oil and gases are required to establish their own
  spaceports or methods of shipping goods off-planet as the golgesh’s set-up will not
  accommodate them. Obsidian mining platforms typically have a dock for craft to
  transport the obsidian.
  The golgesh have a form of religion and have properly established it within
  Tholgar. There are two chapels that can be used outside of normal worship times
  by other species to perform their religious practices. Due to this borrowing of the
  chapels, no other species have established chapels within Tholgar.
  
  32
  DrakE Mining and Manufacturing
  Metztl
  Metztl is a lush jungle planet one planetary system away from Dansk with
  settlements established prior to the opening of the Hastilion Expanse. Previously,
  the settling of Metztl was regulated by the Alliance and very few were able to
  participate. The dangerous wildlife throughout the jungles made it necessary to
  restrict the number of settlers, but many corporations have proved that they can
  survive alongside the dangerous creatures by building protected settlements and
  employing Settlement Rangers. As such, new settlements are being allowed, al-
  though still limited in number, with new mines and a boost to the current economy.
  Residents of Metztl find the move to be a bad idea and fear for the lives of
  newcomers should they venture out into unknown jungle areas. There are many
  large, wild creatures, and a few hidden, primitive races are believed to call the
  jungles their home. Settlers are advised to stay away from unknown creatures and
  unknown races as both are equally as dangerous.
  Environment: Metztl is a jungle paradise for all those who survive. Those who
  avoid being mauled by jungle creatures or resist deadly ailments live in a vast area
  of warm temperatures, vividly green trees, and beautiful scenery. While the air
  may feel thick from the high humidity due to the regular rains, it is extremely clean
  and noted as one of the purest around. Although the ground is not ideal for agricul-
  ture, the jungle grows many fruits and vegetables to sustain its population and
  allow for trade to other planets.
  Metztl is 45% covered in water from salty seas to fresh lakes and rivers through-
  out the jungles. There are ten seas not declared large enough to be oceans teeming
  with underwater life. Many parts of the jungle are filled with water from the heavy
  rains creating areas that become their own lakes during the rainy season and
  simple underbrush during the dry season. Mountains collect much of the rain
  water and send it spiraling through the landscape through vast rivers that lead to
  one of the ten seas.
  Metztl is comprises two connected land masses divided into several continents.
  The landmasses and continents have yet to be named while residents refer strictly
  to the settlement from which they came. Many believe the dividing of the conti-
  nents to be very recent and a work in process. The large landmass is primarily
  covered (over 90%) by the lush jungles. The small landmass is primarily covered
  by snow and hard ground as it resides over the northern hemisphere. Few have
  explored this territory as it does not appear to contain anything of value.
  Population: Metztl was settled over a century ago by gemini looking for a new
  paradise. They found it on a nearby planet covered with massive jungles, warm
  weather, and deadly creatures. They established fortified towns and learned to
  survive amongst the flora and fauna. Expeditions proved profitable through the
  location of valuable minerals and ores leading to sporadic mining establishments.
  Much of population thrives on the foraging and exportation of fruits and vegetables
  with mining activities primarily being handed over to the few corporations who
  reside planet-side.
  The opening of the Hastilion Expanse has given Metztl the opportunity to grow
  by drawing more settlers and corporations to increase the wealth of the planet.
  Many of the noble houses fear the worst and are leery of over-population. They aim
  to control the settlement efforts and control as much of the planet’s wealth as
  possible. This has given rise to a lot of political battles between the House of the
  Alliance and current Metztl noble houses.
  
  33
  Gazetteer
  Planetary Science: Metztl is a medium-sized planet
  with a full rotation every 28 hours and a full revolu-
  tion every 380 days. It rotates on a 45-degree
  axis and has two moons, Melox and Emmery.
  The two moons are often found nestled in
  the sky together with a two hour difference
  between their rising and falling. Life in the
  undergrowth of the jungle can be difficult
  as much of the light is shaded by the
  large trees and dense canopies.
  Atmosphere: Metztl has an extremely
  favorable atmosphere and is considered
  to have the purest air in the entire gal-
  axy (considering known planets). This is
  attributed to the high quantity of jungles
  and the efforts to preserve them. Popula-
  tions are quite small so settlements have
  not been required to clear-cut areas to sup-
  port their growth. With the rising number of
  immigrants, the noble houses are drawing up
  plans to limit settlement size and regulate what can
  and cannot be built.
  Culture: The residents of Metztl are fairly conservative with the noble houses
  aiming to properly control all activities. Everyone wishes to keep Metztl has a
  luscious paradise and will not allow any debauchery or lewd acts. However, many
  believe the noble houses to be quite corrupt and line their pockets with dishonest
  money as they take advantage of the less-fortunate. No studies have been able to
  prove these theories.
  The remaining population is filled with hard-working individuals who enjoy life
  on Metztl and work hard within the mines, corporations, and noble houses doing a
  variety of jobs. Most residents make just enough to survive with community efforts
  offering aid to those who cannot. Additionally, sprinkled throughout the popula-
  tion are Settlement Rangers aimed at protecting their kin.
  Settlement Rangers are taught and trained to hunt the many creatures living
  within the jungle to keep their home settlement safe. Tracking and survival are
  important to a Ranger’s prosperity as the jungles can be a vicious place to be. Many
  mining settlements have been attacked by these creatures with resulting high
  number of casualties. Many of the residents hope for skilled soldiers to join the
  ranks of the Rangers and help keep the settlements safe.
  There are two large spaceports residing on the northern landmass, away from
  the jungles. Connecting the spaceports to the settlements is a lengthy series of
  eco-friendly rail systems and large sail ships (for travel across the sea). Each
  spaceport has enough room for any type of spacecraft although larger ones are
  limited to a single ship per port.
  Religion is very important to many of Metztl’s residents with each family belong-
  ing to their chosen religion. This has created an abundance of religions, with many
  similarities, consisting of approximately 100 families each. They feel religion
  should not be assigned.
  
  34
  DrakE Mining and Manufacturing
  Schigar
  Schigar is a toxic planet located five planetary systems away from Dansk. Life is
  only sustainable for races that can breathe methane and sulfuric gases. Otherwise
  they must be inside one of the many bio-domes.
  Schigar would be a completely useless planet if it weren’t for the trapped gases
  beneath its surface that are captured and used throughout the galaxy for heating
  and other industrial purposes. Much of the landscape is scorched and nothing is
  able to grow. The bio-domes have been established by the gemini with fertile soils
  atop specially-engineered habitats that allow for agriculture to sustain the planet’s
  small population.
  Environment: Schigar is considered a total wasteland with poisonous seas,
  scorched, volcanic lands, and air that is not breathable outside of a few, unique
  xeno species. One species in particular, the xiog, is able to breathe the gaseous
  atmosphere and was able to build the bio-domes for the gemini settlements.
  Schigar is 66% filled with green-tinged water polluted by sulfur and other,
  currently unknown substances. Scientists believe the scorched soil bleeds into the
  water causing the pollution. However, only the gemini consider it pollution while
  the underwater flora and fauna are able to thrive.
  Few scientists spend time researching the underwater life on Schigar as it’s not
  worth the time or cost. The xiog have been slowly transferring scholars to the
  planet as the environment is not toxic to them and the underwater life could prove
  quite fascinating. They are establishing research facilities, but traveling outside of
  them is forbidden for anyone other than the xiog. Gemini walking the land unpro-
  tected will die within hours.
  Schigar comprises one large landmass and several smaller ones throughout the
  oceans. All landmasses are being divided up by the xiog into individual continents
  with naming currently being debated. Due to its scorched nature, much of each
  landmass appears black or dark brown and very little vegetation is able to grow.
  Population: There are two gemini settlements on Schigar filled with workers
  and corporate managers, and those who support them, to extract the gas deposits.
  The xiog are building two settlements to entice the hardy species to explore the
  new planet. All settlements will accommodate up to 10,000 residents to limit the
  amount of oxygen and other resources required to sustain each population.
  The discovery of Schigar has given the xiog the opportunity to extend the reach
  of their species and provide a location for a new home world. Government officials
  within the species wish to establish military bases with training camps, corporate
  facilities, and spacecraft factories to improve their presence within the Argo Gal-
  axy. The addition of Schigar allows the xiog to increase their importance within the
  Alliance by opening new supply chains between them and other xenos along with
  establishing a naval presence to assist the efforts of the Allied Navy.
  The two gemini settlements are connected by an underground rail system pro-
  tected from the toxic air while a new expansion is being built to connect to the xiog
  settlements. Each settlement is focused on corporate efforts and no one has yet to
  immigrate for extended living purposes. The xiog settlements are determined to
  change that by offering land ownership and profit sharing for all xiogs that immi-
  grate to Schigar and establish new roots.
  
  35
  Gazetteer
  Planetary Science: Schigar is a small planet with a full
  rotation every 18 hours and a full revolution every
  320 days. It rotates on a 40-degree axis and has a
  single moon which the xiog are debating a name
  for. The planet is closer to its sun than many
  other planets so very little ice or snow are
  ever found. Additionally, the toxic waters
  freeze at extremely low temperatures
  providing open water all year long.
  Atmosphere: Schigar has a thin atmo-
  sphere which scientists believe has led to
  its scorched condition. The local sun’s
  rays are able easily to penetrate and the
  land appears to have suffered from many
  spontaneous fires. After burning the vege-
  tation and forcing the air to dry, the lands
  refuse to grow anything other than the har-
  diest plants which do little to prevent the
  planet from looking like a burnt wasteland.
  Most of these plants blend-in to the landscape
  with a similar dark brown to black coloring. Scien-
  tists believe this is due to the toxic air although the plants
  appear to be thriving.
  The air is completely unbreathable to anyone who sustains life from oxygen or
  by extracting oxygen from water. It is filled with methane and sulfur along with a
  number of unknown gases. To date, only the xiog have been able to withstand this
  atmosphere outside of the bio-domes.
  Culture: The gemini residents on Schigar are strictly corporate focused and
  there only to work. They follow their superiors’ orders and hope their contracts
  don’t last too long. Rules and regulations are at the behest of the corporate manag-
  ers and many feel they are living a repressed lifestyle. However, everyone is
  treated equally (outside of the managers and executives) and given ample housing
  and food along with the most essential items needed for survival.
  The xiog residents have a much different aspect of life. Schigar is going to be a
  new home so they treat it accordingly and are establishing all types of modern
  technology and luxuries. Their race is fairly liberal, but punishment can be quite
  strict for those who break their loose laws. It is not unheard of for one to live a life
  of thievery and debauchery and have law enforcement simply look the other way.
  Entertainment is an important industry to the xiog with gambling, music, and
  theater topping the list. Many casinos are being established by them within the
  settlements to entice newcomers to the planet. It is said that for the right price, you
  can find anything within a xiog casino.
  Religion follows a very similar liberal path with xiog cults appearing frequently.
  Most of them are non-aggressive but often preach a lifestyle considered immoral
  to many other races. The typical xiog family may belong to a total of ten religions
  throughout their lifetime with some spending only a year with a given religion,
  becoming bored, and moving on to the next.
  This type of lifestyle is looked down upon by many other races, but the xiog are
  said to be the happiest in the galaxy.
  
  36
  DrakE Mining and Manufacturing
  T’Chan
  T’Chan is a fertile planet located three planetary systems from Dansk. Its land is
  similar to many others while its oceans are relatively shallow and teeming with
  plant-life producing a green tinge to the planet.
  T’Chan is not rich with minerals, precious metals, or gems but has some of the
  most fertile soil throughout the Hastilion Expanse. Agriculture thrives here with
  enough food produced to feed at least five fully-settled planets. T’Chan’s agricultur-
  al industry is providing food to the majority of the Expanse while settlements are
  being established. Many gemini are immigrating to T’Chan for the opportunity of
  peaceful living and ownership of large plots of land.
  Environment: T’Chan is covered in rich, fertile plains and rolling, grassy hills
  with just the right combination of plant-life. Mountains are a rare sight, and life
  under the water is as active as life above it. The entire ocean bed is covered with
  green, underwater planets that make the water appear green from space. Closer
  inspection shows the water is as clear as glass and fresh enough to drink with little
  to no filtering.
  T’Chan is 70% covered by water with the oceans only reaching depths of 100 feet
  at the most. Travel by large ship is discouraged and instead replaced by hover-
  boats. The oceans are divided into quadrants and defined as north, south, east, and
  west while the gemini council prepares a full map of the planet.
  There are four main landmasses on T’Chan which are to be divided into a total of
  16 continents, again to be named by the gemini council. The northern and southern
  poles of the planet are covered in snow while most of the remaining land stays
  warm due to the large oceans. It is believed that the plant-life on the floor of the
  oceans keep the water warmer than expected. All usable land has a growing season
  of at least 75% of the year with a maximum growing season of 90% of the year. The
  climate is very favorable for agriculture.
  Population: There are twelve gemini settlements that serve as central govern-
  ing locations for the surrounding agricultural lands. Each settlement is governed
  by an elected official who reports to the planet’s recently established Gemini
  council. The gemini council is tasked with properly mapping the planet and inves-
  tigating the ideal locations for each crop; not all the soil is ideal for every type of
  crop.
  The discovery of T’Chan was a huge boon to the gemini people and the House of
  the Alliance as they now have a steady stream of food to provide to the entire
  Expanse as it is being settled. It is believed that even the underwater plants can be
  harvested for food without damaging the eco-system.
  Each of the gemini settlements are connected by an eco-friendly rail system
  designed to carry people and crops from the outlying lands to the governing
  centers. These settlements and the entire rail system were established by the
  gemini but have seen an influx of other xenos joining the harvesting efforts. This
  has led to new rail systems being added to accommodate the high number of
  immigrants.
  Planetary Science: T’Chan is a large planet with a full rotation every 42 hours
  and a full revolution every 420 days. The long days are ideal for growing as the
  frequent rains quench the fertile soil with the necessary nutrients. That allows the
  crops to grow faster compared to most planets producing a growing season that
  allows two sets of crops to be planted and harvested.
  
  37
  Gazetteer
  T’Chan rotates on a 35-degree axis and is optimally
  located near its sun. Besides the warm water, tem-
  peratures throughout the planet are stable and
  quite comfortable. The northern and southern
  poles are considered frigid with snow that
  falls and melts continually throughout the
  year.
  Atmosphere: Scientists believe that
  due to the high amount of plant-life,
  T’Chan has one of the most stable atmo-
  spheres in the Expanse. Harmful rays
  from the local sun are completely
  blocked allowing the flora and fauna to
  thrive. The air is extremely clean and all
  precautions to keep it that way have
  been taken. The Gemini council has man-
  dated that all industries must produce zero
  pollution.
  Culture: T’Chan has an extremely mixed
  culture that is becoming more difficult to man-
  age as the settlements continue to grow. The origi-
  nal gemini settlers were quite liberal and found an
  opportunity for wealth using the fertile soil to supply the entire
  Hastilion Expanse. While they lacked the required amount of manpower to do it,
  they found it quite easy to find families willing to uproot and immigrate to T’Chan.
  The follow-on population that began to work the land was quite conservative
  compared to the original founders. The liberal gemini were building the govern-
  ment centers and central settlements to process the food and perform all types of
  monetary transactions while the farming population remained conservative. This
  created a slight rift between the two that remains somewhat peaceful. Both types
  of gemini understand they need the other to survive so a relationship of conve-
  nience has been formed.
  With the continual growth of agriculture throughout T’Chan, workers found it
  increasingly difficult to keep up with production demands, especially since the
  growing season consists of two harvests per year. The conservative gemini sought
  out additional workers for their fields with low pay but the promise of room and
  board. That has proved to not always be true. Many of the new workers have been
  essentially turned into slaves.
  While slavery is outlawed by the gemini, it is not well-controlled by the House of
  the Alliance. Several xenos use slaves regularly and many of them have taken
  interest in the agricultural industry on T’Chan. The gemini residents claim their
  workers are not slaves with the term indentured servant being loosely used. No
  one will admit to blatant slavery, but government investigations are proving other-
  wise.
  The liberal gemini council has forbidden residents to use slaves or treat their
  workers like slaves. They are forming a coalition with central government law
  enforcement to deal with the situation. The conservative gemini residents, backed
  by their zealot preachers of the recently formed T’Chan Church, are putting a lot of
  pressure on the government to stay out of their affairs and allow them to continue
  their production levels as they see fit. Tension between all parties is high and many
  hope for a peaceful resolution.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Mercenary Breed/Savage Worlds - Mercenary Breed - Drake Mining and Manufacturing.pdf