Intuitation is a neurological alteration produced in people with a certain mental aptitude through long mental training, combined with various psychoactive drugs. The brains of trained intuitators have an increased capacity for accurate memory, and also the ability to rely on subconscious processing for the analysis of information than normal people. Intuitation grants people a hightened awareness of their surroundings and perception of possible threats, an increased intuitive grasp of complex situations and concepts, an improved ability to find connections between seemingly unrelated pieces of information, and a highly increased sense of empathy. Skilled intuitators have abilities that border on precognition, but they are still limited to the information and data available to them, and their ability to see and understand connections and pattern is not infallible.
A significant problem with intuitation is that much of the processing of information is happening subconsciously and intuitators are often incapable of explaining their reasoning behind their conclusions or even understanding them themselves. Intuitation is rarely able to provide proof for any insights an intuitator might have, but it is still extremely valuable in directing investigations or to provide warnings for possible attacks or traps. Intuitators can only work with information that is available to them and can be mislead by deliberately falsified or manipulated data. Often predicted possibilities simply don’t come to pass, and sometimes even the best intuitators simply make mistakes. All intuitators have a significantly increased risk of developing paranoia, delusions, and other disorders because they regularly have thoughts entering their minds that don’t appear to be their own, or have extremely strong intuitive convinctions about things that can not be proven and they can’t explain even to themselves. Typically, gaining access to more information about a subject can help developing a conscious understanding of the previously purely subconscious connections, but in the lines of work in which intuitators are commonly employed mysteries regularly remain completely unsolved. In most organizations, intuitators are employed only in strictly advisory roles and are very limited in their authority to make important decisions. And many officials, administrators, and officers have a strong distrust of the reliability of inituitators.
Some intuitators practice their minds primarily in negotiation and interrogation and become extraordinarily capable in detecting deceptions and ommisions, as well as very carefully chosing their words and behavior to create the best positive response from people they talk to. In these situations, having all the facts exactly right is often not completely criticial to achieving success, and it is more about constantly reading the reactions of other people throughout the course of an ongoing conversation. This allows intuitators to subtly dig for specific pieces of information that they need to get a more complete picture and increase the certainty of their suspicions. While such intuitators are much less at risk of developing paranoia, they do have a strong tendency to become highly manipulative of all people around them, even if they don’t mean to, which can lead to just as dificult problems.
Blue – Trade Ports
Yellow – Mining Planets
Green – Colony Worlds
Red – Fuel Stations
While it is still somewhat of a tossup between Scum and Villainy and Stars Without Number for the first Hyperspace Opera campaign, I am really liking the SWN sector map system and the worldbuilding implications that come from the limited ranges of Hyperspace drives.
The basic engines for any starship have a range of 1 hex, which takes 6 days to cover. The range and speed can be increased by upgrading the hyperdrive and installing additional fuel tanks, but aside from the costs it also takes up additional space and power that is no longer available for cargo space, weapons, and other upgrades. Since bulk cargo shipping is all about minimizing costs and speed is generally not a factor as long as the shipments arrive at a regular schedule, medium and heavy freighters are typically equipped with the cheapest hyperdrives possible. However, a range of only 1 hex rarely gets you anywhere, and a single extra fuel tank is much cheaper than an upgraded hyperdrive. As such, the standard for freighters is a range of 2 hexes, which take a transit time of 12 days.
The map shows all the possible routes for ships with a range of 2 hexes that allow them to refuel for the return trip. The systems not on the routes require at least a range of 4 hexes, which can be done with a Grade-2 hyperdrive and a single fuel tank. Such a ship is also capable of skipping any specific single systems along the freighter routes and avoid having to stop there for refueling. It also doubles the speed compared to commercial freighters, making it possible to overtake them in hyperspace and wait for them at their destination. And a Grade-3 hyperdrive that tripples the speed and range becomes a real game changer. A great thing to have the players spend all their hard earned money on and make them collect a lot of favors to get their hands on one.
A nice situation that emerged from this map is the connections between the mining planet Kamara and the two trade ports in Lupai and Ukon. Kamara is the main stronghold of the aspiring independent miners cooperative that is trying to free the miners from the control of the merchants on Lupai and Ordos. With a fuel station between Kamara and Ukon, the miners could transport their minerals to Ukon with really cheap old freighters with a range of only 1 hex, which are otherwise pretty much useless for anything else in the sector. However, that fuel station is in a location that would have very few other customers, except those who are deliberately trying to avoid having to stop at Lupai or Ukon. That completely forgettable fuel station could actually become a pretty important location for various adventures.
The Esekar Sector is a small region on the remote edges of Known Space, named after the brightest star within its boundaries. It is located near the frontier regions of Enkai, Netik, and Damalin dominated space. The first mining colonies in the sector were established around 200 years ago, mostly by various Netik and Enkai mining clans. At the height of the mining operations, the total population of the sector reached up to 20 million people, but since most of the easily accessible deposits of palladium and irridium have been depleted and most of the mining fleets moved on to other sectors, that number has fallen to less than half of that. Today only a single mining clan is still operating on Dresat, but there are dozens of smaller independent mines struggling to stay in operation by scraping away at deposits considered nonprofitable by the major interstellar mining companies.
Ordos
(population: 4 million Damalin and others)
The planet Ordos is the primary commercial center of the Esekar Sector and home to nearly half of its population. Unlike most of the other planets in the sector, the original colony on Ordos was not established as a mining operation but as a parmanent trade port and location for food production, banks, and high-tech manufacturing. The entire colony with its multiple settlements is a consortium of several Damalin companies from the neighboring Teoher Sector. While small private businesses exist on Ordos, all the infrastructure is run and owned by the consortium, which is also the sole landlord for all properties on the planet. Ordos was specifically chosen for its mild climate and dense vegetation, which puts it into stark contrast with the mostly barren desert planets selected by the mining clans for their rich mineral resources. The planet is the closest thing anywhere in the Esekar sector to the urban worlds of the home systems, though that illusion quickly disappears as one gets close to the outer edges of the main cities, where the the buildings first give way to massive crops fields and then to seemingly endless forests that cover nearly all of the planet.
Lupai
(population: 1.5 million Enkai)
Though the planey Lupai is home to a wide range of plants and animals, it has relatively little surface water and atmospheric water vapor, which combined with a mostly mildly warm climate makes it a near paradise for Enkai. It is home to more than half of the Enkai population in the entire Esekar Sector. In many ways Lupai is quite similar to Ordos, being a major trade hub for the sector and effectively ruled by companies. However, there is no central government on Lupai and the nine major cities are each owned by diferent Enkai companies. Despite their competition, the merchant houses are unified to some degree by their rivalry with Ordos. The significantly greater size of the Damalin cartel could easily drive any single one of the Enkai companies out of business, but by making agreements to not underprice each other for certain goods on certain planets, they have so far managed to survive, even with the disappearance of most mining clans from the sector.
Dresat
(population: 2.5 million Netik, Enkai, Tubaki, and Chosa)
Even though Ordos and Lupai are the main economic centers of the Esekar Sector, Dresat is the sole reason they are having any business at all. Dresat is a rocky and barren planet that is nearly constantly shrouded in a sickly yellow haze that can cast the surface into twilight even in the middle of the day, and would never have attracted any colonists if not for its rich deposits of palladium and iridium. The entire planet has been claimed as the property of a Netik mining clan that has been opperating massive strip mines in several different sites on the surface for well over a century. While the mining operations have been scaled down over time, there are still well over a million miners employed by the mining clan and all the remaining economy of the planet exist solely to support the mine. When the mining clan will move out of the sector, many people expect Dresat to become nearly uninhabited within a decade. But the immenent closure of the mine has been predicted for over 50 years and it somehow still generates enough profits to justify its continued exiatence instead of relocating the entire operation to a new planet in a different sector, like all the other mining clans have done years ago.
Kulpin
(population: 600,000 Enkai)
Kulpin is another major Enkai colony in the sector. The jungles here are extremely dense and dominated by gargantuan trees, which cast most of the planet’s surface into permanent shadows. Most settlements are build on tall rocky hills and cliffs that rise above the surrounding forest, where the humidity is much lower than on the forest floor and more bearable for the Enkai residents.
Ataris
(population: 400,000 Mahir)
This planet is almost entirely covered in jagged mountains, glaciers, and frozen seas, orbiting a single faint red dwarf star. Though considered inhospitable by most species, it is actually home to a sizable Mahir population. In the face of nearly constant freezing winds, all settlements are build inside vast caverns inside the mountain peaks. There is some mining going on, but many of the old abandoned mines have been turned into research and testing facilities of various Mahir companies. The outside environment and underground nature of settlements makes it practically impossible to get in and out undetected and the massive stone walls prevent any attempts of raiding them by force, which can be an important advantage over space stations when working in a violently competitive industry.
Kamara
(population: 400,000 Enkai, Netik, and Tubaki)
Kamara used to be one of the main mining worlds in the sector that has been stripped mined by an Enkai mining clan for over a century before it was abandoned. Unlike Dresat, Kamara has relatively clear air with great open blue skies, and a mild climate that allows most species to be outside all day without any protective equipment. It also does not require any seals on habitats to keep out dangerous gases or particles in the air. Though being quite dry and dominated mostly by barren deserts, Kamara actually has some native plant life, but it is completely inedible to most species and both Netik and Jurikk agree that those plants they can digest are rather unappealing. The ability to grow foreign plants out in the open with the help of industrial fertilizers has allowed Kamara to become home to the largest number of independent miners in the whole sector, most of which are the descendants of former workers of the old strip mines.
Palan
(population: 200,000 Amai)
Palan is a planet almost entirely covered by water with only a few volcanic islands scattered across the ocean’s surface. Because of this it has been of little interest to either miners or settlers in the past, but has been chosen as the site of one of the first Amai colonies outside their home system. The colony on Palan has been established only 30 years ago, but small expansions keep being added to it to this day. It is almost entirely subsidized by the homeworld and what little industry exists on Palan is mostly a proof of concept for factories on new worlds and doesn’t make any profits. The only meaningful export of Palan is a kind of wine that sells for a good price on the homeworld, but really mostly for the novelty rather than the taste. The Amai mostly keep to themselves and have little contact with the other planets of the Esekar Sector.
Tornesh
(population: 300,000 Netik, Chosa, Tubaki)
Like Kamara, Tornesh is a mining planet that has been abandoned by the mining clans ages ago. However, its environment is far less hospitable, being much hotter and barren of any native life, and big sandstorms being quite common. Netik and Chosa are the only people who aren’t overly bothered by these conditions, but for some reason several thousand Tubaki still continue to endure the harsh environment and having no ambition to head for somewhere less hostile. While the miners on Kamara have established something of a civil society with public infrastructure and a sense of order, Tornesh is pure chaos and anarchy. There is no real authority on the planet, only various gangs defending their own claims over the increasingly crumbling old settlements. It’s an open secret throughout the sector that a good portion of minerals being shipped from Tornesh are being mined by slaves.
The Tubaki are one of several species whose presence in space is greatly dependent on technologies and inrastructures of other powers. There is only a small number of Tubaki shipyards and most of them are primarily specialized on converting old purchased ships from other manufacturers to provide greater comfort to Tubaki crews. Those shipyards that do build their own ships still rely on imported hyperspace drives and gravity generators from other more established companies. Despite Tubaki worlds being generally seen as more low tech planets, Tubaki have been travelling through space for centuries and founded several dozen of colonies in other sectors. Even though most of them are of no interest or relevance for major interstellar companies.
Tubaki are humanoids quite similar in size and proportions to Enkai and Mahir, which is generally attributed to the very similar gravity and climatic conditions on the Tubaki and Enkai homeworlds producing a similar optimal body shape for upright walking humanoids. On average, Tubaki tend to be slightly taller and more muscular, but mostly stand apart due to their sand to brown colored fur and thick manes. Tubaki found outside their own system are usually employed as manual labor, primarily in mining and agriculture and also various low-level mechanic jobs. Tubaki colonies are usually too small to have advanced engineering and science schools and those individuals with advanced degrees typically find their calling in contributing to the development of their planets rather than seeking their luck among the stars.
Chosa
Chosa are tall humanoids with tough green-gray hides and sharp teeth that give them a reptilian appearance. They are among the physically strongest of the species travelling space and fight fiercely and with little hesitation. Prejudices are widely spread among the other species of Chosa being violent brutes, but their homeworld actually ranks among the most technologically advanced planets in Known Space. Their ships tends towards blocky and practical designs typically ragarded as looking blunt with little thought for decorations, but compare in their capabilities to all but the most sophisticated Damalin and Netik ships.
Chosa encountered in space are often mercenaries, an occupation that their physical toughness and familiarity with advanced space technologies makes them well suited for. Chosa culture as a whole is not overly militaristic though, and their prominent presence in the mercenary business comes more from the high demand for Chosa in that line of work. There are typically not a lot of opportunities for Chosa engineers or pilots outside of Chosa systems.
Amai
The Amai are one of the newest species that have gained the ability to travel between the stars. Even just 200 years ago, the Amai had no contact of any kind with any other species and only performed a few crewed exploration missions within their home system. Being native to a mostly aquatic world with relatively few islands above the surface, Amai civilization has always been greatly limited by the available amount of land for agriculture, and even after becoming industrialized the total population has only barely surpassed one billion, which is much smaller than for any other species in Known Space. Given their relatively small number and only recent arrival among the stars, Amai are only rarely encountered by any other species and usually releatively close to their home system. Being only in contact with small frontier colonies and minor outposts and knowing about the home systems of other species only through tales, Amai tend to be quite cautious when encountering aliens or visiting unknown planets in a region of space that appear rather lawless and chaotic.
Known Space is home to several intelligent species that possess the capabilities for interstellar flight and have colonized worlds outside their home systems. With the vast distances of interstellar space, and communication between systems being limited to the speed with which messages can be carried by ships, there are few true interstellar governments and colony worlds are usually highly autonomous or fully independent. Though compared to the homeworlds, even the largest colony worlds have populations in the size of small countries, and most are little more than a single major city. The Esekar Sector is far away from any homeworlds or major colonies, but has become home to numerous settlements and outposts of various species from all over Known Space.
Enkai
The Enkai home system is one of the great powers of Known Space, even though it is more a confederation of several nations on the homeworld and various other planets throughout the system than a truly unified state. The Enkai homeworld is one of the most technologically advanced in Known Space, which has enabled its people to establish hundreds of colonies of various sizes over the course of many centuries. Today, the Enkai are one of the three most dominant species in the Esekar Sector.
Enkai are a primate species with skin in various shades of dull red and with black hair. Among the planets on which intelligent life has evolved, their homeworld is comperatively warm and dry, though dominated more by steppes and savann than actual deserts. This makes Enkai quite well adapted to deal with high air temperatures but they generally cope poorly with high humidity. With the exception of small outposts that have economically collapsed and never managed to recover, Enkai worlds have generally quite advanced technological equipment.
Among other species, Enkai are known to be both ambitious and exiteable, often to the point of being reckless. Both the Damalin and Netik consider this unbecomming of such a highly technologically advanced civilization, but their ability to seize on opportunities quickly without relying on the hierarchies of established institutions has served their species well in their journey to the stars.
Damalin
The Damalin are one of the oldest species travelling and coloizing space that is still in existence. They gained access to hyperspace drive technology from the presumably extinct Udur over 4,000 years ago and since then have colonized dozens of systems in the space surrounding their home system, many of which have constantly been inhabited for thousands of years by now. Damalin sates are usually in control of or at least laying claim to entire star systems.
Damalin are a amphibian species with pale blue-white skin, large dark eyes, and thin mouths. While they can survive underwater indefinitely, the practical necessities of industrial production and food preservation have forced their civilization to become almost completely land based. But still most Damalin settlements of any significant size include many large underwater “parks” in rivers and lakes, and the houses any moderately well off individuals include a pool instead of a veranda, large enough for entire families.
Damalin have a reputation among other races for chosing their words carefully and being very deliberate in their actions, which sometimes comes off as indecisive, but they often have a much greater awareness of what’s going on around them and being prepared for most eventualities than they are letting on. While their thin bodies don’t provide them with much strength, they are known to shot well and quick and rarely allow themselves to be surprised unprepared.
Netik
Long before the Damalin first left their homeworld to travel to the stars, the Netik had already settled dozens of planets throughout all the space then known to them. Like the Damalin, they did not develop hyperspace drive technology themselves but had gained it from Udur explorers and traders arriving on their homeworld almost 6,000 years ago. During the first centuries of their expansion into interstellar space, Netik colonies were established as vassal states to the Udur, making use of their existing transportation infrastucture. Correspondingly, the decline and eventual collapse of the Udur civilization had incredible impacts on the widely dispersed Netik colonies, many of which lost all contact with each other as they did not have the industrial capacity to maintain regular transportation of messages across the great distances. At the lowest point, the largest remaning cluster of Netik worlds consisted of only three major colonies and a few outposts, with a combined population of only a few hundred million. Eventually the three colonies developed industrially to a point where they could reestablish contact with a number of other colonies, though many of them had completely collapsed in the centuries of complete isolation. Most strikingly, the Netik have never been able to determine the location of their homeworld and to this day it is unknown if any kind of Netik civilization still survives on that planet. Though they are lacking a homeworld, many Netik colony worlds have exceptionally large populations in the high millions, and they numerous smaller outposts everywhere throughout Known Space.
The Netik are an insectoid race and one of the most alien in appearance to most other species. But many people who encounter them in person for the first time are quite surprised at how effortlessly they interact with members of other species. While their body language is close to impossible to read for other species, Netik are usually very skilled at picking up on social clues and picking their words well to create a common sense of understanding with other people. Among space travellers, Netik have a reputation to be generally welcoming and quite fun to be around, which often is quite mystifying to people who have never encountered them themselves.
Mahir
Among all the species travelling throughout Known Space, the Mahir stand out uniquely for not actually being native to what is considered their homeworld. Genetically, the Mahir are nearly identical to the Enkai, having split off from their original species only some 20,000 years ago. For reasons that will likely remain unknown forever, an alien species visited the Enkai homeworld during the stone age and collected an estimated 80 to 100,000 people which they settled on a planet several hundreds of lightyears away. Archeological discoveries and genetic studies by Mahir scientists had determined long ago that they are evolutionarily unrelated to any other life on their home world and had left no evidence of their existance on prior to the established date anywhere on the planet. It was only when the Mahir gained access to hyperspace drives and encountered the Enkai 400 years ago that the true origin of their species was revealed.
Mahir are physically nearly identical to Enkai, with the most evident difference being in their coloration. Unlike the Enkai, the skin and hair of Mahir is nearly white. There are however various minor adaptations to the much colder environment on their new home planet, primarily in regards to temperature tollerance. These differences appear to be the result of genetic changes introduced by the aliens that originally settled the Mahir on their new planet, but the purpose of that projects remains a complete mystery.
Even though the Mahir gained access to hyperspace travel only fairly recently, their homeworld is otherwise technologically very advanced and they have become a considerable economic and industrial power in known space since they gained access to cheap raw material from other systems.
All the way back in September, I wrote about how once or twice a year, I keep taking a break from the Sorcerers & Dinosaurs fantasy stuff I spend most of my time with and go tinkering with ideas for space adventure campaigns. I outlined an idea I had which I had given the production title Hyperspace Opera, but didn’t develop it very much further. Well, it’s been eight month since then, and here we are again.
Space. The Final Frontier.
While I didn’t create anything presentable to share, I did keep thinking about my initial ideas and concepts over the months. Discovering new source material to use as references. Discarding elements that didn’t really quite fit with the new sharper image that was emerging. Considering options for rules systems and how the setting could build on and support their game mechanics diagetically. And just overall refining the general idea into something more concrete that you can actually start creating content for. The main underlying inspirations are still the same, but in many ways I think the concept has evolved quite a bit. The term space opera doesn’t even really make any sense anymore, but since it’s a working title anyway I’m sticking with it until this thing gets an actual name. So forget about whatever I might have mentioned about an idea for a setting once over half a year ago and consider all of this with new eyes.
Inspiration and Concept
Everything started with the idea that I am a huge fan of classic Star Wars, but I think the original setting has been expanded in ways that are stylistically and thematically mismatched since 1999. It’s okay for me to just ignore all the Clone Wars stuff and everything made for Star Wars after 2003 as if it’s an alternative timeline, but you can’t really expect that from players you invite to play a Star Wars campaign. And there were plenty of terrible ideas being introduced even in the classic EU period. So my idea was to create a new setting that takes all my own favorite elements from Star Wars and expands them into something new, unconstrained by all the baggage of material I’m not particularly fond of. Of course, for me the ultimate gold standard for Star Wars is The Empire Strikes Back. Cloud City, Lando, Boba Fett, and the Millenium Falcon are the main touchstone for the overall style, tone, and atmosphere I am trying to pursue, followed by Jabba’s Palace and the forests of Endor from Return of the Jedi. As such, the overall campaign structure that the setting is going to be build around is “daring Scoundrels with a cool Ship”. No superiors ordering the characters what to do, and the law really is more like guidelines than actual rules.
I had also been thinking about both Cyberpunk 2077 and Dune at the time and somehow ended up with the image of 1920s industrialists as the new aristocracy of space. What’s really the difference between Leto Atreides and Saburo Arasaka? The terms magnate, mogul, and tycoon all originally meant nobles of outstanding influence and power, with baron being of more modest means but still referring to the same idea. The aesthetics of cyberpunk and many interpretations of Dune are rich with influences from Art Deco, which happens to be the mainstream design style going into the 1920s. And also influenced Cloud City in The Empire Strikes Back.
The time of the industrial barons was also the prime of the Labor Movement, and the cyberpunk of the 80s was all about economic inequality and the tyranny of the rich. So with these influences, it comes very easy to expand the concept for the setting in that direction as well. Season 1 of The Expanse and the movie Outland make for great sources for ideas in that regard, though their aesthetic is very different. It’s very easy to make stories about the people uniting to revolt against the evil industrialist that exploit and oppress them, but that’s banal because right and wrong are obvious and there’s no interesting conflicts. What I have long been very interested in is the repeated corruption of the labor movement, with communist leaders becoming the very tyrants they were meant to topple while still feeding the starving masses slogans about equality, unions being turned into pawns in political games, and left wing militias degenerating into drug cartels primarily fighting each other. Which isn’t a unique issue of the labor movement. The same thing happens all the time with vile hate preachers calling for violence and vengeance in the name of Jesus and his message of compassion, love, and forgiveness. (Seriously, have any of these people read the Sermon on the Mount?! He’s talking about you, my dearies. But I digress…) But touch your own nose, clean up your house first, and all of that. Infighting among the exploited and the rise of wannabe tyrants who relish their power over those even weaker than themselves is where I am looking for the main sources of conflicts that players can find themselves entangled with.
Scum and Villainy
And when your campaign concept can be summarized as “moral corruption and infighting among the 1920s labor movement, but in space”, you know that PtbA is really the only acceptable choice for a rules system. I’ve been fascinated with Apocalypse World ever since I first encountered it and the underlying system and approach to running and playing an RPG is really something remarkable. Blades in the Dark is widely regarded as the most sophisticated iteration of the system and Scum and Villainy is basically a repainted version of that, which takes the game from a Dark Fantasy Steampunk Crime Syndicate setting to Space Smugglers and Scoundrels. I’ve been notoriously fickle throughout the years about sticking to specific rules systems as I am developing new campaign ideas, but I don’t think there are really any other serious contenders in this case. Stars Without Number would certainly be a viable option, which I did originally tinker with when I started last year, but when there’s already a PtbA game tailored to this campaign style, I don’t see any real benefit in using a D&D retroclone based system instead.
Known Space
The setting of Hyperspace Opera is a region of a galaxy that is home to a dozen intelligent species that are engaged in interstellar travel and trade. As interstellar space settings go, the technological level in Known Space ranges from moderate to low. The greater civilizations all have extensive space industries and infrastructure that maintain large fleets of commercial space ships in the tens or hundreds of thousands, but a good number of planets do not have the technological capabilities to build hyperspace drives or artifical gravity systems of their own and rely on components or even entire ships purchased from other species.
The full population of Known Space is estimated to be around 100 billion people, the vast majority of which live on the homeworlds of their species or within the home systems. While there are large numbers of planets throughout Known Space where people can survive, they never quite match all the environmental factors that each species has evolved to for millions of years. While there are always people drawn to travel to the stars and live on alien planets, they are never more than a small majority, and since all civilizations that are capable of leaving their homeworlds and colonize other planets have fully industrialized many generations ago, there simply isn’t much population growth on newly settled worlds. Even though there are dozens of colonized planets with populations in the millions, they barely register in comparison to the eleven home systems with populations of billions.
The driving force behind space commerce and colonialization is the endless need for vast amounts of cheap metal in the home systems. While hyperspace jump drives are very complicated pieces of technology, the cost of manufacture and making hyperspace jumps is relatively modest. The costs for transporting huge amounts of material between star systems is so low that it is cheaper to mine easily accessible resources of high purity in distant star systems than trying to fully exploit hard to access resources of lower purity within the home systems. Huge industrial mining fleets are swarming throughout Known Space, harvesting the most easily accessible resources for a few years, and then moving on to greener pastures where profits are higher.
In their wakes they leave behind planets they considered depleted and of no further value to their high profit margin operations. They leave behind piles of broken and worn out equipment not considered worth repairing, but often also whole communities of miners and independent support workers running local businesses. Those who can afford to often pack up their things and follow soon after, leaving only those without the means to leave or nowhere else to go. Even though these planets are no lnger considered commercially viable by the great mining companies, they usually still contain large amounts of resources that simply require a greater amount of work to extract, reducing the amounts of profits that can be made by selling them. These resources are what is keeping the many small frontier outposts alive once the great fleets have moved on. They are also what attracts the vultures, companies much smaller than the mining giants, which have specialized in trading pretty much any kinds of goods and equipment imaginable in exchange for resources of any purity grade. They are usually organized in cartels that divide the frontier systems between them to avoid competition that would drive down the extortion level prices they offer to the independent mines. Far away from the home systems, there are no commercial regulations to stop them.
The settlers of small frontier worlds frequently attempt to pool their resources to form commercial cooperatives to increas their bargaining power with the trade companies or enable the manufacture of goods theh would no longer have to trade for exorbitant prices. Obviously the companies have no interest in seeing this happening and don’t shy away from bribery, sabotage, intimidation, and outright assassination to undermine any such efforts. This is where the Player Characters enter the picture. In this environment, people with fast small ships who aren’t afraid of company goons and mercenaries are exactly the kind of people the settlers need. Or which the companies could have use for when they don’t want their machinations to be too obvious.
Technologies
The most important technology for interstellar space travel are hyperspace drives. These engines allow ships to jump in and out of another dimension with very different laws of physics, including a much higher speed of light and vastly reduced energy requirements to rapidly accelerate. Jumping between systems usually takes only a few hours and all of known space can be crossed in a few days. Though unfortunately, ships in hyperspace are completely blind, and the gravity of stars and planets can severely send ships off course in unpredictable ways, which makes it necessary to travel to the outer reaches of a star system at sublight speed first, which for most ships takes several days. Predicting the exact arrivial point in the vicinity of the destination star is also impossible, leading to additional hours to possibly weeks of reaching the intended planet at sublight speed.
Communication through hyperspace is impossible. The only way to send messages between systems is to carry prerecorded messages one space ships. Highly populated systems have hundreds of mail barges traveling between them every hour, but in the frontier system, days or even weeks can pass between their arrivials.
Since communication within systems happens at lightspeed, all planets have their own independent and separate communications network. In the home systems, these networks are accessible from anywhere on the planet, but on colony worlds access is usually limited to only the vicinities of major settlements. Smaller frontier settlements often have only local radio communication and nothing else.
Two two main weapon systems are railguns and missiles. Railguns come in all kinds of sizes, from small pistols up to huge cruiser cannons. Most planets do not allow the carrying of guns in public and the energy cells of railguns are quite easily detected by security scanners. Railguns are also generally a bad thing to use inside space ships as they can cause catastrophic damage to survival critical equipment. For these reasons, large knives and short swords are very common weapons for people working and living in space.
And that’s the general baselines for the setting. Not drastically changed since the last time, but this is hopefully a more cleaned up version of how things are currently looking and what I intend to build upon in the comming months.