
Setting: The Frontier, Dramune system, OuterReach, Styrigia city, University dome, Sub-level 17, Dorm Warrens, Scooney's Saloon, Fourth Floor I recommend that you look at the maps available in the campaign's journal section to help you understand the following descriptions. 1) THE FRONTIER: The Frontier is a group of now seventeen settled star systems, made up of four races. Although the rules sometimes imply otherwise, I'm interpreting that these systems include these races' home worlds. Travel between the stars is accomplished by entering the void, in which a ship may travel one light-year per day. Getting to the void is a complex process in which the ship must be travelling 1% light speed. In addition, the navigator must calculate an exact course based on the exact location and vector at the moment the ship reaches 1%c. Also, you must be of significant mass and decently far away from any other gravity wells. If you care about the specifics, see the KnightHawks house rules for clarification of that point. The insectoid Vrusk, on their homeworld Zik-kit in the Kzik-Kar system were the first to discover void physics. They met their neighbors, the fungoid Dralasites on their homeworld: Groth in the Fromeltar system. Together, these two races then explored outwards, eventually finding the humans on their homeworld: Minotaur in the Theseus system. Not long afterwards, the three races together discovered the gliding-monkey Yazirians on their homeworld: Hentz in the Araks system. Each time, the Vrusk shared the knowledge of void physics, and the Frontier grew. MegaCorps arose, among them the Pan Galactic Corporation which introduced a universal language aptly named PanGal. To help us as human players, the human culture is NOT earth, but it is based on vague earth concepts and ideology. In fact, based on the name of the home system and planets, it has a strong Greek-legend overtone, and if you name characters based on Greek mythological figures that's fine. However, don't feel bound to this. The Greek legends that they know are all messed up, so feel free to make your own... or maybe we're the ones who've got it all wrong? Feel free to reference earth history and mythology, but it's all legend and almost nobody is going to take you seriously. Furthermore, your own characters are pretty far removed from the human homeworld, so any such connection is going to be even more watered down. A short period of expansion and consolidation was cut short by the appearance of the Sathar. This race of aliens attacked the Frontier, destroying everything in their way and dropping biological weapons on many inhabited planets. Although the Frontier planets banded together and drove off the Sathar fleets, nobody knows where they came from, why they attacked, or where they escaped to. The Frontier planets joined together as an alliance and founded the United Planetary Federation to provide mutual protection and legal force. This was the official beginning of the Frontier, and designated a new calendar starting at FY 1, "frontier year 1". It is now FY 62, and the Frontier has reached a second golden age. Space travel has become more and more common, and the UPF forces keep pirates and other hazards mostly at bay. Even so, the space lanes are never completely safe, and a wise pilot keeps an eye on the radar. The megacorps watch each other and occasionally even get into a shooting war. The various planets each have their own government and often don't get along. Knaves and scoundrels are constantly on the prowl for easy prey. Worse, it became clear that the war with the Sathar is not over. The Sathar still continue to infiltrate agents, saboteurs, and spies into Frontier society. Occasionally, their ships are even reported skulking about the edge of the Frontier star systems. 2) DRAMUNE: The Dramune system is one of the two links between Vrusk space and the core worlds of the Frontier. Although it was originally settled by Dralasites, it has become a home to all four races. The star is orange-yellow, and there are four planets. These are named according to Dralasite thinking patterns: Close Reach, Inner Reach, Outer Reach, and Lost Reach. The middle two are both habitable, and initially developed in peaceful harmony. However, economic and philosophical differences separated the two, and now only a constant UPF presence keeps a war from breaking out. Inner Reach has become a peaceful agrarian and industry world with a republican democracy. In contrast, Outer Reach is a barely habitable mining world, with two conflicting dictatorships - and is best known for smugglers and pirates. 3) OUTER REACH: Outer Reach is an ice-cold, bone-dry rocky waste. Constant lava flows and active volcanoes can be seen from orbit. The atmosphere is breathable, but the ubiquitous tectonic activity often fills the air with ash and poisonous gases. Most of the sparse 20-million population lives crowded into domed cities, although there are many independent camps as well. Since a planetary day is 35 hours long, the population instead uses the Frontier standard 20-hour day. The population is predominantly human, and racism and sexism is strong, especially in the government and police forces. There are two governments, the Styrigian nation on the surface centered in Styrigia city and the Malthar confederation in orbit centered on Darkworld station. Both are draconian dictatorships, only enforcing law where it directly benefits them. Each has their own competing currency, and standard credits are contraband (but commonly traded). The economy was originally based on the rich mineral deposits of the world, but the mines are a fixed resource, and cheap-tech industries have since arisen using advantage of free geothermal power. Despite this, according to estimates, illegal gains through smuggling (and piracy) represent more than 50% of the economy. A strong social taboo is that you should never ask someone what they do for a living. The world has five moons, with small colonies and research stations on each. In addition to Darkworld station, there are several smaller space stations, as well as an orbiting UPF armed base, Pinnacle station. 4) STYRIGIA: Styrigia is the capital city of the Styrigian nation, and lies right on the equator. It is comprised of a group of domed environments. Some of these are large, but megacorps and companies also have their own domes. Each dome is built into a crater or cleft, and much of the population actually lives in the tunnels underneath. All of the main domes are connected by tunnels and subway lines, but there are also some outliers. Most of the Styrigi royal family reside either in "Capitol Dome", or the smaller, luxurious "Grand Isle" or "Arbor" domes. "Giltter Dome" is focused on entertainment and commerce, especially in regards to high-tech products. "Fair Dome" is a large residential dome. "Old Dome" and "End Dome" are the two oldest domes and have fallen on hard times. The former is mostly industrial now, while the latter has become an overcrowded slum except for the main streets. In addition to the large domes, there are two spaceports, "Newport" and "Old Port". The first is newer and well-kept, the second is not. Near to Capitol dome are the Red and Blue Academies (that train the two opposing police forces) and the "University Dome". 5) UNIVERSITY DOME: This is the center of higher learning for Outer Reach, and the best formal education available. Unfortunately, that isn't saying much and a common saying is that the diploma isn't worth the paper it's written on. Even so, this is one way to make contacts or break into government or civil work. Furthermore, the megacorps have to find skilled employees somewhere, because almost nobody wants to relocate to Outer Reach. Most of the student population lives in the dorms or in the tunnels beneath, as well as the supporting commercial services that depends on them. Although some of the students are hopeful, many realize their fate, and are just trying to make the best of it. Even here, crime is common. There is a strong mafia presence and both official and unofficial bribery is a way of life. On the other hand, there are worse fates. For example, many recent graduates have been disappearing, or sometimes reappearing with their heads removed. 6) DORM WARRENS: There are several "warrens" or "pits" beneath the dome above. This particular one lies beneath the dorm districts of the university. Near the surface and the main lift, it's one of the safest places on the planet. The deeper you go, or the further from the lift, it gets less so. Eventually public transportation gives out. Beyond that, the tunnels get so tight that vehicles can't pass. Beyond that, you reach the poorly-mapped "labyrinths" that may or may not connect to the next warren. There are four street gangs that claim ownership, but currently the Valkyrie (all human females) are strongly prominent. They have close ties to the mafia, but it is rumored that many of them are actually just college students blowing off steam. They are one of the best-natured gangs, unless you are a human male. Their closest rivals, the Blue Boys (blued-steel cyberware junkies) and the Roaches (Vrusk) are more powerful, but split between here and other warrens as well. The Screechers (Yazirians) are trying to move to GlitterDome. The Winds and Oathbreakers are up-and-coming gangs, and you don't know much about them. 7) SUB-LEVEL 17: A few years ago, the university renovated sub-level 16, adding extensive public transportation all the way out to the edges. Prices spiked and even the nearby levels saw new life since there are elevators and stairways sprinkled around. As a result, sub-level 17 is better than most. The streets are often clean and the roof-hung monorail is mostly dependable. The ceiling is about four stories up, and space is used efficiently. Even so, most of the living arrangements are cheap rentals and flophouses. Crime is common, prostitution and horrible drugs such as Ixiol are on public offer, and muggers and kidnappers are a constant threat. Although you can't reach the next warren by rail or vehicle, there is rumored to be a path on this level through the "labyrinth" from the "Dorm Warrens" to the "University Warrens". 8) SCOONEY'S SALOON: Scooney is an older, somewhat philosophical Yazirian. His bar serves cheap drinks and cheaper food. On the other hand, he runs a reputable establishment and won't take any nonsense. He's also a respected member of the community, friends with several of the local crime bosses, and many people come to him for advice. His business is doing well, and there is a hanging-monorail stairway and terminal immediately outside. Since this terminal is right at the edge of the service, crowds of people get on or get off here. He rents the top three floors to people he feels he can trust as tenants, especially students. Nearby are several useful people and establishments, such as Gary's Guns, Quagmire's Club, Feekur's Racing Bar, VuluTech Repairs, Tony's Loan Service, and Galilea's No-Questions Clinic. In addition, a local attraction is "Mr. Beadle", a Dralasite pimp and information-dealer who has claimed the alley directly opposite the front door with his three "ladies", one of each race. Also, there is a street bum named "Tronager" who stands silently on the curb outside, wearing a new sandwich-board sign each day. You think Scooney must be feeding him, or he'd probably starve. 9) FOURTH FLOOR APARTMENTS: Home is where the heart is? It's one of the better spots on this level, and you've split the cost between your roommates. The rooms are small, but it's always been safe, and you can walk out the fire exit to jump on the monorail. You each have your own room, and there is a shared bathroom between every two. The front looks into the street, although sometimes right into the eyes of hanging-monorail passengers. The back overlooks the alley to Feeker's Racing Bar. You can get up here by climbing the internal stairs, or either of the external fire exits if somebody has propped the door. It's also the top level, all the way up to the celing of the tunnel, so it's pretty quiet. Unfortunately, the rent isn't cheap, so unless you can score some cash, you may need to find new digs... Starting conditions: Rent is 1,000 Styrigi (the local currency) due at the beginning of each tenday. However, Scooney is very reasonable, and has given you extensions in the past - although he will charge interest. Each character begins play in debt from a 10,000 Styrigi education loan. This loan compounds by 1% at the beginning of every tenday.The loan collectors are not as reasonable as Scooney and if you miss a 2% payment at the beginning of each tenday, you can expect penalties and / or trouble.