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An intergalactic fantasy role-playing setting designed for use with The Black Hack
Far above and beyond your earthbound characters are galaxies teeming with worlds populated by civiliza-
tions who have harnessed the power of intergalactic travel.
TERMINOLOGY:
EARTHBOUND: Civilizations that either have yet to discover space-travel or gain knowledge of universal
civilization.
GROUNDERS: Denizens of Earthbound worlds. Used as a perjorative for cosmic newcomers throughout
known-space
STAR WAYS: The travel lanes between planets and star systems.
THEORETICAL SPACE: The galaxies believed to exist out in the flow beyond the ability of current universal
civilizations to reach.
OUTSIDE SPACE: The universal superstructures believed to exist outside of the flow.
THE FLOW: Slang for the Aether, the substance that fills the space between galaxies.
GALAXIES: Cosmic mega-structures that contain star-systems and protect them from the ravages of the
flow.
COSMOLOGY
KNOWN-SPACE is made up of 12 galaxies: Zaulea, Yuiitis, Blagutov, Smopurila, Clorix 6z, Smion 68BA,
Oter, Yaslora, Clovehines, Atromia, Doirus, Frusuria as so recorded by The Upper Authority of The Crystal
Rangers. No one is happy with these names.
Galaxies are best described as giant jewels that bob about in THE AETHER. While Galaxies might appear to
be perfectly round scientists have discovered that they about as varied in shape and size as ice cubes, lend-
ing credence to the long held theory that all of existence is merely floating in the cocktail of some louging
stellar deity. The Church of the Eternal Lush has seen its membership skyrocket since these findings were
released.
Gates are colossal and mysterious mystical barriers which prevent the phologiston from flowing into galaxies
and are, for the most part, the only way to access galactic systems from the aether. Many gates are guarded
by members of The Crystal Rangers. Other powers and interest groups control various gates around the gal-
axy and determine their own means of access, most commonly via toll or permit.
WaveGates, or W-Gates are ancient, mysterious devices that allow travelers to bypass the aether and move
directly from one galaxy to another. WaveGates are rare, functional ones even more so. There is currently a
terse alliance between The Concordant and The Crystal Rangers to locate and secure W-Gates.
THE AETHER
THE AETHER or flow is a milky, multi-colored semi-gaseous, semi-liquid substance that makes up the sub-
stance of the known universe between the galaxies. It is a bizarre material that has been recorded behaving
like the oceans, clouds, sand and even snow. Storms, whirlpools, twisters and what can only be described as
quicksand flows have destroyed entire armadas of star farers.
It is also highly toxic and flammable. New space-faring crews and civilizations have been known to incinerate
themselves using imprecise incendiary weapons. Veterans of the spaceways call these incidents barbeques.
It generally takes between (d4) and (d12) weeks to traverse the flow.
HOW SPACE TRAVEL WORKS
Travel off-world and onto the star ways or into the flow requires a CRYSTAL DYNAMO. These bizarre devic-
es are made of what appears to be fossilized aether. They resemble humanoid hearts and range from melon
sized to as large as dragons. They are crafted through an obscure alchemical process that can only take place
out in the flow. This exact nature of this process has been lost by all known races of the universe, although
that hasnt stopped sorcerers, science-brigades and swindlers of all stripes from boasting about their re-
search into the process.
CRYSTAL DYNAMOS generate thrust when in use and allow for the creation of the atmospheric and gravi-
metric barriers that makes space travel possible for most mortal beings.
To pilot a ship mounted with a dynamo, a pilot must maintain physical contact with the dynamo and pass a
WIS test. If successful, the ship becomes an extension of their own body and they can then mentally maneu-
ver it in space.
Space explorers from earthbound civilizations who come into possession of a dynamo generally affix them
to seafaring vessels and use that to make their first forays into space. Ships store air and atmosphere collect-
ed from planetary visits in a usage die. The larger the ship, the more atmosphere it is able to store and the
longer it traverse the star ways or flow without needing to make planetfall. Smaller dynamos are able to gen-
erate the creation of small gravimetric and atmospheric fields on oversized vessels, but have difficulty pro-
ducing the proper thrust for leaving a planets gravity well.
HOW SPACE TRAVEL WORKS (CONT.)
DYNAMO OPTIMIZATION
Crystal Dynamos function optimally when installed in ships sized correctly for their power output.
Small: Melon-sized. Capable of powering small, single or dual-occupancy crafts. (d6) usage die for air.
Medium: Sheep-Sized. Capable of powering medium sized vessels. Can usually sustain up to a dozen occu-
pants. (d12) usage die for air.
Large: Boulder-Sized. Capable of powering large vessels, like galleys or warships. Can usually sustain up to 36
occupants. (d20) usage die for air.
Giant: Dragon-Sized dynamos. Capable of powering anything from massive warships to mountains. (5d20)
usage die for air.
STARSHIPS
Every starfaring race brings their own flair and innovation to the field of ship design. Humans enjoy a little
more leg room, Halflings need fully stocked kitchens, Reptillians need their sleeping pools, etc. Folks are, for
the most part, happy to stick with the wooden ships that carried them or their ancestors to the stars in the
first place. Wooden boats are still the most commonly used starfaring vessels. Sailors and merchants appre-
ciate the ease of repair, the lower cost of upkeep and the ability to traverse earthbound civilizations unno-
ticed (assuming no one sees their boat coming in from the upper atmosphere.) Still, some innovation has
been made:
Eleven alchemists first mastered the art of growing ships from coral - their living ships are semi-sentient,
feed on phlogiston and will continue growing throughout their lifespan.
The Dwarves favor anything they can knock back a few dozen ales and hammer out over a weekend with (a
few hundred) friends. Dwarven ships are cold, crude and metallic. Dwarves are known for carving intricate
runes onto the exterior of their ships despite knowing that exposure to phlogiston will eat away at them.
The Vestra Corporation is a design firm dedicated to providing the best spacefaring vessels for consumer,
law enforcement and military needs. Their design team hails from (d20) worlds and Vestra credits their di-
verse perspectives with the innovations they've been able to make for the last 100 years.
HOW SPACE TRAVEL WORKS (CONT.)
Treat space and aether travel the same way youd treat your characters traversing a dungeon. Roll anything
from a d4 - d20 to determine the number of rooms the players must clear before making it to their destina-
tion. Use any dungeon maps you already have and add a space-based flair. For measuring time, treat the time
it takes to clear one room as 24 hours.
CREATING SHIPS
Treat ship creation like character creation. Roll 3d6, apply to your chosen stat. If a stat of 15+ is rolled, roll 2d6
+ 2 until your next roll.
HULL: Your ships constitution, its ability to withstand the rigors of space travel and combat.
SPEED: Your ships speed.
HANDLING: Your ships dexterity. This is its ability to traverse the star ways and aether safely, as well as
defend itself .
Make tests against your ships HULL to determine whether attacks or space hazzards do permanent structur-
al damage to the vessel.
Ex: The TriWind has a HULL of 15. As it passes through an asteroid field the Captain rolls against the ships HULL stat.
The result is a 17. The ship takes minor damage that needs to be repaired.
Make tests against your ships SPEED to determine when it will act in combat against other ships and its
ability to quickly traverse space.
Ex: The TriWind needs to pass through (d4) sectors of space to reach the Commernil Star System. The TriWind has a
speed of 12. The Captain makes a SPEED test of to bypass a room. The result is an 11. The ship is able to catch a space lane
and breeze through a sector without having to encounter any hazards or other ships.
Make tests against your ships HANDLING to determine how easily you can evade space hazards.
Ex: The TriWind is passing through a space sector with a strong singularity at its center. The ship has a HANDLING of
19. The result is a 20, a critical failure - the ship and its crew are pulled into the singularity.
Handling rolls are also made by Captains to evade enemy attacks and crew members manning weapons sta-
tions to determine a successful hit.
POPULAR SHIP TYPES OF KNOWN-SPACE
Corporation
Corporation
Ship hulls are commonly fashioned from several different types of material, each has their own advantages
and disadvantages.
Coral: Semi-living material adored by Elven shipwrights. Excellent for exploring water or water-like sub-
stances. Often riddled with space parasites.
Ceramics: Light, heat-resistant. Very difficult to repair without the proper expertise.
Metal: Dense, heavy, ferrous. What metallic ships lose in speed they make up for in sheer defensive capabili-
ties (and, well, offensive if theyre ramming wooden, coral or ceramic ships.)
Magical: Material infused with magical energies. Can contain a multitude of special properties.
Exotic: ???
Shrimp: The smallest of the Elven coral ships. Grown quickly and built for one pilot, minimal offensive ca-
pability. Scouting and boarding vessels. Tiger-Shrimp are models built for two a pilot and a gunner.
Mussel: Mid-Sized coral ships. Designed for defense. Often packed full of explosives and sent careening
into enemy armadas.
Geoduck: The flagships of the coral line. Designed for maximum offensive capabilities. Universally mocked
for their phallic appearance.
Reef: The carriers of the coral line. These massive living vessels are generally utilized as mobile military ba-
ses. Can store 3d20 Geoducks, 4d20 Mussels, and 5d20 Shrimp.
Caravel: Small highly maneuverable ships, ideal for travel within a star system. Often used by crews of large
vessels as boarding craft.
Treasure Ship: Vessels favored by human space-farers for their large cargo bays. A favorite target of pirates.
Frigate: Medium sized sailing ships. Design allows for installation of various armaments.
Clipper: Very fast, medium sized sailing ships. Shaves one week off travel time.
Galleon: Large ships used for trade, warfare and piracy. Ideal for combat and travel through the flow.
SHIP MODELS OF KNOWN SPACE (CONT.)
Boomerang: Small ships, shaped like boomerangs and designed by Goblin pirates. (d4) occupancy.
Extremely fast moving vessels. Generally not fitted for travel into the aether.
Mini-Subs: Smaller of the sub-aethers. Idea for skirmishes and galactic travel.
Sub-Aethers: Long, cigar shaped metal vessels. Designed to sail underneath the aether rather than
atop it.
Hammer-Ship: Gigantic hammer shaped vessels, primarily used to smash through asteroid belts and
enemy blockades.
Dart: Single person vessels, arrow-head esque pods designed by Concordant shipwrights for use by
Lizardmen mercenaries. Not capable of spaceflight - fired at enemy vessels en masse in order pierce
hulls to allow Lizardmen to board.
Silver: Star-Glass Domed ship with a modular design utilized for crew quarters and cargo holds. Can
have weapons mounted around the circumference of the ship for maximum offense/defense. The
Silver is the most popular saucer model in the verse. The Silver Deluxe features five levels and a re-
tractable turret on the underside of the vehicle. Designed by the Vextra Corporation.
Billiard: A spherical pod designed by the Vextra Corporation in joint-project with The High Elves.
These pods are little more than a comfy seat and a star-glass pane for viewing the stars. High-Speed,
single seaters, Billiards are the favored vehicle of galactic couriers. Not capable of surviving the ri-
gors of travel through the aether.
Dragonship: Frightening and elegant vessels, opposed by animal rights groups universe wide. Drag-
on Ships are luxury yachts with the wings of Stellar Dragons grafted onto them. The wings are kept
alive through low-level Necromancy which causes the hull and dynamo of the ship come to act as a
surrogate nervous system. Favored by the wealthiest citizens in known-space and the pirates who
like to rob them. Ships have also been spotted featuring the fins of Space Whales and horns of Aster-
oid Trolls.
Skyskimmer: A legendary ship said to be part palace and part fortress with enough armaments to
fend off 100 armadas. Many have lost their lives to the star ways attempting to claim this ship and its
powers.
BUILDING YOUR VERSE
CREATING A GALAXY
Galaxies are made up of (d4) star systems. Each system has its own central star and orbiting planets. from
there. Next you must populate the star systems. Roll on the COLOR and STAR TYPE tables to create a central
body for each system to orbit around.
1 Dwarf: A small star with low luminosity. Civilizations surrounding dwarf stars are usual-
ly analogous to the worlds inhabited by standard fantasy player characters.
2 Giant: A star that has grown in size after depleting its fuel. A dwarf stars transition into a
giant often inspires earthbound civilizations to seek ways to travel the stars. Civilizations
tend to be much more advanced magically and/or technologically.
3 Nebula: Bright, variously shaped, peculiar stellar bodies. They have been known to entice,
inspire and even horrify sailors of the starways. Rarely inhabited except by the most an-
cient, mythical and secretive beings. Nebulas attract weary immortal travelers, space-
dragons seeking a graveyard and even lonely half-remembered gods.
4 Supergiant: Luminous, massive stars. Civilizations around them tend to possess tremen-
dous magical and technological capacities. For the most part these beings avoid contact
with younger civilizations.
5 Hypergiant: Scarcely believed to exist. Systems with Hypergiants are often difficult to
reach and galaxies made up of majority Hypergiants are rumored to be impossible to en-
ter.
6 Wolf-Spider: Nebulua-like stars that have shed some of their mass, they exude magical
and radioactive energies. If life exists in a system with a Wolf-Spider star, it will be odd.
8 Black Hole: Only the most advanced civilizations can survive in a star system with a black
hole at its center.
SPECIAL STARS
Sub: Stars that are smaller, dimmer and cooler than a normal star of that classification. Many star systems
circling with these abnormal stellar bodies are home to civilizations whose technological/magical prowess
grew too quickly and allowed them to tamper with and permanently altered the nature of their star.
Bright: Stars that shine exceptionally bright. Bright stars in star-systems are often noticed by intelligent
beings in neighboring star systems and even explorers out in the flow.
Supernova: Barely stable stars in their death throes. Few have been spotted, non-charted.
Artificial: Purely theoretical constructs. Man-made structures capable of producing the energy of a star.
Could only be created by a highly advanced civilization.
CREATING PLANETS
To create a planet you must roll for its temperature and terrain types.
The various worlds within the galaxies are populated with a variety of species. The known intelligent rac-
es of the universe are as follows: Humans, Elves, Halflings, Dwarves, Gnomes, Goblins, Fairies, Lizard-
men, Reptilians, The Purrsons, Kobolds, Mechanids and Grays.
HUMANS
Tenacious, Hardy, Soulful. Considered to be the most bizarre species in the galaxy. While a vast majority
of human civilizations in known-space have little to no contact with starfaring folk, archaeological evi-
dence suggests there may have once been a universe-spanning human empire. Come in many shapes, siz-
es, colors and genders.
ELVES
Aloof, Arrogant and Obsessed. Elves are one of the first starfaring civilizations but you wouldnt notice it
considering how little theyve spread across known space. They prefer to obsessively micromanage and
engineer the few planets theyve deigned suitable to live on. Some say Elven expansion has been curbed
by the persistent cultural divide between the traditions of magic and the opportunities offered by science.
There are many Elves who feel that either path will lead to the kind of ruin Elven explorers have encoun-
tered on dead worlds.
HALFLINGS
Calculating, Just, Powerful. Many beings from worlds with native Halfling populations are stunned when
they encounter the reach and influence of Halflings in the galaxy under the banner of The Concordant.
Their dominance is driven by a simple pragmatism: If not us, then it would be someone far noisier.
Controlling things simply makes it easier to live a life of relaxation.
DWARVES
Drunk, Loud, Boisterous. Dwarves are the same anywhere they fight, they feast, they drink, they fuck,
the adore the forge and they love to smash things with hammers and axes. The universality of Dwarf cul-
ture leads some to believe that Dwarves set off amongst the stars far earlier than other races, planted
themselves on dozens of worlds and simply forgot their true origins.
GOBLINS
Wise, Careful, Ashamed. The Goblins of the starways are far different than the lesser evolved variety
found on most worlds. Exposure to cosmic energies sparked insight and intelligence in the minds of the
first Goblins to take to the stars, something their descendants have inherited. Goblins are some of the fin-
est engineers in known-space and their colonies and space stations are a sight to behold. The entire Gob-
lin race mourns the destruction of their homeworld almost 1000 years prior in a war with the Dwarves.
DENIZENS OF SPACE (CONT.)
FAIRIES
Mischievous, Mysterious, Cunning. Anywhere there is magic, there are fairies. Theyve been found in the
forests, caverns and cliff sides of a hundred different worlds. There are even fairies who live in the aster-
oid belts of deep space. Fairies arent a true starfaring civilization, they merely tag along with others for
the ride.
LIZARDMEN
Unsure, Unkind, Unbroken. The Lizardmen are relative newcomers to space, having only been starfaring
for about two centuries. Introduced to galactic civilization via contact with the Halflings of The Concord-
ant, they were gifted spacefaring vessels, magic and weaponry. In turn they became a kind of client spe-
cies to The Concordant and aided them in carrying out their brutal expansion. They are eager to make a
name for themselves without the aid of their benefactors.
REPTILLIANS
Hated, Feared, Misunderstood. Little is known about these mysterious, snakelike shapeshifters. No one
knows where they originated or what they want. Often caught attempting to enact a sinister plot and re-
place leaders on random worlds.
SPECIAL ABILITY: Reptilians may shapeshift a number of times per day equal to their HD. Must make a
CON test if someone begins to suspect they arent who they claim to be.
PURRSONS
Cunning, Vain, Ambidextrous. Humanoid Cat-People descended from the abandoned pets of the earliest
space-travelers. Always land on their feet, good at getting in and out of tight spaces. Eons long rivalry
with the Kobolds.
SPECIAL ABILITY: Purrsons have double-advantage on all DEX checks. They may roll three die and use
the lowest roll.
KOBOLDS
Loyal, Lovable, Good-natured. Humanoid Dog-People descended from the abandoned pets of the earliest
space-travelers. Honor-bound to do good and aid other civilizations. Excellent sense of smell. More effi-
cient in a pack. Unaware that they have been at war with the Purrsons for more than a millennium.
SPECIAL ABILITY: Advantage on all tests related to smell, taste, and hearing. Advantage on all rolls if
near another friendly Kobold. +1 Damage for every nearby allied Kobold.
DENIZENS OF SPACE (CONT.)
MECHANIDS
Ancient, Knowing, Afraid. Not a race, per-se. Mechanids have been classified in hundreds of different
shapes and sizes. Mechanical remnants of the thousands of artificial civilizations that have risen up over
the ages. Are sometimes intelligent, are often not. Many are powered by magic. +5 AP, can communicate
with machines.
GRAYS
Flakey, Strange, Odious. The Grays are a tiny, gray skinned, humanoids with large heads and big, black
almond eyes. No one is sure what they once looked liked but its commonly understood that the Grays are
the descendants of a galactic civilization that gained far too much technological and magical power. They
tampered with their world and their own bodies until their civilization collapsed. They feel no emotions
and are impervious to pain. Grays only communicate telepathically and have disadvantage on all CON
and STR tests. Advantage on all WIS and INT tests.
THE UPPER AUTHORITY: A highly powerful cabal of scientists and wizards. The Upper Authority has
spent millennia attempting to bring order to the galaxies.
THE CRYSTAL RANGERS: An ancient order of warriors formed by The Upper Authority thousands of
years ago. Two Rangers are assigned per-galaxy per crystal sphere. Armed with Crystal Swords and Dyna-
mo-Armor, the Crystal Rangers traverse the star ways maintaining peace, order and preventing the ma-
nipulation of earthbound civilizations by spacefaring groups.
Crystal Ranger Abilities: Self-directed atmospheric and space flight. Personal gravity and atmos-
phere. Nullify Magic a number of times per per day equal to HD.
d12 HP Crystal Blades: Bladed weapons forged from the Aether. Swords, Axes and Spears
are common. Can unlock GATES
d8/d6 damage Crystal Shields: Armor forged from the Aether. +10 AP. Negates magical damage.
Weapons: Crystal d20 shared usage die for Blade and Shield. Roll after every attack, deflected spell,
Blades phlogiston blast or round spent in flight. Roll twice after a critical hit. Die can be
replenished by recharging at Fountains. Every star system patrolled by the Rangers
has a Fountain.
Armor: Crystal Shields Spells: Magic Missile, Mage Hand, Dimension Door, Phlogiston Blast.
MAJOR FACTIONS OF THE STAR WAYS (CONT)
THE REPTILLIAN AGENDA: No one has ever ascertained the location of any Reptillian homeworld or
central authority. It is unclear where their orders come from or why they seek to infiltrate and replace
members of other races.
LACRIMONA STARFARES: The most powerful travel agency in the universe. Lacrimona has a reputation
of providing its clients with the highest caliber accommodations on the most exclusive worlds. They will
pay top dollar for information on exotic locales and the location of new spheres, not under the watchful
eye of The Upper Authority.
THE CHRONOMANCERS: Time-Travelers who dont limit their forays into the time-stream to one world.
Traverse the star ways in strange, semi-sentient ships that resemble everything from boats to palaces.
Not a true faction, as the agenda of one Chronomancer can wildly differ from another. Their vessels are
powered by mysterious SINGULARITY DYNAMOS.
THE CONCORDANT: Few would have suspected the Halflings to be the species to successfully pull off a
multi-galactic empire, and yet, here we are. Based out of Oter, Blessed and Wise Empress Thalimonia
Dracona Blue VI counts half-a dozen star systems, (2d20) space-stations, (d6) colonies and (d12) earth-
bound civilizations as part of her empire. While worlds of The Concordant are, for the most part, peace-
ful, prosperous and tamed, there is always work to be had for adventurers.
HIGH ELVES: A group of elves who have pooled their resources to push the edges of scientific thinking.
They believe that technology will be the light that guides the sentient races into the future. Representa-
tives of the High Elves are always seeking word on the latest technological advancement, interesting
finds from old ships, dungeons or ruins.
LOW ELVES: A group of elves who reject the view of technological supremacy. They see magic as an inte-
gral part of sentient existence. They study how it's expressed and practiced on different worlds, and why
some worlds in the universe simply develop without it. Representatives of the Low Elves are always seek-
ing out magical artifacts, word on prophecy and heroes to explore dungeons.
THE PIRATES: Not a traditional faction, per-se. Some pirates are merely adventurers with a love of gold
and swashbuckling, others are the scum of the universe and would burn a crew alive for their wares. For
the most part all pirates chafe under the restrictions put in place by galactic authorities or would be rul-
ers.
MAJOR FACTIONS OF THE STAR WAYS (CONT)
THE SHATTERED DWARVEN EMPIRE: An unbroken Dwarven lineage ruled the _________ galaxy for
700 years until it collapsed due to in-fighting, claims of illegitimacy and economic downturn. The final
straw was when newly crowned King, Elnor the 1st expressed his intent to wed himself to Lindy Noles,
daughter of human shipping magnate Narry Noles. Civil War and an ever-shifting factionalism has
reigned ever since. At any given time (d12) different nobles, ex-military, public figures or formal royal
council members have consolidated enough resources to vie for control of what remains of the empire.
THE SEPARATE: No one is sure who THE SEPARATE are because no one has ever really seen them. They
are believed to highly evolved races that deal only with each other. Explorers gossip that they inhabit gal-
axies which are inaccessible from the flow.
THE CLAW: An alliance of (d8) noble houses of Purrla, ancestral home of the Purrsons. While their reach
isnt far, they keep a tight grasp on what they think belongs to them. They think everything belongs to
them.
THE MINERS GUILD: A mismatched union of miners throughout the universe, the miners guild is seek-
ing more power for mine workers throughout the known-space.
THE SPICE GUILD: Comprised of sailors, merchants, farmers and chefs throughout known-space, the
spice guild controls the flow of everything from salt and pepper to Darleenian Blood Powder.
THE EMPIRE OF OLILIEN: A kingdom on a largely earthbound world. King Olilien and his son, Prince
Polilimuth, through the guidance of the kings mysterious new Dwarven advisor, Samal Smoke-Eye,
gained access to crystal dynamos. This allowed them to quickly take control of their own planet and sever-
al in their star-system.
Unbeknownst to Polilimuth, his new companion and love interest, Saral, is not truly Samals daughter,
but is Lindy al-Elnor, heiress to the throne of the splintered Dwarven empire.
THE GRINDERS: A loose-consortium of mages and mad scientists, the Grinders study the art of surgical
enhancement. For the right price theyll stick anything anywhere you want it.
THE SCAVENGERS GUILD: Founded by a group of Gray merchants and explorers, The Scavengers Guild
attempts to lay claim to any valuable technology or magic found on long-barren worlds.
Generating Faction Intrigue
What good would a supplement be without all the tools you need to generate adventure on the fly? On
the pages that follow youll find tables designed to help you immerse your players in adventures
throughout the galaxy.
6 A syndicate boss invites the PCs to a lav- 5 Escort (d4) researchers through
ish dinner party on their private moon/ a recently discovered dungeon
space station/luxury ship/vacation plan- 6 Protect a researcher betraying
et The High Elves.
1 The ruling body of Ralaysha needs help dealing with a pesky Chronomancer
whos always meddling in their worlds history.
2 The PCs encounter a time-rift which sends them into the (past)/(future)
5 Was there once a 13th galaxy in known-space? A scholar believes it was erased
from time.
CRYSTAL WARRIORS INTRIGUE: Your players vessel has received a distress beacon from nearby (d4)
Crystal Warriors. Roll to determine what the problem is.
3 EVACUATION 7 VAMPIRES
5 Throat Sac: Filled with acid. Bonus attack: make a DEX test.
(d12) damage. 1200G.
Asgard: Once home to an extra-dimensional race of demi-gods, whatever cataclysm caused their end sent
their dwelling crashing down from their realm into ours. Now Asgard drifts aimlessly through the aether.
It still has enough mass and magic to generate its own gravity and atmosphere, but the kingdom is popu-
lated by all manner of leftover Asgardian defenses and inhabitants of the flow who've chosen to make
their home there. Considered a legend by most sailors of the star ways.
Thatchee Station: This space station is the crown jewel of the High Elven Architects Guild. Bustling and
full of life, here adventures can encounter every known race in the universe, trade with merchants from
the farthest reaches of space, and indulge in any delight they can dream of.
LACRIMONA GAMING: Established by the LACRIMONA STARFARE group on a moon purchased from
the last Dwarven empire, LACRIMONA GAMING is the greatest casino and arcade gaming experience on
all of the known worlds. Here, every game that's ever existed is waiting for YOU to come and hit the jack-
pot!
THE HIVE: An ancient asteroid once home to a race of insect-like humanoids, The Hive now exists as a
place for criminals to trade tips, hide from the law and hock stolen wares.
JALABAR: A former desert world turned verdant via terraforming, the ruling elite of Jalabar have en-
riched themselves trading goods from Earthbound civilizationsthis often includes slaves.
VAN'S: The most famous restaurant in the universe. Owned and operated by Halfling chef, Vandal Oak
and his Elven wife, Lenna. If you can get a table (you can't) the food is said to be so good people have died
of joy after finishing desserts.
CORALIA ON THE BLUE: Space New York. Seat of power for Blessed and Wise Empress Thalimonia Dra-
cona Blue VI and The Concordant. The greatest city in the known universe. Sits on the edge of the sap-
phire ocean.
NOTABLE LOCATIONS IN THE STAR WAYS
Stormhold: A maximum security prison managed by the The Concordant. The massive facility floats over
the acid-gas seas of Newmra, one of the first worlds claimed by the empire.
Asgard: Once home to an extra-dimensional race of demi-gods, whatever cataclysm caused their end sent
their dwelling crashing down from their realm into ours. Now Asgard drifts aimlessly through the aether.
It still has enough mass and magic to generate its own gravity and atmosphere, but the kingdom is popu-
lated by all manner of leftover Asgardian defenses and inhabitants of the flow who've chosen to make
their home there. Considered a legend by most sailors of the star ways.
Thatchee Station: This space station is the crown jewel of the High Elven Architects Guild. Bustling and
full of life, here adventures can encounter every known race in the universe, trade with merchants from
the farthest reaches of space, and indulge in any delight they can dream of.
LACRIMONA GAMING: Established by the LACRIMONA STARFARE group on a moon purchased from
the last Dwarven empire, LACRIMONA GAMING is the greatest casino and arcade gaming experience on
all of the known worlds. Here, every game that's ever existed is waiting for YOU to come and hit the jack-
pot!
THE HIVE: An ancient asteroid once home to a race of insect-like humanoids, The Hive now exists as a
place for criminals to trade tips, hide from the law and hock stolen wares.
VAN'S: The most famous restaurant in the universe. Owned and operated by Halfling chef, Vandal Oak
and his Elven wife, Lenna. If you can get a table (you can't) the food is said to be so good people have died
of joy after finishing desserts.
CORALIA ON THE BLUE: Space New York. Seat of power for Blessed and Wise Empress Thalimonia Dra-
cona Blue VI and The Concordant. The greatest city in the known universe. Sits on the edge of the sap-
phire ocean.
COSMIC ENCOUNTERS: Spice up your random encounters by using this table and adding
new flare and abilities to your favorite creatures and enemies.