The Austellus Sector lies near the outer rim of colonized space and is commonly referred to alongside the Limbus sector as “The Fringe”. It is controlled by its majority owner Minetech by a large lead, a company formed very shortly after the Authority came into power in the central sectors. Minetech quickly rose to power and majority in the sector some 25 years ago, mostly due to the Authority ignoring it, as a Mining company that sold to the Authority, but then branched out into several dozen subsidiary companies that sell pretty much everything. The Austellus Sector is a bit of a wild west, with several planets verbally claiming they’re free of Minetech control, space stations led by criminal overlords who give Minetech bribes to stay out of their business, and with piracy rampant near the border to the Limbus sector. It was one of the last sectors to undergo terraforming, so populations outside of its capitol world Kepler tend to be low. Yet, it is a haven for mercenaries and trades work, criminals and pirates, as well as freedom fighters, since it is outside the direct control of the Authority.
The sector consists of 16 solar systems with 23 colonized planets and space stations. Unlike the central sectors, it is still full of uncharted areas, resources to mine, and places to build or hide. This sector is primarily where campaigns would start, as the diversity of planets and factions and the proximity to the unknown allows for lots of adventure.
Factions
Authority: Comprised of the leading companies: Bank of Equus, Iron Hoof Armaments, United Stella Ship Manufacturing, Last Whisper Communications, Event Horizon Applied Sciences, Rimor Mass Mining, and Galactic Textiles. The Authority hired a private army and organized a quick and bloody coup of the republic. A mass exodus followed and hundreds of thousands of migrants found themselves on new worlds with only what they could escape with. In the decades since, they’ve wrestled complete control of the central sectors through trade or violence and established themselves at the top of the new interstellar corporatocracy.
The Authority takes commerce very seriously and protect their assets vehemently, if you can manage to work for them, they pay ludicrously. While the Authority is not the majority owner of the sector, its presence is still felt everywhere. Agents and spies keep an eye on everything and everyone, and Minetech would never dare stop them from doing what they want unless it was a direct attack on them. In the Austellus Sector, the freedom to speak ill of the Authority is far more common, as listening devices still aren’t everywhere. Yet, the news will occasionally report mass murders, entire buildings of citizens simply disappearing, or mysterious unmarked ships passing through, that are quickly blamed on the Authority.
Minetech: Originally a mining company in what used to be the outer reaches of the galaxy, Minetech became the main importer of raw materials to the Authority and became extremely wealthy. Now Minetech has their hooves and talons in almost everything from medical research to weapons manufacturing to food processing. Launching them into power of majority in the Austellus and Limbus sectors. Many work for Minetech as they pay very well and provide a security no other companies can, and for years Minetech has been petitioning to be the seventh corporation to be included into the Authority. Minetech routinely hires mercenaries as security, engages in corporate espionage and sabotage against their rivals, and changes what laws they can for their benefit, or skirts around the Authority’s laws.
Red Horizon: Minetech’s biggest competitor, Red Horizon mainly deals in renewable energies, medical research, mining and personal protective equipment. Red Horizon has begun expanding into Limbus sector, where Minetech has yet to establish, hoping to get a foot-hold on the market before Minetech can. They engage in espionage and sabotage with Minetech where they can get away with it, using mercenaries primarily. But, Red Horizon likes to hire on employees for everything else.
Colonial Resistance: An armed volunteer group of fringe colonials to combat piracy and Minetech’s laws, the Colonial Resistance is seen as heroes to some, terrorists to others. Some of its members focus on helping the colonies and rallying support to fight against corporatocracy, while other members are more concerned with bombing Minetech’s facilities and offices. The Authority and Minetech have labelled the group as a terrorist faction and actively hunts its members down, often times placing bounties for their capture, dead or alive. One sub group of the colonial resistance that even other resistance members label terrorists are the Paladins. A fanatical religious group that still believe in God, and that only God’s law applies to them. Anyone else, including most resistance members, are viewed as sinners and need to be “cleansed”, which often involves murder. They are the group responsible for biochemical terrorist attacks in recent history.
Mercenaries: Viewed as law enforcement or contract killers depending on where you go, mercenaries are plentiful throughout the galaxy as there will always be need for those trained to kill for money. Very few mercenaries work alone, instead banding together to form their own small companies, and thus obtaining more rights and security.
Pirates: Predominantly in the fringe, pirates like to prey on other mercenary groups and the colonies. They will take anything and everything, including children, by force. Some of their members were captured and raised as pirates, a better fate than being sold as slaves or worse. Occasionally, pirates will be bold enough to raid Minetech’s transport vessels, which will elicit a forceful response, but pirates seem to have an endless number and an ever changing rotation of lords ready to lead ruthless attacks.
Planet: Kepler
Name: Kepler Prime
Type: Medium Arable
Period: 0.91 x HW Years
Gravity: 0.94 x HW
Hydrosphere: 19% Water, 5% Ice
Atmosphere: Breathable
Biosphere: Forests, Plains, Desert, Mountains.
Population: 656,145,000
Demographics: 53.5% Griffon, 40% Equine, 6% Hippogriff (Traces of Zebra, Nocturnal)
Resources: Varied
Exports: Varied
Imports: Varied
Kepler is the capitol of the Austellus sector and is one of the oldest and most populated planets this far from the homeworld. A major center of trade, manufacturing and processing for Minetech, the sector’s headquarters is located here. Mercenary guilds flock to Kepler to establish a name for themselves as Minetech prefers to hire bounty hunters and law enforcement outside the company, where rates are cheaper. Trades can also find easy employment as mining ships return to Kepler to process raw materials to either use for manufacturing or to transport back to the central systems to sell to the Authority. Kepler mostly comprises of urban and suburban areas, but small towns and remote rural areas do exist. Many comment that Kepler is like the homeworld before it was stripped of all resources and natural beauty.
Planet: Glaciers
Name: Montes “Glaciers” Glacies
Type: Large Tundra
Period: 1.7 x HW Years
Gravity: 1.15 x HW
Hydrosphere: 17% Water, 69.3% Ice.
Atmosphere: Breathable
Biosphere: Conifer Forests, Plains, Tundra, Mountains.
Population: 2,320,000
Demographics: 48% Griffon, 40% Equine, 12% Hippogriff
Resources: Water, Wildlife, Wood
Exports: Meat, Pelts, Bonecraft, Water, Wood, Alcohol
Imports: Fuel, Metal, Alcohol, Base Materials
Glaciers has long days, and is frozen over for most of its year. During the summer, the equator warms up enough to melt the ice, and life resembles a little of back in the countryside of the homeworld many years ago. In the infancy of the terraforming project, this planet was chosen as a prime candidate as its atmosphere and soil could already support life. The planet was seeded and left to grow on its own over several decades before the first settlers landed. Now, Glaciers is favored by Griffon for its hunting, and the land can be farmed provided crops can be harvested after a few short months. It is also a popular destination for winter resorts and hunting lodges, and you can find a bar nearly anywhere. Glaciers is also a “free” planet, holding its own government and local police force despite being under the jurisdiction of Minetech, due to Minetech’s diminished presence on planet. As a result, local and fledgeling companies like Red Horizon thrive, and universities are plentiful. During the winter the planet doesn’t shut down, but it certainly slows down, as many will travel to another planet until spring arrives to Glaciers again. Those who stay behind make due, and it is always recommended to stock up on food, supplies and alcohol to ride out the winter.
Planet: Maré
Name: Maré Arénosum “The Sea of Sand”
Type: Small Desert
Period: 0.78 x HW Years
Gravity: 0.92 x HW
Hydrosphere: 0.01% Water
Atmosphere: Thin breathable
Biosphere: None
Population: 250,000 (95% Zebran, 3% Griffon, 2% Equine)
Resources: Rich in Metals, Silicates, Minerals, Mineral Crystal
Exports: Metal, Worm Oil, Fabrics, Pottery
Imports: Water, Perishables, Basic materials
Description: Maré was deemed uninhabitable by scouting parties, despite being a planet selected for automated terraforming procedures decades before, making it a prime location to avoid Authoritarian rule. Zebra settlers landed and quickly adapted to the extreme heat and biting winds on the surface, and later discovered the precious stones and metal below. Native to the planet are enormous worm-like lithovores that feed off of minerals below the surface. The Zebra have perfected the art of hunting these creatures when they breach the surface for their oil producing glands, undigested metals, crystallized minerals, and extremely durable shell. The hunt is heavily controlled so as to not render these worms extinct, as the oil has the highest viscosity rate in the galaxy and is widely used in manufacturing. Maré’s economy relies on the income generated from oil export to survive. Marian culture is respectful, strict, and divided by caste. Zebra are a close community and will treat foreigners with respect, so long as they do not harm the community. Foreigners may find their laws barbaric one way and lax in others. For instance, a common punishment for stealing is branding or death, while drug usage is openly tolerated, so long as it does not harm the community. Officially, Maré is in the Austellus sector which is under Minetech control, but Maré governs itself and only financially deals with Minetech because it must. Minetech has not pressed Maré to abide by their laws as they make obscene profits as the prime shipping contractor of Maré’s oil.
Zebras on Maré practice a caste system with distinct robe colors and patterns to differentiate between them. Each caste has certain privileges and respects bestowed upon the member, and the laws around the possession of caste robes are strict. Some of the more important castes are:
Helldivers: The military caste, their robes are specifically designed to drape over even heavy armor. They are a striking red with yellow accents. Embroidery on the robe denote rank and which branch of the military the owner belongs to, alongside scenes of battle.
Peacekeepers: The law enforcement caste, their robes are a dark blue with gold accents and bear the shield and spear crest of the Peacekeepers. Embroidery denotes the rank of the individual. A special robe of darker blue and silver accents mark the Commissar, the leader of the Peacekeepers.
Hunters: The worm hunting caste, their robe mimics the color and pattern of sand, giving them partial camouflage. Black embroidered worms, spears and rifles accentuate its borders.
Diggers: The worm digging caste, their robes are a dark green to match the innards of worms. Black embroidery show worms and drilling tools along its borders.
Merchants: The default robe for all shopkeepers, foreigners and those not belonging to any other caste. These robes are a simple brown and no embroidery to speak of.
Producers: The caste encompassing metal workers, engineers, smiths, junkers and recyclers. These robes are a dark purple with silver accents denoting the trade they belong to.
Beekeepers: The beekeeper and garden tender caste, these robes are bright yellow with black accents to match the look of bees. The zebra of Maré are passionate about their honey and most treats are made with it.
Sandballers: The athlete caste, these robes are sand colored but hold the city’s crest alongside an emblem representing the team the owner belongs to. Robes are not allowed during play however, as they can distract and also help shield the player from the sun.
Companions: The companion caste, these robes are a light pink with white embroidery and trim. Embroidery and trim for companions robes are complex and usually based upon city with hidden meanings that only those who frequent the Companion Hall would know.
Healers: The medical and faith based caste, these robes are white with red embroidery and accents. Certain symbols represent position in the medical field or of faith.
Scholars: The government and research based caste, these robes are grey with dark grey accents. If symbols are present, they represent position of government the owner holds.
Branded: The criminal caste, though rare, some branded are still allowed in society. These robes are jet black, symbols are in red embroidery representing all crimes committed and are attached to shackles the owner must wear at all times.
Sandball is a Marian sport that is widely popular to Zebra and has a small dedicated following on other planets too. The field comprises a circular domed pit dug into the sand. Two pairs of metal posts on either side of the pit mark goalposts. Pits can be anywhere from 50 to 100 feet in diameter, and the number of players in the pit can be anywhere from 3 to 8 per team. Reserves of players are usually double to triple that of the players in the pit. Each team is allowed one goaltender and one captain. The rest of the members can be placed either on offense or defense. Once placed, they must remain in that role until a goal is scored, then they may change positions. Goaltenders and Captains can also be swapped at this time, as well as current players can be swapped out for reserves. Captains are allowed to be both offense and defense during the game. Goaltenders may not leave their goals. Defense must stay on the half of the pit with their goal. Offense must stay on the half of the pit with the opponent’s goal. Games are played without robes and in the heat of the day, usually with very little or no clothing, and there are both stallion and mare leagues. A tough ball about a foot in diameter made of softened wormhide is used. Players are allowed to use any part of their body to get the ball between the goalposts of the opposing team, but they may not hold onto the ball, otherwise they incur a penalty. Kicking and Biting other players incurs a penalty, but bodychecking and tripping is allowed. Penalties involve losing your Captain or the offending player for several minutes of play or until a goal is scored. Should the ball be hit out of the pit, it is returned to the center and lowest point of the pit. In the event of a tie, the game goes into overtime and the win goes to the next team to score a goal. Goalies are removed from play during overtime. Sandball leagues last several months and are only once per year. Maré’s 6 cities also host smaller leagues to determine their best team of each gender to put towards the main Sandball league. The city who’s team wins gets prestige and bragging rights, and a large sum of credits. It is customary for the proceeds to go towards a celebration, usually adorning the city in flower petals, free honeyed treats and free mead for the adults. A city can win both the stallion’s and mare’s league in the same year.
SS36-007
Name: Space Station 36-007 “MI6”
Type: Space Station
Period: N/A
Gravity: 1.0 x Equus
Hydrosphere: N/A
Biosphere: N/A
Population: 1250 (Usually ~4,500 customers or temporary workers)
Resources: Fuel, Casinos, Merc Headquarters, Brothels
Exports: Services, Fuel, Black Market items, Armaments
Imports: Alcohol, Armaments, Foodstuffs, Vehicle parts, Base materials
Description: At one time, Space Station 36-007 was simply a refuel and resupply station, but it’s name wasn’t lost upon those who work there. As time passed, it became a hub for mercenaries, bounty hunters, prostitutes, and gamblers, and became known by it’s nickname “MI6”. While ships still stop by for minor repairs and fuel, most of those who stop by come to make contact with a mercenary group, take a chance at making some riches at a roulette table, or stay a night at one of the local brothels between jobs. The few MineTech guards who work there are all in the pockets of the casino owners, and MineTech hardly cares enough to verify the reports they receive. For those with an affinity for the less than legal, SS36-007 is a welcome sight.