SYSTEM BRIEF

The Frontier Worlds

System/Planet ColonyPopulationTradeGravity Moons Day 
Araks 
      
HentzYazirian HeavyIndustry 0.7 25 
Athor
      
YastYazirian  Moderate Agriculture  1.0215 
Belnafaer       
Venturi-- Outpost Gas Mining -- 20+10 
Cassidine 
      
Rupert's_HoleHuman Moderate  Industry, Agriculture0.90 20
 TriadMixedHeavyIndustry 1.11 30
Dixon's Star 
      
 LacoHuman Outpost  1.41 60
Dramune 
      
Inner Reach Dralasite Moderate Agriculture, Industry 0.820 
Outer Reach Mixed Moderate Industry, Resource Mining 1.0 35 
Fromeltar
      
 GrothDralasite Light Agriculture 1.2045
 TerledromDralasite, Vrusk Heavy Industry 1.0360 
Gruna Goru       
HargutYazirian Heavy Resource Mining 1.1120 
K'aken-Kar
      
Ken'zah Kit VruskModerateAgriculture 0.925 
K'tsa-Kar      
Kawdl-Kit VruskLight  0.7  30
Kizk'-Kar
      
Zik-kitVruskModerate Industry, Resource Mining  1.0 65 
Madderly's Star
      
KdikitHuman Moderate Industry, Agriculture1.0 530 
Prenglar 
      
Gran QuiveraMixed Heavy Industry 1.0 15 
Morgaine's WorldHuman Outpost --1.540 
Rhianna      
 Alcazzar --OutpostResource Mining  0.81 4,000
Scree Fron      
HistranYazirianOutpost --0.6 25 
HakosoarYazirianLightAgriculture, Industry0.950 
Sundown      
 Starmist --Outpost   -- 0.93 21 
Theseus
      
MinotaurHumanHeavy Industry 1.2 15 
Timeon
      
LossendHuman LightAgriculture, Industry0.7 070 
Tristkar       
 KraatarHuman Medium Farming, electronics, metal extraction and glassware 0.6  2 18
Truane's Star
      
PaleMixed Medium Industry, Resource Mining 0.9 55
New PaleHumanLight Agriculture 1.4 20 
White Light
      
(Clarion)
Gollywog
HumanHeavy Resource Mining 1.0 50 
Zebulon      
VolturnusMixedOutpost -- 1.0 24 



Araks System

STAR DATA
Star Type ..........................G4 V Yellow Main Sequence
Radius ...............................6.98x105km (1.00xSol)
Mass................................. 1.66x1030kg (0.83xSol)
Temperature........................5,500 degrees Kelvin
Luminosity ......................... 5.94x1026 W (1.55xSol)
Araks

Araks I
Type: Jovian
Orbital Radius: 4.57x107 km (0.31 AU)
Year: 1.62x103 hours (0.18 standard years)
Gravity: 2.76
Notes: Ringed, many moons, 18% extremely volatile magma
Araks I is a gas giant that has planetary rings. 38 small moons and 2 large moons revolve around it in odd cycles. None of the moons are habitable, though the fourth moon (Araks Id) may have some minerals for mining. Future expeditions are necessary to verify initial scans. Araks I is 18% volatile magma, mostly on its southern axis pole (which faces the star most often).

Araks II
Type: Jovian
Orbital Radius: 9.18x107 km (0.61 AU)
Year: 4.61x103 hours (0.53 standard years)
Gravity: 2.72
Notes: Many moons, one has trace atmosphere and polar caps but is uninhabited
Araks II is also a gas giant. It has 4 small moons and 13 large moons. The largest of the moons (Araks IIc is the current name) has a trace atmosphere and some polar caps, but is far too hot for life to exist safely.

Araks III, Hentz
Type: Terrestrial
Orbital Radius: 2.23x108 km (1.49 AU)
Year: 1.74x104 hours (1.99 standard years)
Gravity: 0.70
Notes: Theocratic terraformed home world of Yazirians.

Day ............................. 25 hours
Hydrosphere................ 41% (8% Ice)
Atmosphere..................Dense, Breathable
Climate.........................10°C-46°C, Average 20°C
Trade........................... Industrial
Native Life.................... Special
Government ................ Theocracy
Population Density ....... Heavy, 95% Yazirian
Life Forms
Records show that no intelligent life originated on Hentz. During the time of the Yazirian Relocation, the planet was terraformed using the flora, fauna, and environments from Waloo (in the Pavor system).

Background 
Discovered in 341 pf, Hentz was the first colony world established by the Yazirians. It was merely a mining colony for 50 years. After the discovery of the weakening orbit of Levo, the planet became the first terraformed world during the Yazirian Relocation. This lasted, in full force, for 30 years, the first 23 during which Waloo was still intact, and the latter during which environments were still being reconstructed and synthesized on Hentz. There were some changes made due to the new environment and new geography of Hentz, as well as several environmental rejections, but aside from the change the size and color of the sun and the absence of the moon, the planet is much like the original. This was a time of great social cohesion for the Yazirians as well as a time of great scientific learning about both systems, the life on the planet(s), terraforming, and transportation. The government of Waloo was similarly transported in whole to Hentz. At the end of the 30 years, the governments returned to their pre-disaster states. 

Politics 
Hentz is ruled by a religious clan, the Family of One. This government evolved from that of the transplanted government from Waloo (Pavor). The head of the government is a high priest, but local politics are handled by Priests, appointed by the High Priest and overseen by the High Priest’s network of clandestine Overseers. 

Although the Mentalist rules found in the back of the game manual are not canon in a Star Frontiers campaign, referees wishing to add some spice to their game may wish to allow the High Priest and his network of Overseers and Priests to be Mentalists with the Telepath skill (but no other). The source of their power is unknown by the masses, but they maintain they are anointed and marked by their god with these miraculous abilities. Their abilities wane (treat their Telepath level as half, round down) when they get away from the Araks system, and may diminish further over time. Some people maintain that the mystery of the false uranium readings on Araks IV and the amazing mental powers of the High Priest and his Overseers are somehow connected. If these rules are used, the level of Telepath skill helps define a person’s political power as well as his general legal enforcement ability; use his Telepath level as the legal enforcement level shown below.

Law
The law of Araks III is purely in the hands of the priesthood, and organized into six general levels, as
shown below.
  1. Acolyte: No political powers. Used as public servants to learn humility. Dress in a white tunic with one gold band at the hem.
  2. Templar: Governs Towns. Has a body of 5 personal bodyguards. Dresses in a white tunic with two gold bands at the hem.
  3. Priest: Governs Cities. Has a body of 20 personal guards and can call on 100 soldiers at any given time. Dresses in a white tunic with three gold bands at the hem and a holy symbol emblazoned across the chest.
  4. Bishop: Governs Provinces. Has a body of 50 Personal guards with him at all times. Can call on 1,000 armed and trained Yazirian soldiers at any given time. Dresses in a white tunic with four gold bands at the hem and a holy symbol across the chest, outlined in red.
  5. Overseer: Governs priests, bishops and templars. Feared throughout the land because they are, themselves, judge and jury and sometimes executioner, sanctioned by law and beyond contestation (except for the whim of the High Priest, of course). They dress in red tunics with five gold bands and a holy symbol on the chest. Always travel with a single Level 6 security robot armed to the teeth, but can call on the bodyguards or armies of any city or town in which he currently resides. Passage, housing, and sustenance must always be granted to an Overseer.
  6. High Priest: Governs all of Hentz. Dresses in a red tunic with six gold bands at the hem and a holy symbol across the chest. A white cape with the same gold bands completes the outfit. 
The law is swift and severe on Hentz. Hand weapons (melee, that is) are allowed to be carried as personal defense and in the event of duel challenges. Firearms are outlawed except in the wilderness between cities and towns. Special permits are available at the temples at a cost of 1,000 Credits annually, but only for those with proven legal enforcement status from other worlds. 

Death due to honorable dueling is not uncommon and generally accepted with no retribution, though rivalries between various clans are entrenched. The Yazirians of Hentz often duel using the Zamira. They hold the Zamira (and dueling in general) as a sacred institution, only to be used among Yazirians. 

Language 
Argonian is the language of the Yazirians of Hentz. It was believed that this language was given to all of their god's chosen. When the Yazirians finally met non-Yazirians the realization that all sentient
creatures did not speak the same tongue led to a dissident group forming. This group adopted a reconstructed ancient sub-language and eventually emigrated to Yast (Athor).

Attitudes
As a result of the uniforms worn by everyone who lives or works on Hentz (or works for GODCo).
which displays their job and social position, the inhabitants of Hentz are generally very private with
all other personal information. This leads to a view of them being secretive to outsiders. Generally they
will be much more open with any beings that are of the same divisions.


Prominent Locations
Onehome: Headquarters of GODCo. and the only city with a star port, though it is used only for the priesthood (shuttle ports exists in several other cities to ferry cargo to Highpoint). It is said that all roads lead to Onehome. This was also the location of the original mining colony. There are rumors that under the city, in the old foundations of the original outpost, the High Priest hides secrets of an eradicated race that once inhabited Hentz, wiped out by GODCo as a form of cleansing. Of course, this is only a rumor. 

Highpoint: There is a fortified space station in orbit around Hentz. It acts as customs and immigration, and is a living area for many who await acceptance into the cloistered existence of The Family of One. There are several shuttles that come and go daily, but docking starships are limited to one per day. This causes a back-up of ships parked in orbit around the planet at all times, prioritized by the whim of security personnel. Security is maintained by GODCo. employees who answer to the High Priest only in theory. 

Hullheal Station: Bothered by the number of ships that stop on their way to other star systems, the High Priest decreed that a new station be built, in an opposite orbit to Highpoint (so the two would never be in view of one another). This station is devoted to refueling, repairing, and supplying passersby. The prices are high, but GODCo’s technicians are surprisingly knowledgeable. All crew must deploy while services are rendered to ships (up to one crewman – presumably the captain – can remain behind), where they are ushered to the trading gallery, a large mall where they may spend their credits on tech and simple entertainment. Alcohol is limited, and fanatics are an eternal presence here, enlightening the weary traveler.


Araks IV 
Type: Rock Planet
Orbital Radius: 1.10x109 km (7.36 AU)
Year: 9.84x104 hours (11.26 standard years)
Gravity: 2.04
Notes: Failed mining planet, crashed starship, false uranium readings.
Araks IV is nothing but a cold, rocky mass. Its surface is covered with craters proving that it has seen much abuse in its existence. Initial scans showed uranium veins running through the rock, but mining expeditions failed to turn up anything at all. There are ruins of abandoned mining outposts littered everywhere on Araks IV. Additionally, a mining ship (the Ex-Cavator) crashed on its surface twenty years ago when it had engine trouble. Araks IV is known as a miner’s pipe dream, and scientists currently doubt the validity of the initial uranium scans.

Belnafaer System

Belnafaer
Star Color: Blue
Habitable Planets: None
First Exploration: Survey Ship Astrolabe (report file: BF/119/G).

Belnafaer has only three planets orbiting it. Two of these (Gog and Magog) are in close orbit around the
star and are small, hot, rocky and barren. The third planet, Venturi, is a cloud gas giant that orbits Belnafaer at a much greater distance and has an extensive system of moons and rings.

Venturi

PLANET NAME: Venturi
Planet Type: Gas Giant
Moons: 20+
Diameter: 129,000 km
Temperature: -180ºC (at top of atmosphere) to - 50ºC (at top of liquid layer).
Rotational Period: 10 hours

Venturi is a gas giant planet. This means that it is a massive, spherical cloud of gas that becomes denser and denser towards the center until it gradually becomes liquid and finally solid. Because of this, Venturi does not have a surface in the way that other "rocky" planets do.

The outer part of the gas giant (its "atmosphere") is composed mostly of hydrogen with some helium, methane, ammonia and traces of other compounds. These trace compounds include a number of very complex, unstable bio-chemicals which are highly valued as catalysts for industrial processes. The atmosphere is cloudy, very cold, swept by winds of up to 2000 km/hr and frequently blasted by violent
magnetic storms.

Cassidine System

Star Type: G8 V
Stellar Radius: 629,184 km (0.904 Sol)
Stellar Mass: 1.332697 x 1030 kg (0.67 Sol)
Stellar Temperature: 5,140 K
Luminosity: 1.99982 x 1026 W (0.52 Sol)
Planets: 8

History
The Cassidine system was discovered in 249 pf by Malcolm Cassidy, founder and CEO of Cassidy Dynamics, the forerunner of Cassidine Development Corporation.  Cassidy named the star Cassidyne after his company; the star was often misspelled until it eventually was officially listed as Cassidine.  The initial settlement in the system was a conglomerate of human, vrusk and dralasite business entities, which gave the third planet the name Triad.  In the same year, Malcolm's brother Rupert built a small base on the second planet, which served as a combination bar, settlement and outpost which was named Rupert's Hole, which the world is still called to this day.  

Malcolm Cassidy named the planets in the Cassidine system after animals, places and people in his family's history.  The innermost world of Emu after a large flightless bird, Dingo and Koala likewise after after animals, while the gas giant Canberra after an ancient city on Earth.  Sheila was named for Cassidy's ex-wife, for whom he had no positive emotions.  Bunyip, an eccentrically orbiting world, was named for a mythical creature of Earth history, which could often be heard but never seen.  Bunyip's orbit and immense gravity causes many Kuiper objects and asteroids in the system to shift their orbit suddenly, sending them into the inner system or out into space.

People
The people of Cassidine are of two kinds; first, those of [[Triad]] are very business-like and accustomed to the refinements of a high-tech society.  Triadians are very cosmopolitan, as they are a mixed society. 

Those of [[Rupert's Hole]] are of a different sort altogether.  Holers are independent, free-wheeling and used to living by their own labors.  Holers are almost all human, and while they bear little animosity around non-humans, they are not necessarily as open as Triadians.  Triadians often view Holers as backwards, unkempt and unruly, while Holers see Triadians as elitist, slick and banal.  Despite this disparage in opinion, the residents of Cassidine are proud of each other and the achievements they have made.

The Planets
Emu (Cassidine I)
[[Rupert's Hole]] (Cassidine II)
[[Triad]] (Cassidine III)
Dingo (Cassidine IV)
Sheila (Cassidine V)
Canberra (Cassidine VI)
Koala (Cassidine VII)
Bunyip (Cassidine VIII)

Cassadine System image

Rupert's Hole

Rupert's Hole (Cassidine II)

Type: Arid terrestrial
Mean Orbital Radius: 0.6 AU (89,758,722.6 km)
Local Year: 248.87 galactic standard days (165.91 local Triad days; 248.87 local Rupert's Hole days)
Local Day: 20 standard hours
Gravity: 0.9 g
Mean Diameter: 14,000 km
Hydrosphere: 20% (0.02% ice)
Atmosphere: 77% nitrogen, 18% oxygen, 3% carbon dioxide, trace others 
Climate: Desert, arid and dry terrestrial climates, from temperate to tropical, with mediterranean climates along some coasts and rivers. 
Mean Temperature: 18.9 C
Rupert's Hole
Trade: Industry – various chemicals and machined goods; agriculture – while much of the world is arid, there is sufficient grazing land for herds of animals, as well as farmland which produces some excellent wines.

Government: Democratic Republic; the people of Rupert's Hole elect representatives to serve in a Congress, overseen by the President.  The government is intended to be as small and unobtrusive as possible, as the population values independence, though the needs of the growing population has bred a certain amount of bureaucracy.  

Population: 95 % human, 5 % others; 2.5 billion
Space Stations: ASS, TS

Notes: Founded by Rupert Cassidy, this world was populated by those who valued freedom, independence and self-sustenance.  That spirit exists still today, even though much of the planet has been settled.  There are still large tracts of untamed land, set aside as natural preserves.  Most of the population lives in the dozen or so large cities concentrated around the rivers and sparse coastlines. 

The planet has one large inland ocean, with a few small seas, though there is a sufficient river and lake system to provide fresh water for life.  The flora and fauna are well-adapted to the dry climates of Rupert's Hole; of particular note are the treasure-berry bush, which is delicious and nourishing, and the parasitic aore fly, which is a nuisance to all living things in the bush.  Predatory zaliss birds roam the Vista Plains, and Gorlan's hunter, a slug-like creature with color-changing abilities haunts the waterways of Rupert's Hole.

Triad

Triad

Colonizers:Mixed races 
Population:Heavy, Industry 
Gravity:1.1 
Moons:
Length of Day:30 hours GST 

Description
Triad is a major industrial planet where very high technology items are manufactured and sold. 

Details
Triad in Cassidine is one of the trade and industrial centers of the Frontier, generally referred to as one of the Hub Worlds. Nearly all the large corporations have offices and production facilities on planet or in close orbit.There are several smaller corporations with facilities on Triad and in orbit. All of these companies are limited to the Cassidine system at present, but are attempting to expand their activities outsystem. 

Corporations:
[[Aramax Power Factors]] (APF) is one of these smaller corporations, with interest in a number of fields including mining, shipping and, of course, power generation and distribution. 

Locations:
[[Evergleem Detainment Camp (Evergloom)]]

Dixon's Star System

Stats here

Laco's World

DIAMETER: 6,625 kilometers
GRAVITY: 1.395
LENGTH OF DAYS: 59 hours, 52 minutes
ATMOSPHERE: 56% nitrogen, 24% oxygen, 1% argon,
16% carbon dioxide
AVERAGE SURFACE TEMPERATURE: 70 degrees C
(equatorial region), 45 degrees C (Polar Regions)
CLIMATE RANGE: arid and dry
NUMER OF MOONS: None
COLONIZERS: Predominantly Human
NATIVE LIFE: Mostly small reptiles

PLANET HISTORY

Laco is an outpost world, a pit stop along the Prenglar/Truane's Star travel route. The system itself was discovered by the humans 220 years prior to the formation of the UPF, but the planet was sparsely populated one hundred years afterwards. The planet's axis is perpendicular to its orbit, so the surface receives an equal amount of sunlight year round (and lots of it thanks to a slow rotation). There isn’t a resulting seasons, although the polar regions are cooler and nearly hospitable. Aside from the two polar seas, typical landscape is sand and rock, with a mountain range in the equatorial region and several smaller outcroppings of rock dotting the rest of the world. Desert plant life grows abundantly. 

Being a rather inhospitable environment, it wasn't an ideal world to settle down on. As such it became a scientific research center and only one major settlement was ever established: Point Glass. Point Glass is not a city, rather a small town of roughly 50,000 inhabitants located along the southern coast, but it does have a starport.

Four smaller settlements are scattered across the surface: Laconia borders the northern shore and boasts a population of 10,000. Dixon's Peak is located in the southern foothills of the Lavaback Mountain range, yet far enough away from its series of active volcanoes and is home to 5000 inhabitants. East of Laconia are a pair of oasis settlements in the sandy regions, Haven being the closer of the two and Castle Station just east of the terminator axis. Both are home to no more than 1000 beings each.

Laco Station orbits the world, a size 3 docking station. A squadron of six fighter craft is stationed at Point Glass as the solitary measure of defense. 

POLITICAL STRUCTURE

Laco is not a governed world, although they are represented at the Council of Worlds. Star Law and several of the more prominent mega-corps have offices in Point Glass as well as in the orbital station. 

Industry would be considered as the primary economical movement, although the degrees of such production pale in comparison to civilized worlds. The mountain regions host rich deposits of aluminum, iron, magnesium, and tungsten; but barely sufficient to support the minimalist industrial activity and certainly not in sufficient quantities to support a civilized world.

Environmental Brief: Laco's World

Seas: Shallow small and typically ground zero for native life on Laco. Often choked with algae like plant growth near shore and eel like fish in the depths. A few in low lying depressions have concentrated large quantities of salts and minerals long ago killing of all life and are generally surrounded by salt deposits and salt flats.

Plains: dusty, barren, only sparse clumps of short grass mats with deep roots running 1os of meteres deep to tap the auqifer. dust storms and dust devils common occurances.

River carved canyons: (think grand canyon on slightly smaller scale but 2 dozen such mini grand canyons the world over). River carved canyons, evidence of a more lush environment in eons past, have left numerous giant canyon complexes the world over. Many are dry, devoid of the water courses the formally carved them, some are dotted with small lakes and ponds that can nolonger drain out to sea and a few have active streams still running down their length. These canyons are typically riddled with caves and cavern complexes radiating out from the main canyon. Some are prone to have to have slot canyons instead of caves radiating away from the main canyon course and water is more often located in these caves and slot canyons making them niches for wildlife. Caves and slot canyons can offer protection from dust storms depending on conditions. The canyons typically experience less severe dust storms and only infrequent dust devils.

Hill regions- offers greater opportunity to deep rooted mat grass to colonize hollows and depressions. some protection from severe weather effects

Zoology: fish are typically eel like, limited avain life, dominate terrestrial animal forms- mammal like with a hide with short thin hair thought most appear hairless from the distance. unique features of Laco Zoology is that most are blind with highly developed tremor or sonic capabilities and possiblie the controversial psychic capabilities.

Creatures 

Creatures can be found here.

Weather Effects

Water
In the harsh Lacosian environment characters need 4 liters of water per day to survive. Characters can reduce this requirement by 1 liter by taking 4 salt pills per 60 hour Lacosian day and another 1 liter by only being active at night. 

Characters on foot can move their maximum rate but must double their water intake (after taking into account any precautions taken to reduce water consumption). Thus a character moving at maximum speed during daylight without taking salt pills would need 8 liters of water a day to survive. If, however, the character werre taking four salt pills per day he could survive on 6 liters of water. Finally, a character moving at maximum at night while taking 4 salt pills could survive on 4 liters of water per day. 

Characters who do not have enough water to survive quickly become dehydrated suffering -5 to all abilities. Dehydrated characters who continue not getting enough water become heat exhausted -10 to all abilities inaddition to the penalty for dehydration. Heat exhausted characters who continue to not get enough water will suffer heat stroke -15 to all abilities in addition to the former penalties and unconsciousness occurs if stamina drops to 0. Even if a heat stroked character does not become unconscious it will happen soon without medical help followed by death. 

Dust Storms
In a typical dust storm the wind can blow 120 kph. Any character with an environmental skill should make an Intuition check; modify this roll by +10 per level above one; -15 if in a canyon, and +10 for most species of domesticated Fluter Fluter being present. If any character makes a successful INT check, the party will be able to improvise shelter and survive the storm without taking damage.

If the characters happen to be in a hex with an unusual  rock formations, canyons or caves the characters can find shelter quickly and avoid taking damage from the storm. 

If the characters have no advance warning and are not in one of the hexes listed above, they will take damage from the storm. Have each character roll a Reaction Speed check. If the check is unsuccessful the character takes 4d10 damage from the storm. If successful, the character only takes 2d10 damage. 

Dust Devils/Whirlwinds
When these occur the referee should place a counter on the map and roll for the whirl wind's strength, duration, and speed: S is 2d10, duration is 3d10, and speed is 5-10m. The dust devil will move in random directions (use the center grenade bounce table to determine) every turn. If it comes within one square or hex of a character, at anytime during its movement, it will do the damage rolled by the referee but the character gets a RS check for half damage. If it enters the square or hex of a character, at anytime during its movement, it will do the double the damage rolled by the referee but the character gets a RS check for half damage. When the duration is reached in turns the dust devil disappears suddenly.

The local colonist speak of dust devils that have a mind of their own or frequently turning up during combat. Some even talk of them being posessed and an independent scientist alleged that they are more frequent in proximity to the Tetrarch ruins. PGC adamently denies this. It's hard to say what is the truth concerning dust devils on Laco as hard data is sadly lacking.

Mysteries on Laco

Besides the vast enigma of the tetrarch ruins their are other mysteries on Laco
  1. The atmosphere: it has been estimated that the amont of mat grass, algae and other sea weeds are insufficeint to maintain oxygen levels on Laco. No explanation exident for the consistent oxygen levels despite the ammount of CO2 produce by colonist, native wildlife, and PGC's industrial centers.
  2. Frequency of Dust Devils: whirl wind atmospheric effects are much more prevelent near archaeological sites. No explanation exident.
  3. Magnet field fluctuations: The magnetic field fluctuates wildly and frequently with magnetic north and south reversing often. A typcial saying on Laco is, "If you dont like witch way your compass needle is pointing just wait a few hours. No explanation exident. Before and after Laco's War PGC maintained global positioning & communication satellites to aid with land navigation. No explanation exident for the field fluctuations.
  4. The alledged psychic abilities of a few Lacosian animals is a hotly debated topic. No explanation exident. 
  5. Persistent rumors of lost sathar stockpiles.
  6. Persistent rumors of dead people being seen and empty graves being found. No explanation exident.

Wonders of Laco

  1. Ruins
  2. Tire fountain of Namoth Canyon
  3. Artifacts of the Tetrarchs
  4. Psychic animals?

NPC's

Big Mo: owner/proprietor of Mo's Easy, originally a UPF encampment during the liberation of Laco's World from the sathar during SW1. Latter it was a Streel supply depot and staging area during the corporate war. Big Mo, a dralasite, who is rumored to be a mercenary that may have fought for both sides in the corporate war (though he make a human style smile on his face and never says when asked) reopened the abandoned canteena not long after the war. Its in an otherwise desolate location but is strategically located to be a way stop for archaeologists traveling from the closest shuttle port to the Tetrarch ruins as well as for wild cat prospectors headed to one of the many canyon systems. The beer is wet and though cheaper than water it still a bit pricey. There perpetually seems to be a few down on their luck prosecutors, mercenaries, and other unsavory types lingering around the bar and the dancing girl can be real hard on the eyes and ears with her scars and raspy horse voice.

Some editions of Encyclopedia Galacticana have a picture of Mo's Easy under the listing for "wretched hive of scum and villainy". Big Mo is huge by dralasite standards and well able to bust heads and doesn't tolerate disturbances that break things in his place. Non the less, his bar is a place that sees a lot of mercenaries, smugglers, artifact counterfeiter, and pirates (Devils Canyon is rumored to be a pirate hide out). While the archaeologists working at the ruins will come in for a drink when they transport artifacts they tend to blow right by the bar or air lift them.

In addition to Mo's Easy there are a few temporary buildings left behind from the corporate war and these have become shacks/lodgings for the various denizens the perpetually hang around the Easy.

Notes

I was driving when I realized that one bit of canon I overlooked for this planetary brief/ article:

Tote that Barge, Dragon 107

Except when I checked, it said that Laco imports 95% industrial products from Gran Quivera which was ok before Zebs as its listing in AD said Outpost with no economic listing.

Zebs came along and said Moderate pop with industry, its yet another example of a Zebs inconsistency

before consulting tote that barge, I specified PGC having set up some automated factories for churning out goods as a reflection of what Zebs specified.

So heres the justification: before SW1 Laco was an outpost with no decernable economy and very few ships even slowed down for a layover. This is when 95% industrial goods were imported.

After refugees poured into Dixon's Star from Truane's Star and the sathar landing on Laco it became necessary to commense ground operations to deal with the worms- PGC, in the roll that it played supplying the rapidly organizing Land Fleet decided to bring in a robotic factory after the initial defeat of the sathar on Laco at Battle of the Ruins.

The reason for bringing in the robotics factory was that all void capable ships were being commandeered for the war effort, principly focused on mopping up the worms on Pale, and bringing the factory to Laco simplified the logistics chain- making Laco a forward supply depot 1 void jump from Truane's STar. It also supplied munitions for the continued but minor mopping up on Laco.

After the war PGC decided to leave the factory in place especially because it "inherited" the infrastructure that was built to support the military operations. PGC retooled the factory and expanded its operations. The decision to expand its presence on Laco was also fueled in no small part by the Tetrarch ruins. During this time PGC exported finished goods first to Pale during its rebuilding (95%) but as Pale got its economy back up and running (Industry and Resource), PGC's operation on Laco lost its economic viability. Still the manufacturing continued despite the need to import resource for industry. All of the import and export was a cover for the artifacts that PGC would smuggle out to secret labs- PGC had the charter to investigate the Tetrarch ruins partly assigned to it for its seemingly altruistic efforts to support the war against the worms. PGC got to investigate the ruins but had to share its discoveries with everyone- It much prefered to pretend that it had made a new discovery on its own and patent it which meant making the occassional working artifact disappear.

As Streel became a rising economic power its CEO, Hilo Headrow, knew that PGC had to be losing money on its Laco operation and suspected why, He initiated a campaign of suppying leads to reporters about artifact smuggling and began to insinuate Streel into the Laco community, feigning altruism for the still suffering population. This would lead to the collision between PGC and Streel known as Laco's war.

During Laco's War the PGC manufacturing plant was destroyed and PGC chose to not rebuild after the war. Today Laco is a sleepy outpost planet with no official exports (the unofficial export is of course alien artifacts)

Dramune System

Data Readout: 9/15/61
System Name: DRAMUNE 
Star Color: Orange-Yellow
Habitable Planets: [[Inner Reach]],  [[Outer Reach]]

System History: The Dramune System was first colonized in 302 PF by the Dralasites, whose race expanded into the Frontier from the direction of Fromeltar. Within several decades of the founding of the first settlement, members of all four races were living on both Inner and Outer Reaches. 

At first, the two planets developed in peaceful harmony. Trade flourished between them, as this is one of the few systems having more than one habitable planet, and cheap system ships could be used for commerce. After several centuries, however, philosophical differences began to separate the two societies. The dramatically different living conditions on the two planets caused them to develop along dissimilar paths, creating one of the most bitter and long—standing conflicts in the Frontier. 

System Display: Four planets orbit Dramune. The middle two are habitable. Tendrils extend from the Xagyg Dust Cloud into the system, reaching even beyond the orbit of the outermost planet.

Dramune System

Inner Reach

Data Readout: 9/15/61
Planet Name: Inner Reach
System Name: [[Dramune System]]
Climage: warm to hot; mostly humid; average temp: 29 C
Diameter: 8,892 km GRAVI1Y: .8101
Length of Day: 20 hrs
Atmosphere: 70% nitrogen, 21% oxygen, 9% inert gas
Moons: (1) “Dayhigh,” blue, completes orbit in 20 days

Physical and Geographical Aspects:
Inner Reach is a world that most creatures would describe as”pleasant.” Temperatures are warm, and a stable orbit creates little climate change from season to season. Large lakes and seas break up the land masses with an ever—flowing pattern of water. Rain usually falls at night, leaving days that are sunny and hot. The land masses of Inner Reach vary from rugged, snow—capped mountains to lush flat grasslands and towering forests, Flowers, in thousands of brilliant varieties, bloom year—round on every terrain. 

A rich and varied animal life has evolved in this prime habitat, including insects, reptiles, mammals, and fish, the most intelligent animal is the [[chukkah]], a mammal 1—1/2 meters from its nose to the tip of its tail. The chukkah does not have a high reasoning capacity, but it is far more intelligent than most animals.

Political and Cultural Aspects:
Inner Reach is perhaps the most successful example of the ancient ideal of an enlightened society. Poverty and disease are almost nonexistent. A robust economy produces fruits, vegetables, and a wide variety of unique spices. The planet is famed for its many fine food products, some of which are so valued that they are shipped to all parts of the Frontier. A small industrial segment of the economy processes these foods and produce the Machinery needed for farming Inner Reach’s lands. A republican democracy forms the planetary government, which takes a remarkably casual approach to rule. 

Laws stress individual rights above all else, The system works because the population, by and large, is very responsible. Crimes are rare on Inner Reach, and punishments generally involve reeducating the offenders. Surgical rehabilitation is used in only the most extreme cases. 

Inner Reach’s original [[dralasite]] settlers have long been obscured by the many immigrants who continue to arrive, the planet’s population isapproaching half a billion, but vast expanses of unsettled land have
prevented any problems of crowding. The government has enacted strict lawsthat protect the environment and set aside several small continents as planetary parks and preserves. Several
decades ago the chukkah became the planetary symbol. To protect their beloved mascot, the citizens of Inner Reach enacted stiff laws to deter any who might molest or harm the creature. 

Several commerce stations orbit Inner Reach, providing a base for the planet’s militia and the trading vessels that cross the system dozens of times each day. Majora Station, the largest commerce station, also serves  as a base for [[Spacefleet]] vessels in the system.

The inhabitants of Inner Reach harbor a burning hatred for their neighbors on [[Outer Reach]], regarding them as a crude collection of lawless hoodlums and thugs. Friction is high between the governments of the two planets; every 20 or 30 years, the tension erupts into a shooting war. The last of these wars occurred in 36 FY. [[Outer  Reach]] can muster a large force of warships, and only the intervention of
the [[UPF Spacefleet]] has saved Inner Reach from conquest by its militant neighbor.

Because of its lively economy, Inner Reach is well—represented in the Council of the United Planetary Federation. It is this influence that has allowed the planet to acquire the Spacefleet’s aid; the fleet normally does not participate in interplanetary conflicts. Aside from the rather infrequent shooting wars, the pleasant environment and great personal freedom combine to make Inner Reach one of the most desirable of the Frontier worlds for living, working, or playing.

Outer Reach

Where does this go?
outer reach clicked on from Dramune System in Digitally Remastered

Prenglar System

Planets 
Gran Quivera 
Morgaine's World

Gran Quivera

Gran Quivera is the hub of the Frontier Sector. The Star Law Rangers, Pan-Galactic Corporation and the United Planetary Federation all have headquarters at Port Loren, the major city.

Local Business
  • Sutherland's Used Shuttles 
  • Soller's Chile Parlor (located at 723 Milky Way, Armadillo 555)

Tristkar System

SYSTEM NAME: Tristkar 
CONFIGURATION: sunlike star 
COLOUR: orange yellow 
NO. OF PLANETS: 4 
  • Denzart - unihabitable, scorched 
  • Kraatar - inhabited planet 
  • Shridkai Belt - asteroid belt 
  • Tridar - gas giant with many moons

Kraatar

NAME: Kraatar 
TYPE: Habitable 
GRAVITY: 0.6 
ORBIT RANGE: Close 
DAY: 18 hours 
LENGTH OF YEAR: 272 local days (68-day seasons, affecting ave. temp¬erature by +/-10°C) 
AVE. TEMPERATURE: Temperate zone: 20°C (day = 30°; night = 10°); Equatorial zone: 30°C (day = 50°; night = 10°) 
INCLINATION: 20° 
DIAMETER: 9800km 
% WATER: 20
% ATMOSPHERE: Thin (see below) 
POPULATION: Medium (60% Human; 38% Vrusk; 1% Dralasite; 1% Yazirian) 
SATELLITES: 2 moons (see below) 
TRADE: Farming, electronics, metal extraction and glassware 

SATELLITE DATA NAME: Tivalla Setarz 
ORBIT RANGE: Close Far 
ATMOSPHERE: None None GRAVITY: 0.2 Negligible 
DIAMETER: 1200km 120km 
% WATER: 0 0

Tristkarr System
HISTORY OF KRAATAR 
The first Human colonists landed at Gozzorf, on the shores of the Yatiz Sea. Soon small communities were estab¬lished here, at Quazzt's Depression and in the other flatlands. Searches were made in the planet's mountains for heavy metals, but no rich deposits were ever found, and only a few iron and copper mines were established. isolated in their communities many of the colonists took to a quiet life, tilling the land for crops and herding a few imported animals. As the years passed, the colonists lost many of their technological skills, and as machinery wore out, they were unable to replace it. Gradually they were reduced to a simple, self-sufficient existence where high technology was a thing of the past. 

ENTER THE VRUSK 
Few ships visited Kraatar until 80 years ago, when a Vrusk trade ship landed at Gozzorf. After a hesitant meeting, the two races struck up a rapport and the Vrusk traded technological hardware for agri¬cultural produce. The Vrusk soon left Kraatar, only to return later with more machinery to trade with the Humans. Equipped with the latest in farm machinery, the Humans were able to increase production, and buy more Vrusk goods. 

Soon more Vrusk ships arrived at Kraatar. Many came to trade, but others brought settlers and with them Vrusk trade houses eager for new markets. The trade houses began to establish manufacturing plants and to conduct comprehensive surveys of the planet. This research revealed that the sands of Kraatar's deserts could provide an ideal source of silicon for computer manufacture, as well as producing some of the most beautiful glass ever seen by Vrusk. If cut and polished, the glass scintillates and sparkles with all the colours of the rainbow. Soon Kraatar glassware was sought by Vrusk art lovers all over the Frontier, and rapidly became one of Kraatar's major exports. 

At the same time, the two seas were discovered to be rich in mineral deposits. As news of these finds spread, more Vrusk trade houses came to Kraatar to exploit its new found wealth. In the early years, both races benefited from these developments. The Humans were supplied with much needed technology, and the Vrusk had markets both on and off planet with which to enrich themselves. The Vrusk trade houses established hospitals and a university at Gozzorf. They discovered the remains of the original Human settlers' ship, and set about restoring it. It would never fly again, but it was lovingly rebuilt by the Vrusk with a museum around it to honour the Humans on Kraatar and to display Vrusk art collections.

Zebulon System

SYSTEM NAME: Zebulon
STAR COLOR: Yellow
HABITABLE PLANETS: Volturnus
MOONS: Leo: Completes one orbit every three days, reddish-orange in color, Lulu: Completes one orbit every 27 hours, bluish-silver in color

CLIMATE RANGE: Hot, arid to humid
ATMOSPHERE: 78% nitrogen, 21% oxygen, 1% argon
GRAVITY: 1.0013
DIAMETER: 12,895 kilometers
LENGTH OF DAYS: 24 hours, 03 minutes
AVERAGE SURFACE TEMPERATURE: 25 degrees C

COLONIZERS: Unsettled; presently claimed by the government of the Truane's Star, explorers of the Zebulon star route.  

NATIVE POPULATION: 
  1. The Ul-Mor, desert-dwelling novepi (nine-limbed creatures). Number and range unknown. 
  2. The Kurabanda, forest-dwelling bipeds similar to tarsier monkeys.(Encountered in a later module.) 
  3. The Edestekai, hill-dwelling bipeds, bilaterally symmetrical. (Encountered in a later module.) 
  4. The Mechanons, a mysterious race of intelligent machines. (Encountered in a later module.) 
  5. The Eorna, a race of dinosaur-like bipeds. The original intelligence on Volturnus. (Encountered in a later module.) 

PLANET HISTORY:
Named after the Greek god of the southwest wind, Volturnus is a hot, dry world with many types of hostile terrain. The endless deserts, rugged mountains, volcanic wastes, and dangerous salt flats are constantly scoured by a strong southwesterly wind. Despite these harsh conditions, rare patches of forest and even a few lakes have managed to maintain a perilous existence. 

The government of Truane's Star opened a star route to the Zebulon system recently, sending an expedition to the planet nine months ago. Unfortunately, all communication with the starship ceased shortly after it passed into the system. No clues as to the whereabouts of either the crew or the ship have been found. Because of the cost and time involved in preparing an expedition, nine months have passed since the original mission disappeared. Nonetheless, the player characters have been assigned to locate the remnants of the first expedition, if any can be found. In addition, they are also charged with exploring and mapping the planet. Only the future can tell what they will find, but the story of Volturnus is a strange one. 

Once the home of a gentle race of intelligent dinosaurs, it is now a barren, harsh world. The history of its downfall is outlined below for your reference. The story of the fall of Volturnus begins when the Eorna, a race of intelligent dinosaurs, developed star travel. As soon as the Eorna launched their first colonization starships, they were attacked by a Sathar space armada. Like most Sathar attacks, this one came with no warning; the Eorna were not even aware of the presence of the Sathar until the mysterious worms invaded their system. The Sathar space armada quickly overwhelmed the Eorna, wreaking destruction across the planet. Within a matter of days, the worms had nearly driven the gentle Eorna to extinction. Still, the Eorna fought valiantly, and were able to resist complete annihilation because the Sathar had overextended their supply lines. The Sathar retreated, hoping they had destroyed enough of the Eorna civilization to prevent the gentle creatures from ever attempting interstellar travel again. In case they had failed, however, the Sathar left a mysterious artifact behind to alert them of any interstellar travel in the Zebulon system that might occur in the future. Less than 150 Eorna survived the Day of Death. They soon realized they were doomed as a race, for they knew that their numbers were not large enough to provide a viable gene pool. The survivors chose to dedicate what remained of their lives to the evolution of other intelligent races on Volturnus. The Eorna hoped to prepare these races to meet and defeat the Sathar. The Eorna are using a subtle process of hypnotic indoctrination and DNA manipulation to accelerate the development of three races toward intelligence. Most of the Eorna survivors have undergone cryogenic sleep, waiting to be awakened until they are needed to continue the project. Despite the fact that most of their young are born physically or mentally deficient because of the limited gene pool, the Eorna continue to breed, relying upon the few normal children to help continue the project. 

The development of the star route by Truane's Star has completely upset Eorna plans. Though three races are intelligent, they have advanced only to a primitive state of technology. More importantly, the presence of Truane's Star starships has triggered the Sathar's artifact, and, unknown to any, the Sathar are already travelling to Voiturnus as the adventure begins. This time, the worms are determined to annilihate all life on Volturnus. 

Meanwhile, a race of intelligent machines has evolved in the secret caverns. These machines, the Mechanons, are determined to eliminate or control the organic life forms infesting Volturnus. They will stop at nothing to insure their utter and total domination of the planet. 

Yet, as merciless as the Mechanons and as wicked as the Sathar are, neither of these races had anything to do with the disappearance of the first Volturnian expedition. A ruthless band of space-pirates have established an illegal mining operation on the planet, and have enslaved Edestekai farmers and many members of the first expedition to work in their mines. As the player characters explore Volturnus, they may discover all of this information, or none of it. As the referee, you must decide how much of this background information to release to them.