The World
The Threshold
Section titled “The Threshold”Five civilizations share a star system called the Threshold. Each has distinct trade character, cultural rules, and political pressure.
Civilizations
Section titled “Civilizations”Terran Compact
Section titled “Terran Compact”Bureaucratic human government. They disgraced you. Getting back in means permits, patience, and swallowing pride. Safe markets, tight margins, heavy paperwork.
Keth Communion
Section titled “Keth Communion”Arthropod collective on a biological calendar. Patient, observant, and devastating when offended. The best margins in the system if you understand the seasons. The fastest reputation collapse if you don’t.
Veshan Principalities
Section titled “Veshan Principalities”Reptilian feudal houses obsessed with honor and debt. They fight formally, trade directly, and remember everything. The Debt Ledger is not flavor. It’s leverage.
Orryn Drift
Section titled “Orryn Drift”Mobile broker civilization. Neutral by policy, profitable by design. They trade with everyone, know everything, and charge for both. Cutting them out saves money. Losing their goodwill costs more.
Sable Reach
Section titled “Sable Reach”Pirate factions, Ancestor tech salvagers, and people the Compact would rather forget. No law. No customs. No refunds. The highest risk and the highest reward in the system.
Twenty ports across five regions. Each port has:
- Produces — goods available at source discount (affinity > 1.0)
- Demands — goods that sell at premium (affinity < 1.0)
- Docking fee — flat cost to arrive
- Provision / repair / crew costs — vary by port (farming ports are cheap, luxury hubs are expensive)
- Features — some ports have shipyards, black markets, or safe harbors
Regions
Section titled “Regions”| Region | Ports | Character |
|---|---|---|
| Mediterranean | Porto Novo, Al-Manar, Silva Bay, Corsair’s Rest | Starter region. Grain, timber, spice. Sloop-safe internal routes. |
| North Atlantic | Ironhaven, Stormwall, Thornport | Iron, weapons, tea. Cold-water discipline. |
| West Africa | Sun Harbor, Palm Cove, Iron Point, Pearl Shallows | Cotton, dyes, pearls. Mid-game expansion. |
| East Indies | Jade Port, Monsoon Reach, Silk Haven, Crosswind Isle, Dragon’s Gate, Spice Narrows | Silk, porcelain, luxury margins. Late mid-game. |
| South Seas | Ember Isle, Typhoon Anchorage, Coral Throne | Remote, dangerous, highest reward. Endgame. |
Routes
Section titled “Routes”Forty-three routes connect ports. Each route has:
- Distance — fuel cost in days
- Danger — encounter probability per transit day
- Minimum ship class — sloop routes are safe and short; galleon routes are long and lucrative
- Lore — named routes have history (The Grain Road, The Shadow Lane, The Cotton Crossing)
Routes are tiered by ship class. Sloop-safe routes stay within a region. Brigantine routes bridge regions. Galleon and man-of-war routes are long-haul with high danger and luxury margins.
Eighteen trade goods across six categories:
| Category | Goods | Notes |
|---|---|---|
| Commodity | Grain, Timber, Iron Ore, Cotton, Dyes, Pelts | Bulk trade, steady margins |
| Luxury | Spice, Silk, Porcelain, Tea, Pearls | High value, cultural gates |
| Provision | Rum, Tobacco | Crew and port supply |
| Military | Weapons | Restricted, high demand |
| Medicine | Medicines | Universal demand |
| Contraband | Opium, Black Powder, Stolen Cargo | Black market only, extreme risk and reward |
Pirate factions
Section titled “Pirate factions”Four factions operate in the Sable Reach and beyond:
- The Crimson Tide
- The Monsoon Syndicate
- The Deep Reef Brotherhood
- The Iron Wolves
Faction standing affects underworld access, smuggling contracts, and whether pirates attack or trade with you.