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The World

Five civilizations share a star system called the Threshold. Each has distinct trade character, cultural rules, and political pressure.

Bureaucratic human government. They disgraced you. Getting back in means permits, patience, and swallowing pride. Safe markets, tight margins, heavy paperwork.

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.

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.

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.

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
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.

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

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.