Mapping Incomplete

Trinova

Star:

  • Orange K-type main-sequence star.
  • Stable luminosity, long lifespan, supports multiple terrestrial planets and rich asteroid belts.
  • Occasional solar storms disrupt communications but are predictable.

Planets & Features

1. Trinova Prime (0305.1) – Capital and Spaceport World

  • Tech Level: 4
  • Population: ~2.8 billion
  • Surface: Rocky plains, temperate forests, scattered mountain chains.
  • Government: Merchant-Administrator Syndicate — a corporatocratic council controlling trade, port facilities, and shipping regulations.
  • Economy:
    • Major interstellar trade hub, regulating passage of goods from southern arc routes.
    • Specializes in processed ores, mid-tech manufacturing, and refined fuel production.
  • Infrastructure:
    • Orbital shipyards and port facilities capable of docking large commercial and military ships.
    • Automated defense satellites covering primary trade lanes.
    • Centralized customs and logistics hubs.

2. Veyra (0305.2) – Orbital Industrial Hub

  • TL4 factory and refinery stations orbiting a minor gas giant.
  • Processes raw materials from nearby asteroid belts before shipping to Trinova Prime.
  • Automated drones handle most of production, with a small human supervisory team.

3. Iron Ring (0305.3) – Asteroid Belt

  • Rich in iron, nickel, and trace pretech fragments.
  • Mining stations operate semi-independently but report to Trinova Prime.
  • Occasional pirate activity — patrolled by local orbital defense.

4. Lyssal (0305.4) – Research & Navigation Planet

  • TL4 research outpost with spike-navigation labs and communications arrays.
  • Population: ~350,000 scientists and technicians.
  • Maintains regional sensor grids for asteroid hazards and navigation monitoring.

Trade & Route Connections

  • Major Spike Routes:
  • Neighboring Systems:
    • 0304 – Sileth (low-tech mining village, depends on Trinova for shipping)
    • 0306 – Broken Spine (minor waypoint, lightly patrolled)
    • 0205 – Verdant Ark (mega-structure connection for regional trade)

Security & Military

  • Orbital Defense Grid:
    • TL4 frigates, corvettes, and automated missile batteries guard trade lanes.
    • Defense satellites provide rapid interception for piracy or border incursions.
  • Local Enforcement:
    • Merchant Syndicate Patrols enforce tariffs and shipping regulations.
    • Occasional privateer contracts hired to deter frontier pirates.

Adventure Hooks

  1. Pirate Interference: Pirates in the Iron Ring threaten shipments; PCs may be hired to hunt or negotiate.
  2. Trade Espionage: Rival syndicates attempt to steal shipment manifests or intercept cargo.
  3. Pretech Discovery: Mining operations uncover a fragment of TL5+ tech, sparking corporate and government interest.
  4. Frontier Diplomacy: Low-tech neighbors like Sileth or Lyssal rely on Trinova for survival, creating political tension if trade is restricted.

Flavor & Setting Notes

  • Culture: Mercantile and pragmatic, focused on efficiency and wealth.
  • Politics: Corporatocratic council balances competing merchant interests; disputes resolved via arbitration or economic pressure rather than violence.
  • Environment: Urbanized orbital hubs contrast with sparsely populated surface regions; industrial smoke and orbital traffic are constant.
  • Society: High dependence on trade routes and mining; frontier systems look to Trinova as a source of goods, protection, and stability.