Mapping Incomplete

Drosven Reach

Star Type: K-type orange dwarf
Sector Role: Harsh industrial frontier, where corporations battle the desert for control of rare resources.
Tone: Mad Max meets oil-rig colonialism, with a corporate edge.


🪐 Worlds & Features

1. Khazar (0402.2)“The Dune Forge”

  • Type: Arid terrestrial planet, dominated by vast salt flats, shifting dune seas, and rugged badlands.
  • Atmosphere: Thin, breathable with filtration. Frequent sandstorms strong enough to strip paint off hulls.
  • Resources:
    • Volatic Crystals: rare energy-reactive minerals buried deep beneath salt flats. They resonate with spike-drives and are a critical component in drive stabilizers.
    • Small aquifers and rare oases dot the deserts, jealously guarded by local populations.
  • Settlements:
    • Stationary cities are rare; most large-scale operations are mobile carrier platforms crawling across the surface.
    • Independent settlers cluster around wells, small domes, or scavenger camps.

2. Zyden Belt

  • Type: Asteroid belt
  • Use: Source of common metals and fuel ice, mined by small syndicate operators and Helion subsidiary rigs.
  • Hazards: Constant micro-meteoroid swarms, making mining highly dangerous without hardened shields.

3. Veyric Station (Orbital)

  • Type: Corporate hub in Khazar orbit.
  • Use: Acts as customs, export, and refueling station.
  • Vibe: A mix of sterile corporate control decks and riotous black-market docks beneath them.

⚔️ Factions in 0402

  • Tarkos Extraction Limited: The dominant player, but spread thin with Crawlers operating in competing regions.
  • Free Miners of Khazar: Loosely organized prospectors who scavenge abandoned Tarkos sites or raid weak Crawlers.
  • Greenflow Biotics (0207): Operating small research enclaves to exploit hardy desert flora for biopharma applications. They see Tarkos as ecologically catastrophic.
  • Local Tribes (“Salt-Bloods”): Semi-nomadic people tied to oasis wells. Hostile toward Tarkos but occasionally cut deals with Free Miners.

🎲 Adventure Hooks

  1. The Fallen Crawler: One of Tarkos’s massive platforms broke down in a salt basin and was abandoned — but its reactor and cargo remain. Multiple groups race to salvage it. PCs are hired to get there first.
  2. Water Wars: Tarkos moves a Crawler dangerously close to a Salt-Blood oasis. PCs are contracted to mediate — or enforce one side’s will.
  3. Crystal Heist: Free Miners want a strike team (the PCs) to infiltrate a Tarkos Crawler and steal a newly found volatic crystal seam map.
  4. Desert Storm: A superstorm is approaching Khazar’s equatorial mining fields. PCs must evacuate a station or protect a Crawler against both the storm and opportunistic raiders.
  5. Corporate War: Veyric Resource Group (0105) considers Tarkos too reckless and plans to muscle into 0402. PCs could be hired for espionage, sabotage, or negotiations.

🎨 Tone & Imagery

  • Crawlers: Rolling megastructures the size of small cities, bristling with cranes, comm towers, and massive treads or hover-skirt engines.
  • The Desert: Burning skies, endless salt plains, sandstorms sweeping across colossal wreckage.
  • Culture: Harsh workers in dust-stained uniforms, corporate foremen in gleaming towers, scavengers welding patchwork vehicles to trail the Crawlers.

The Carrier Platforms (“Crawlers”)

  • Massive land-borne fortress-platforms that mix oil rigs, aircraft carriers, and desert crawlers.
  • Each carries up to 1,000 personnel: workers, security, drones, surveyors.
  • Self-sufficient with mobile reactors, spike-drive component for relocation, and heavy defense batteries.
  • Slowly move across the desert to chase mineral seams and aquifers.
  • Locals call them “Sand-Fortresses.”