Octokraken
// EDITION 1 · YEAR 5000
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Terra Sol
TERRA SOL // YEAR 5000

THE ALLIANCE
IS WAITING.

A post-scarcity civilisation built out of the ashes of the Human–Mekanimal wars, held together by old wars and older lies. Technology, mysticism, body modification, media culture and cosmic politics collide across a colonised solar system.

POST-SCARCITYMORALLY COMPLICATEDNOT SAFE
01 //

THE KNOWN WORLDS

TWELVE IN THE BOOK · EACH ONE WANTS SOMETHING DIFFERENT FROM YOUR CREW
01THE SUN

SOLAIRE // THE REACTORTHE SUN

The system's furnace and its bank. Plasma facilities, megacities riding the corona, and tech elites living inside the light that pays for everything else. Whoever controls Solaire sets the price of power, literally.

ENERGY
02MERCURY

THE CLOSE WORLD // SHADEHELMMERCURY

Solar-panel wings and old money. Mercury runs hot, fast and secretive, and the mobile megacity Shadehelm keeps itself permanently in the dark, moving with the night. Synthfairy noble houses trade influence here in rooms nobody outside ever sees.

NOBLE HOUSES
03VENUS

BELLEZZA // THE ALCHEMICAL JUNGLEVENUS

Terraformed into alien jungle through engineering and alchemy. Bellezza is beautiful and Algoranda commands the Venusian Army. The alchemical relics people whisper about are active forces, and somebody is already using them.

CONTESTED
04EARTH

THE SANCTUARY // NO LONGER EXPLOITEDEARTH

Heavy industry moved off-world and the cradle was preserved as a living sanctuary. Home to enduring Pure H. Sapiens, Mekanimals, Synthfairies and Dilluvians. It looks unchanged to outsiders, which is exactly what thousands of years of uninterrupted advancement buys you.

PRESERVED
05MARS

OASIS II // CAPITAL OF THE ALLIANCEMARS

The convergence point of power, innovation, law, military command, finance and entertainment. Oasis I lies in ruins under Olympus Mons as a monument. Oasis II is where your campaign almost certainly starts, and where the Cosmic Proelium fills an arena the size of a city district.

CAMPAIGN HUB
06ASTEROID BELT

THE FRACTURED FRONTIERASTEROID BELT

Outposts, smuggling routes, pirates, renegade factions and outlaw economies. Also Alliance blacksites and rapid-response platforms nobody officially admits to. The place your crew goes when the capital stops returning calls.

HOSTILE
07JUPITER

THE GREAT WEIGHTJUPITER

Gravity as politics. Orbital platforms, shipping lanes and the moons that hold them, including Ananke, where labour disappears into contracts nobody reads twice.

ORBITAL
08SATURN

THE RING ECONOMYSATURN

Ice, harvest and old prestige. The rings are a resource and a border at the same time, and the families who work them do not think of themselves as Alliance citizens.

FRONTIER
09URANUS

THE FROZEN FEVER DREAMURANUS

Anti-market, freethinkers, jokesters and ritual excess, ruled by resonance rather than law. The one place in the system where the Alliance's writ genuinely does not run.

UNGOVERNED
10NEPTUNE

THE SYNDICATE DEEPNEPTUNE

Cold, distant, and the operating base for syndicates that traffic in everything from cargo to restricted memories. If somebody has been taken and the trail goes quiet, it goes quiet here.

CRIMINAL
11PLUTO

THE LAST LIGHTPLUTO

The edge of the charted system. Listening posts, exiles, and the people who wanted to be as far from Mars as physics allows.

THE EDGE
12AP-55

ARTIFICIAL PLANET // THE FOUNDRY HEARTAP-55

A self-assembling industrial node where factories birth factories and bots forge bots. Most machines obey the First Directive: Continue. Some go to Notre Dame of the Flare instead, a cathedral-city where awakened machines gather, and come back with a name.

MACHINE FAITH
02 //

PORTALS AND HOW YOU MOVE

INSTANT TRAVEL, FULLY TRACKED · UNLESS YOU FIND A CLANDESTINE ONE

The Alliance moves people between worlds through the portal network, and a Vortex Gate can put your crew on the far side of the system in the time it takes to walk through a door. Convenient. Also monitored. Every sanctioned transit is logged, and the log is a currency of its own.

Which is why the clandestine gates matter. Mystical transports, off-book routes and the families who build them quietly. If your crew needs to arrive somewhere without arriving on a manifest, that is a session in itself.

SANCTIONED PORTALS: INSTANT · TRACKED · LOGGED
CLANDESTINE PORTALS: UNTRACKED · EXPENSIVE · ILLEGAL
TRANSMEDIUM VEHICLES: ABYSS → ATMOSPHERE → SPACE
THE GYPSY CARAVAN: A CONVOY THAT NEVER STOPS MOVING
Portal transit
VORTEX GATETRANSIT LOGGED
SCOPE // WHERE EDITION 1 PLAYS

THE SOLAR SYSTEM IS THE BOARD

Edition 1 keeps its focus on Terra Sol, and there is more than enough here for years of campaigns. But the Alliance is a civilisation that extends far beyond this system, and the gates go further than the twelve worlds in this book. The galaxy is out there. So is the rest of the universe. We are just not in a hurry.

SEE EDITION 1 ↗
03 //

COMPANION BOTS ARE CHARACTERS, NOT GEAR

THEY SUPPORT YOU · THEY LEVEL WITH YOU · AND SOMETIMES THEY STEAL THE SCENE
A companion bot
BUDDY BOTFROM THE BOOK

Your bot is not an item on your sheet. It levels with you, it supports you in the field, and it has enough personality that the table remembers it by name. Healing, repair, battle support, mobile labs, scouting, and the occasional decision nobody asked it to make.

FIRST DIRECTIVE: CONTINUE
PROGRESSION: LEVELS WITH THE CHARACTER
ROLES: MED · REPAIR · KOMBAT SUPPORT · SCOUT · LAB
STATUS: PARTY MEMBER, NOT EQUIPMENT
Scouter Bot
SCOUTER BOT // RECON
Repair Bot
REPAIR BOT // FIELD MAINTENANCE
Kombat Support Bot
KOMBAT SUPPORT BOT // TARGETING
04 //

WHAT RUNS THE WORLD

THE CANON MACHINERY · USE THESE EXACT TERMS
SOLEX — THE CURRENCY. A NUCLEAR BATTERY COIN HOLDING A SLIVER OF SOLAR PLASMA.
SOULWEAVE — COLLECTIVE CONSCIOUSNESS BACKED ON THE BLOCKCHAIN. IT REMEMBERS EVERYTHING.
PORTALS — INSTANT TRAVEL, FULLY TRACKED. UNLESS YOU FIND A CLANDESTINE ONE.
VORTEX FLARE — THE ENERGY THAT BURNED BEFORE ANYTHING BREATHED.
MECH-UPS — MECHANICAL UPGRADES. SURVIVAL, COMBAT, SKILL, UTILITY.
MUTA-BOOSTS — MUTATION BOOSTS. TEMPORARY OR PERMANENT.

Learn to channel the Flare and you can bend reality. Refuse it and it will bend you. Every power in this game, a plasma blade, a psychic scream, a machine that learns to dream, is the Flare moving through someone who asked.

Abyssal survey plate
62THE DEEPABYSSAL SURVEY
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