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  • One-Shots
  • Game Master
  1. Drift💫A Space Odyssey
  2. Lore

Governance by World Type

Core Capitals

Examples are Kedra, Armistice and Brightline.

Who runs it.

  • The Central Authority or a big company runs things directly.

  • Every office has another office above it. There are offices for customs, ship papers, IDs, debts and appeals.

  • Laws are strict and enforced. Small offices are still crooked.

Daily life.

  • Papers. Everything is recorded. Crews carry ID cards, ship papers and backup copies.

  • Lines. Waiting for an inspection or a court date can take weeks. Small traders pay rush fees to skip ahead.

  • Appeals. You can fight a cargo seizure or a debt ruling in court. It takes weeks or months, and your cargo sits in a locked warehouse the whole time.

  • Money. Only approved money is allowed. Unlicensed cash gets taken. Exchange booths charge heavy fees.

  • Police. Authority police are everywhere. Some are honest. The rest want a tip.

For crews.

  • Safe but slow.

  • Bribes and favors speed things up.

  • Big companies and insured freighters go first.

  • Smugglers and freelancers lose cargo unless they know people.

  • * *

Industrial Mid

Examples are Scoria, Shardplain and Brackenfeld.

Who runs it.

  • Local councils, guilds or company boards run each production zone.

  • Inspectors rotate, often from different groups.

  • Core customs fees apply, but nobody collects them the same way twice.

Daily life.

  • Quotas. Each zone has to produce a set amount of food, fuel or ceramics. Quotas set the taxes and the jobs.

  • Changing rules. A new inspector brings new rules. One month dirty smokestacks get fined, and the next month nobody cares.

  • Grey markets. Black markets are allowed as long as the quota is met.

  • Work terms. Debt turns into forced work here too, but the terms are shorter than on the Rim.

For crews.

  • Profitable but unpredictable.

  • Cargo that was fine last season may be banned this season.

  • Corruption is open. Most officials just want their cut.

  • Smugglers blend in more easily than in the Core.

  • * *

Extraction Rim

Examples are Pitchmire, Salt Crown and Mistral Gate.

Who runs it.

  • Syndicates, local bosses or private security companies.

  • There may be an official government, but it is broke or owned by someone.

Daily life.

  • Protection money. Crews pay the local power for safety. Those who do not pay get hurt or lose their cargo.

  • Fast courts. Debt and job disputes are settled in hours. The judge is usually paid by one side.

  • Hired guns. Companies and syndicates hire mercenaries to police the docks. The law is whoever paid last.

  • Toll gangs. Several groups claim the same lanes and depots. A crew can get stopped for money three times on one run.

For crews.

  • Cheap, fast and dangerous.

  • Pay up front for everything.

  • Bribes are expected. Fair judges are rare.

  • Big money for crews willing to risk raids.

  • Bounty hunters do well here. There is always someone on the run.

  • * *

Moving Ports

Examples are the Varo-Blue cloud cities, mobile fuel depots and drifting platforms in the belts.

Who runs it.

  • No planet government. Habitat councils, ship captains or local assemblies run things.

  • The law changes between districts and levels.

Daily life.

  • Moving law. Laws change as habitats move, merge or split. A port may treat Synthborn as people one season and as property the next.

  • Weather rules. In storm worlds, ships must follow local flight rules. Break them and you do not get to dock.

  • Docking deposits. Visiting ships pay a deposit in cash or cargo to cover damage. They get it back when they leave without trouble.

  • Layered councils. Each level or district has its own council. Trading safely can mean making several deals.

For crews.

  • Flexible, but the rules can flip overnight.

  • Keep track of who is in charge this week.

  • Deposits tie up cash, and broke ships get turned away.

  • Good chances for smooth talkers and quick profits.