World type. A cold Rim world for quarantine, data wiping and safe destruction.
What it does. Wipes data on court order, locks up dangerous software, stores evidence and destroys contaminated tech and records.
Traffic. Serves every constellation. Most traffic comes from Kedra's courts, Brightline's servers and Slipwind's navigators.
Reputation. Strict and slow. Zero tolerance for network leaks or lost evidence.
What comes in. Seized servers and drives, broken beacons, fake part batches, contaminated tools, seized payment keys and disputed identities.
What goes out. Wipe reports, destruction reports, repaired clean software, quarantine rulings and inspection reports.
Main cities. Blackbox Yard, Isoline Verge, Purgegate Stack, Redline Span and Scrubmirror Basin. The spaceport is Quarantine Crown Orbital.
Nullon exists to lock up and clean dangerous or disputed data. Ports and courts send cargo here when records are corrupted, beacons are suspect, parts are fake or software has been tampered with. Nothing on Nullon connects to an outside network. Technicians hold the evidence, check its codes, and then either restore a clean copy or destroy the item in front of witnesses. Courts and banks use Nullon when they need a result nobody can challenge later.
Dates use USD, the Universal Star Date. Year 0 is the founding of the Central Authority, and now is USD 0107.
USD 0101 to 0102. Signal tampering and corrupted records spread across the lanes. The Central Authority, the bank houses and the inspector unions pay for a neutral quarantine world.
USD 0103. Nullon opens with three jobs. Quarantine, checking and destruction.
USD 0104. Kedra courts accept Nullon's reports as binding in customs, debt and identity cases.
USD 0106. Brightline and Cache Vale open offices here to handle clean-copy releases and archive checks.
Trusteeship Board. Central Authority officers set procedure, the bank houses set the witness rules, and the inspector union keeps the tools tested.
Quarantine Code. Everything that comes in goes into cut-off custody. No network link to the outside is allowed.
Witness rule. Every wipe or destruction needs several witnesses (Authority, bank and port inspector), a recorded code chain and a signed report.
Appeals. A court has a short time to freeze a case and ask for a second look. After that, the result is final.
Nullon earns fees for quarantine storage, forensic checks, software repair, safe wipes, destruction and training. Smaller trades include tool testing, secure packing, tamper tags and moving evidence. Scrap metal and other leftovers are sold only after full clearance, and the bidding is watched to stop anyone buying back parts through a side door. It does not always work. Salvagers pay well for anything that should have burned.
Quarantine First Port. Arrival berths where all signals are cut, cargo moves in locked crates, and crews walk through isolation halls.
Clean-Room Spindle. Stacked labs for copying drives, testing beacons and checking fake part batches. Each level is cut off from the others.
Cold Vault Trench. Cold bunkers for long cases, identity fights and court holds.
The kilns. High-heat destruction bays. They weigh everything, sample what is left, and show it live to witnesses on site.
Witness Halls. Rooms built for watching and signing, with no outside links.
Calibration Yard. Where meters, scanners and testers get checked under union watch.
Dispute Plaza. On-site hearings on whether to release or destroy, so cases do not wait on off-world courts.
Before you arrive. Send your case numbers, cargo list and court or bank orders. You get back a packet with your route.
Docking. Dock, cut all long-range links, and hand your cargo into custody in locked crates.
Intake. Staff record serial numbers, weights and first codes, and start a time-stamped chain of hands.
Tests. Clean-room tests on beacons, software, tamper tags and document codes.
Ruling. Release, a clean copy, or destruction.
Leaving. You get the results, the custody logs and permission to update your records off-world.
Common delays are court orders without a stamp, serial numbers that do not match the cargo list, and edits made without a note.
Life on Nullon is quiet and cut off. There is no outside signal, so there is no news, no bounty channel and no message from home until the courier comes. Shifts are long and planned around witness times. People value clear records, clean tools and good timekeeping. Bars are small and simple. People play cards and board games and listen to old recorded music.
Schools teach the chain of hands, locked-case handling and cut-off safety from a young age. Mistakes lead to suspension and retraining, not fines, because one mistake can hurt trust across the lanes.
Trusteeship Board. Sets the rules and checks that people follow them.
Vault Keepers. Run the Cold Vault Trench and its long cases.
The report office. Issues wipe and destruction reports and defends them in outside courts.
Inspectors' Circle. Independent inspectors who can pause any process they think is risky.
Case clerks. Prepare packets and book witness panels.
Cache Vale couriers. Move clean copies into long-term storage.
Brightline offices. Prepare clean software copies and reset payment keys.
Syndicate shred rings. Criminals who want illegal identity wipes or fake destruction reports. Stings catch them often, and bounties on their fixers are common.
Kedra. Sends identity fights, fraud cases and fake batches. Accepts Nullon reports as binding.
Brightline. Does the heavy computing for clean-copy rebuilds, and waits for Nullon's report before it unfreezes held money.
Cache Vale. Stores the final clean codes and destruction reports for the long term.
Slipwind. Sends broken beacon charts and gets repaired, signed charts back.
Talarq worlds. Send heat-proof parts for the kilns and test stands.
Caraphex worlds. Send clade labor under court watch for work outside the labs.
Nullon cares most about honest process. The risks are inside deals, fake witnesses and hidden storage with its own power source. Everyone passes badge and body scans. Tools are tested every day. Carts are locked, and witnesses are picked at random. Any network device found in a quarantine zone stops all work, and the area gets cleared. Anyone who tries to swap an item or change a time stamp goes on a ban list for life.
Gate Verge. The only place with short-range radio, for handing packets to visiting officers.
Spindle Level 3. The deepest clean room, used for beacon repairs.
Trench 7. The oldest vault wing. It holds long identity cases and old payment keys. Some of those identity cases are Synthborn who have waited years for a hearing.
Kiln Line C. The heavy destruction line for big reactor boards and beacon cores.
North Witness Hall. The standard room for witness panels, quick to set up and take down.
Badge Court. Fast hearings for people who break the Quarantine Code on Nullon.
Case floods. A fraud wave can fill the vaults and slow every ruling.
Fake reports. Criminals forge Nullon reports and sell them. Nullon runs random checks off-world.
Bad beacon copies. A bad clean copy can spread errors along a whole lane, so Slipwind reviews every beacon release.
Labor abuse. Misuse of court-assigned workers brings sanctions and outside inspectors.
Tool drift. A missed tool test can throw out a week of work.