• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Drift💫A Space Odyssey
  2. Lore

Pitchmire

At a glance

  • World type. An oil and fuel world between the Mid and the Rim.

  • What it does. Pumps crude oil and refines heavy fuel for the Caraphex constellation and beyond.

  • The Caraphex chain. Ravel sends crews, Shardplain makes tools, Pitchmire pumps fuel, and Mandible Reach breaks ships.

  • Reputation. Big output and big danger. Strict safety rules on paper, less so in the field. Syndicate checkpoints squeeze every convoy on the Pitchmire Vector.

  • Sells. Crude and half-refined oil, bunker fuel, solvents, plastic feedstock and gas stabilizers.

  • Buys. Drill rigs, gaskets and fire-proof parts from the Talarq, route and beacon updates from the Keth, computers from the Synthborn, and food and medical kits from Human worlds.

Role in the Drift

Pitchmire fuels transport, industry and ship-breaking across several sectors. Its bunker fuel and solvents are standard for Rim freighters and tug fleets. Caraphex clades do most of the pumping. Human and Talarq companies run the refineries. Mandible Reach burns Pitchmire fuel in its cutting torches and uses its solvents to clean old hulls. Many routes meet here, so the Pitchmire Vector, the main route off the planet, has become a toll road. Syndicates and fake escort firms stop convoys there and demand money.

History

  • USD 0027.0. The Caraphex constellation forms. Pitchmire is named the fuel world that feeds Mandible Reach and Shardplain.

  • USD 0036.8. The first long pipeline to the northern tank seas opens. Early spills bring Authority fines.

  • USD 0045.2. The Authority and insurers call the Pitchmire Vector a syndicate zone. Checkpoint tolls and forced protection fees jump.

  • USD 0062.4. Fair pay rules for mixed crews take hold. Refineries start holding repair money in trust so work does not stop.

  • USD 0085.2. Nearby beacons fail. More ships jump wrong and convoys run late. Tank farms build emergency reserves.

  • USD 0088.4. Debt courts start turning wages into labor. Several clades get stuck in years-long work contracts over equipment loans.

  • USD 0106.2. Syndicate shakedowns of Caraphex crews grow. Free Companies find steady work as escorts and site guards.

The planet

Pitchmire has wide tar swamps, shallow oil lakes and ground full of gas. Near the lakes the air is wet and eats metal. Ground fog blinds cameras and sensors. Fuel fumes force masks during some shifts. Lightning storms are common in the warm season, which means flare bans and slow loading.

Hazards.

  • Gas pockets near the drill clusters

  • Static sparks around pipeline junctions

  • Acid rain over the refinery belts

  • Sinkholes in old strip fields

  • Fires near broken tanks that can burn for months

Government and law

Pitchmire is a leased world under the Caraphex Constellation Compact. Companies lease the oil fields. The Central Authority keeps a small Prefecture Office with links to the Kedra courts. On-world law mixes Authority rules with company rules. Inspectors rotate through the refineries and drill sites to check safety labels, crew lists and pay. Breaking the rules brings fines, then output caps, then shutdowns. In the worst cases the Prefecture takes over the site.

The Prefecture desks.

  • Customs desk. Sets export codes and hazard fees.

  • Labor desk. Checks contracts, housing and medical care.

  • Safety desk. Checks Talarq safety labels, flare logs and spill reports.

  • Appeals link. Sends fast-track cases to Kedra.

Economy

Pumping. Caraphex clades run drill stacks, strip fields and gas wells. Tools and valves come from Shardplain. Field offices track output against the lease quotas. Each well cluster has its own sensor station and its own fund for repairs and hazard pay.

Moving and storing. Pipelines and pipe roads feed the North Tank Sea, the Skarn Basin Tanks and the Hearthline Caverns, which are salt caves used for storage. Barge trains carry half-refined product to the deep-berth ports. Every transfer is weighed at both ends.

Refining. Three locked-down refineries make bunker fuel, flight fuel, plastic feedstock and solvent packs. A side plant handles sulfur and acid neutralizers. Waste heat powers water recycling and the worker districts.

Price drivers. Beacon trouble on the Vector, flare bans during storm weeks and insurance hikes after a run of spills.

Ports and districts

  • Berth K-Prime. The main export port. Heavy security, locked warehouses, sample labs and overflow crew dorms.

  • Refinery Belt South. Three refineries, flare towers, rail loops and acid-wash lines. Full protective gear only.

  • North Tank Sea. Floating-roof tanks with foam systems, drone patrols and barge lanes.

  • Hearthline Caverns. Underground storage, cold and stable. Insurers like it.

  • Manifold Road. Pipeline control yards, valve houses and mobile test labs. Drills happen often.

  • Worker Hives. Packed housing, clinics, canteens and loan offices, sorted by clade and shift.

  • Prefecture Yard. The Authority office, a small courthouse, holding cells and a cold room for evidence.

  • Facilitator Row. Firms that stand in line and fill out forms for you, plus translators and fixers. Some of them work for the syndicates.

Factions and players

  • Concession Holders' Council. The leaseholders. They split repair budgets, set safety targets and buy insurance.

  • The Clade Council. The Caraphex labor union. Its local halls run training, housing and money sent home, and push for hazard pay.

  • Inspection Branch. Rotating Authority staff who run surprise checks and report to Kedra.

  • Free Companies. Hired escorts and site guards. They run convoy screens through the Vector.

  • Syndicate brokers. Run checkpoint tolls and off-the-books fuel swaps on the Vector. They want control of the barge schedules.

  • Synthborn pay houses. Hold repair and hazard money, approve repair jobs and keep lists of known cheats.

  • Talarq suppliers. Sell fire-proof parts, flares and safety labels, and back the warranties.

Security

On the ground. Security fights theft and sabotage. Gates need two forms of ID and a live camera check. Tank farms use drone patrols and ground sensors. Worker districts have ID gates tied to shift lists. Spill teams train every week.

On the Pitchmire Vector. Convoys leaving K-Prime travel in escorted groups. Syndicate checkpoints stop them for fake inspections until someone pays. Free Companies push back with live camera feeds and copies of their papers sent ahead to Slipwind and Kedra. The escort plan is simple. Record it, warn them, broadcast it, and call an Authority escort if anyone tries to seize cargo. The Vector bounty board always has a few checkpoint bosses on it.

Society and life

Pitchmire runs on refinery clocks and convoy schedules. Worker hives have clinics, food halls, classrooms and gear lockers. Long-term workers live with their families in walled blocks with air filters and sound walls. Rec centers offer simple sports, message booths and vid rooms. Open flame, solvents at home and off-the-books fuel are all banned in the hives. Smokes are banned too, and everyone smokes anyway, out on the pier ends.

Languages. Trade Common, Caraphex clade codes and refinery slang. Many supervisors speak Talarq tech terms, and the pay houses use Synthborn machine phrases.

Money. Wages go into accounts that pay housing and medical first. Bonus pay unlocks after safe-hour milestones and passed inspections.

Tech and safety gear

  • Weighed transfers. Every transfer is logged with its weight and the time.

  • Safety labels. Talarq-grade labels on hot and corrosive lines, rechecked every quarter.

  • Gas detection. Fixed and worn detectors with loud alarms, and valves that shut on their own.

  • Fire response. Foam cannons, inert gas dumps and trench flood systems. Drills are logged.

  • Sample custody. Sample vials and meter logs travel under guard, with copies sent to Brightline.

What visiting crews can expect

  1. Before arrival. Send your cargo list, hazard notes, insurance and refinery assignment.

  2. Docking. Get your berth number and a safety talk. Gear check before any red zone.

  3. Loading. Metered transfer with two witnesses. Each step is weighed and logged.

  4. Samples. A lab pulls three samples. One goes to the buyer, one to the pay house and one to the Prefecture.

  5. Paying up. Customs codes and hazard fees are applied, and the pay house releases the money.

  6. Leaving. Join an escorted group. Carry your papers and fresh beacon updates.

Common holds. Weights that do not match, expired safety labels, unpaid hazard fees or missing samples.

Notable sites

  • K-Prime Queue Hall. Live boards for berths, convoy times and weather holds.

  • Skarn Basin Control. The main pipeline board, with leak detection and remote valve control.

  • South Belt Hearing Room. Fast hearings for delivery fights. Accepts video records sent by courier.

  • North Foam Depot. Emergency foam storage with drone launch pads.

  • Clade Commons C-12. A worker help office with free legal aid for debt and contract problems.

  • Refinery Three Acid Line. The newest acid-proof loop, with the lowest losses. A test for wider upgrades.

  • Hearthline Archive. Cavern maps and storage records, used in insurance claims.