The Krynn Loop

The Krynn Loop Arcade

Foundation and Corporate Ambition

The Krynn Loop Arcade began as a dream of convenience in USD 0074.3. It was built by the Red Harbor Development Bureau in cooperation with several Core retail franchises and a Mega-Corporation called Virelax Systems. The goal was simple: to create the galaxy’s first orbital shopping mall designed for long-haul crews moving between Core, Mid, and Rim space. It orbited a quiet gas giant called Ryn-9, chosen for its stable gravity and open orbital path. The Loop was meant to combine a rest stop, shipyard, and entertainment ring into one place where money never stopped moving.

The plan looked strong on paper. The station was financed with Central Authority guarantees and insured cargo lanes. In its first decade, it thrived. Dozens of small businesses opened — restaurants, holo-lounges, mechanic bays, and data arcades. Cargo haulers docked every hour, and mid-tier traders used the Loop as a meeting point to exchange goods without paying Core-level tariffs. The Bureau’s publicity called it “the city that never shuts down.”

Then the tariffs changed. Central Authority raised fees for off-world retail, and Core corporations stopped renewing licenses. Within three cycles, every official franchise left the station. The Bureau cut funding. By USD 0086, the Krynn Loop Arcade was bankrupt. The lights dimmed, the food ran out, and the last registered crew drifted away, leaving the station cold and silent above Ryn-9.


Collapse and Abandonment

Once the last investors left, scavengers arrived. The Loop’s reactor still functioned, so pirates and junkers stripped the outer decks for metal, cables, and ship components. Fights broke out between rival salvage crews. The Authority issued three warnings about illegal recovery, but by the time inspectors arrived, most of the damage was done. The main concourse lost pressure, and the reactor hall flooded with coolant gas. The remaining power was rerouted to emergency lighting and life support in the central hub.

For twenty years, Krynn Loop floated half-dead. Ships passed it by, reading its beacon code but never stopping. Inside, gravity flickered and entire corridors froze solid. The few who explored it reported strange sounds — not ghosts, but machinery running on empty. Caraphex salvagers discovered abandoned vending machines still full of pre-war rations. Data Guild auditors marked the station as a “low priority hazard,” and Syndicates used its drifting bulk as a navigation marker for smuggling routes.

By USD 0103, the Loop was officially unclaimed. The last registry entry was erased from Red Harbor’s archives when the port went through a debt restructuring. For all practical purposes, the Krynn Loop Arcade did not exist.


The Return of the Drifters

In USD 0105, a small Free Company called Ravel’s Line arrived at the Loop while escaping a failed contract in the Pitchmire Vector. Their ship was damaged and running out of fuel. They docked at the Loop expecting death. Instead, they found power still flowing in half the systems. The company patched the reactor, reconnected air pumps, and decided to stay. Within a year, other crews heard about it — a station with working air and no tariffs.

Synthborn Assemblies from Koderra joined the effort, repairing life support and reprogramming security systems. Caraphex welders reinforced the hull with salvaged plates from Mandible Reach. A Vellari engineer named Sileth Marra restored the water circulation lines and sealed the old concourse with new pressure valves. The Loop came alive again, not as a corporate port but as a worker-built refuge.

There was no single leader. Crews signed agreements through the local Synthborn escrow node. Repairs were paid through a pooled ledger, with each group owning a section of the ring. Within a decade, the Krynn Loop Arcade became the unofficial midpoint between Mid and Rim space. It had no tariffs, no permits, and no corporate ownership — only the rule that everyone paid their air fee and respected the common areas.


Present-Day Operations

Today, the Krynn Loop Arcade operates as a grey port in the Between. It is officially unregistered but widely accepted as neutral ground. Every day, small haulers, Free Companies, and traders dock for supplies. The station’s Market Loop sells everything from Core electronics to Rim-grade scrap food. The Docking Spokes handle refueling and low-grade repairs, and the Reactor Spine powers the main ring at 60% capacity.

Authority inspectors rarely visit. When they do, the crew shuts down half the lights, files temporary seals, and claims to be a charity repair station. Syndicates charge “escort fees” for shipments moving near the Loop, but inside the ring, violence is banned. Violators are locked in airless cells until the next outbound ship takes them away. Faith Networks keep an infirmary open, and Synthborn Assemblies manage a neutral escrow node that verifies contracts and water seals.

The Loop’s power balance is delicate. No faction owns it, yet everyone depends on it. The Central Authority knows about its existence but pretends not to. For most travelers, Krynn Loop is the last real chance for food, fuel, and safety before the Rim.


Culture and Community

Life aboard the Loop is practical and mixed. Human cooks sell cheap noodles beside Vellari soup tanks. Caraphex vendors trade tools made from old hulls. Synthborn run diagnostics, patch firmware, and share charge ports for a few credits. Talarq merchants offer furnace parts and heat rods. Keth navigators sell updated charts in exchange for meals. No one asks about past crimes or unpaid debts. The only rule is simple: pay for what you use and leave no trouble behind.

The station has no central law, but three groups keep order. The Free Company Ravel’s Line still handles security and repairs. The Synthborn Assembly Node “Krynn-03” manages records and escrow transactions. And the Mutual Aid crew Domehand Circle provides medical help, burial service, and basic arbitration. Disputes are solved with logs, not weapons. Fights do happen, but cleanup is fast, and offenders are blacklisted from the docking queues.

At night, the ring lights dim to conserve power. Crews gather in the Observation Dome to eat, drink, and look down at Ryn-9’s storms. Music from portable players fills the air — old recordings, half-corrupted but still clear enough to dance to. There are no ranks or uniforms here, just drifters trying to stay alive one job at a time.


Future Uncertain

The Krynn Loop Arcade survives, but its future is uncertain. Syndicates from the Salt Crown Corridor want to control it. Mega-Corporations from Armistice view it as lost property. The Central Authority could claim it at any time, but doing so would require patrols they cannot spare. For now, the Loop stands independent. Crews patch it together piece by piece, trading air, parts, and promises to keep it running.

Rumors spread about hidden vaults from its corporate days — sealed storage containing lost records or pre-war tech. Salvagers search the sealed sectors, but most come back empty. Others never return. The Loop’s hull creaks, and every few cycles a section must be shut down for safety. Yet for all its cracks and noise, the station endures.

To the crews who live and trade there, the Krynn Loop Arcade is more than a ruin. It is proof that people can survive between governments and corporations, even in the cold. As long as its lights stay on, it remains a home for drifters — the last free station before the void.