The Gilded Chain
The Gilded Chain, The Nexus of Shadow Commerce
"Everyone comes to the Chain for something... freedom, fortune, or a fresh start. They say there are no laws here. That's a lie. There's one: everyone is a commodity. And sooner or later, everyone pays their price."
-Last recorded words of a wanted Imperial informant
Overview & Environment The Gilded Chain is the unofficial capital of the Syndicate of Mercane, a sprawling, chaotic cluster of interconnected space stations, hollowed-out asteroids, and tethered ship-hulks. It orbits a majestic gas giant in neutral territory, making it the galaxy's premier hub for illicit trade, corporate espionage, and mercenary work. The "gilding" is a thin veneer of wealth over a core of corruption.
Neon & Rain: The station's interior is a labyrinth of perpetual, neon-soaked twilight. A constant, light drizzle from the atmospheric processors keeps the streets perpetually slick, perfectly reflecting the holographic advertisements that flicker in a hundred alien languages.
Controlled Chaos: There is no central government, only the competing interests of the Syndicate's corporations and guilds. Private security is everywhere, but "law" is a commodity, enforced only for those who can afford it.
Key Locations
The Spire of Mammon (Corporate Tier): The gleaming, central core where the Merchant Kings have their opulent offices. Contains the frenetic Grand Exchange and the exclusive Zenith Club.
The Grand Bazaar (Market Tier): A multi-level maze of markets where anything is for sale. Home to the infamous Cyber-Flesh Market, the boisterous Mercenary Guildhall, and the cruel Menagerie.
The Foundry (Industrial & Docking Tier): The gritty, functional outer sections. Contains the lawless Nomad Docks, the illicit Scrap-Forges, and the brutal gladiatorial arena, The Pit of Cinders.
Inhabitants & Common Threats Survival on the Chain is a daily struggle against its many predators.
Syndicate Enforcers: Heavily-armed and cybernetically-enhanced private security who enforce the will of their corporate masters with brutal efficiency.
Gang Warfare: The Nomad Docks and other fringe sections are controlled by violent gangs who constantly war over territory, smuggling routes, and protection rackets.
Escaped Menagerie Beasts: It's not uncommon for a dangerous, genetically-engineered or alien creature to escape the Menagerie and go on a rampage through the lower-level corridors.
Adventure Hooks: Reasons to Visit
The Guild Contract: Warden Kaelix of the Aegis Compact offers a high-paying contract to hunt down a notorious pirate captain who is using the Nomad Docks as a base of operations.
The Champion's Plea: The pit fighter Vexia "The Unbroken" secretly contacts the party. She needs them to find a way to nullify her fraudulent, iron-clad gladiator contract, a task that would put them in direct opposition to the Pit's powerful and cruel owner.
An Artist's Request: The amoral chrome-surgeon Dr. Aris Thorne requires a rare, unique biological sample from a rival's heavily-guarded lab in the Spire of Mammon. He cannot acquire it himself and is willing to pay with credits or top-of-the-line cybernetic upgrades.