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  1. THE FRACTURED REACH
  2. Lore

THE CORPORATE CONSTELLATIONS

THE CORPORATE CONSTELLATIONS

“Profit is dead. Control remains.”

The Corporate Constellations are not a single corporation but a fractured alliance of pre-Fracture megacorps, industrial houses, research conglomerates, and private security firms that refused to abandon the Reach when the hyperlanes collapsed. Unable to leave, unwilling to lose their holdings, these corporate remnants fused into a constellation of semi-independent power blocs—held together by necessity, paranoia, and shared infrastructure.

The result is a hybrid entity: part corporation, part government, part cartel… and entirely dangerous.

The Constellations control Iron Pass, its moons Hardspar and Cindermere, and a network of supply routes stretching across the outer Reach. They present themselves as stabilizers of civilization. In reality, they are stabilizers of their own dominance.


I. ORIGINS — THE SURVIVORS’ MERGER

When the Fracture severed long-range communications and crippled interstellar logistics, most megacorps fled the Reach, abandoning mines, refineries, research stations, and countless employees. But several couldn’t evacuate in time—or chose not to.

Leaders of these stranded corps met in the iron boardrooms of Iron Pass and realized three things:

  1. They had no rescue coming.

  2. They could not compete with one another alone.

  3. Together, they could rule what remained.

Their merger documents were signed not in ink but in desperation, backed by private armies, locked warehouses, and the cold logic of survival.

The “Corporate Constellations” name came later, a branding attempt to present themselves as unified, celestial, and forward-looking.

Most citizens of the Reach call them “the Corps,” “the Constellations,” or simply “them.”


II. STRUCTURE — THE THREE DIVISIONS

With only two moons remaining in active use, the Constellations now operate under three primary divisions:


1. Iron Dominion Division

Headquarters: Coreline City, Iron Pass
Focus: Extraction, resource control, worker management

This is the brutal industrial heart of the Constellations. They control the mining pits, the ore elevators, and the deep-shaft operations that make Iron Pass invaluable. Their focus is productivity at all costs.

They command:

  • Worker barracks and contracts

  • Mining crawler fleets

  • Orbital freight relays

  • Security forces for ground operations

The Dominion believes resources are the true power of the Reach.


2. Hardspar Industrial Directorate

Headquarters: Furnace Spires, Hardspar
Focus: Refining, logistics, corporate defense

Hardspar is a moon-sized refinery, and its Directorate oversees every smelter, transport hub, and docking spine. The Directorate maintains the corporation’s private military fleets and handles all large-scale manufacturing.

They control:

  • Refinery citadels

  • Freight terminals

  • Orbital defense platforms

  • Corporate customs checkpoints

They believe discipline and order guarantee survival.


3. Cindermere Sciences Bureau

Headquarters: Emberline Research Arcology
Focus: Energy production, experimental tech, classified R&D

The Bureau handles high-risk, high-reward experimentation using Cindermere’s geothermal power. Most citizens only hear rumors of these projects.

Known specialties include:

  • High-efficiency reactor designs

  • Energy field manipulation

  • Rift anomaly studies

  • Weapon prototypes

  • Biological adaptability projects

They believe innovation justifies any method.


III. LEADERSHIP — THE CONSTELLATION COUNCIL

The Constellations are governed by a tri-directorate, a council composed of:

  • The Iron Dominion Executor

  • The Hardspar Director-General

  • The Cindermere Chief of Research

Each division has equal voting power but wildly different agendas, resulting in:

  • back-room deals

  • internal sabotage

  • aggressive lobbying

  • covert security operations

  • strategic withholding of resources

The Council publicly presents unity.
Privately, they are three wolves sharing one carcass.


IV. ETHOS & MOTIVATION — “CONTROL IS SURVIVAL”

The Corporate Constellations no longer chase profit. Profit requires markets. Markets require stability. The Reach has neither.

Instead, they pursue:

  • Resource dominance

  • Technological superiority

  • Territorial security

  • Self-preservation

  • Leverage over rival factions

Their guiding philosophy is simple:

“If you cannot control the world, control the parts that matter.”

They see Credence and its Provisional Government as a useful, if stubborn, trading partner. They see Wayfarer Crown as a strategic keystone. They see Freecrews as annoyances—essential, unpredictable, and impossible to fully own.


V. CORPORATE CULTURE — “LOYALTY ABOVE ALL”

Within Constellation territory, life is a mix of corporate efficiency and authoritarian oversight.

Workers live in contract towns

“Employment contracts” determine everything from housing to healthcare. Breaking contract is a punishable offense—sometimes legally, sometimes not.

Security is omnipresent

Private forces enforce corporate law. Marshals have no authority on Iron Pass or its moons.

Propaganda is constant

Corporate slogans, morale screens, and performance charts cover walls like religious scripture.

Meritocracy is a myth

Promotions follow family ties, bribery, blackmail, or usefulness—not performance.

Defectors vanish

People who try to leave often get “reassigned.” No one knows where.


VI. RELATIONSHIPS WITH OTHER FACTIONS

Credence Provisional Government

An uneasy partnership.
The Constellations need Credence’s markets and water exports.
The CPG needs refined ore and energy shipments.

Relations are diplomatically warm but strategically cold.

Wayfarer Crown

Mutual dependence under a veneer of courtesy.
The Constellations respect Crown’s neutrality but constantly attempt to push its regulations.

Marshal Authority

Professional hostility.
Marshals see the Constellations as corrupt authoritarian remnants; the Constellations see Marshals as lawmen trespassing on corporate soil.

Freecrews

Necessary contractors, high-risk assets.
The Corps mistrust them but use them constantly.

Syndicates

Business competitors, black-market partners, and occasional enemies.
Deals are struck, secrets traded, backstabs inevitable.


VII. WEAKNESSES OF THE CONSTELLATIONS

For all their power, the Constellations face three structural weaknesses:

1. Fragmentation

The three divisions often sabotage or undermine each other.

2. Workforce Volatility

Rebellions, strikes, and defection attempts are common—especially in Hardspar’s refineries.

3. Overreliance on Iron Pass

If Iron Pass’s production falters, the entire faction collapses.

Their empire is vast but brittle.


VIII. PUBLIC PERCEPTION ACROSS THE REACH

Feared

For their reach, wealth, and willingness to do anything.

Respected

For their stability, technology, and reliability in commerce.

Despised

For their exploitation, secrecy, and ruthless suppression of dissent.

Needed

Because without them, half the Reach’s infrastructure dies.

The Corporate Constellations are villains, benefactors, employers, devils, and saviors—depending on who you ask.


IX. STORY ROLE IN THE FRACTURED REACH

The Constellations exist to create plots, tension, and opportunities:

  • Resource wars

  • Worker rebellions

  • Corporate espionage

  • Heists and extractions

  • Secret research gone wrong

  • Hostile negotiations

  • Covert alliances with PCs

  • Power struggles inside the Council

They can be antagonists, uneasy allies, employers, or the final boss of an entire campaign arc.

Iron Pass and its moons make perfect staging grounds for:

  • infiltration missions

  • sabotage runs

  • rescue operations

  • political brinksmanship

  • industrial survival horror

  • high-tech corruption arcs


X. THEMATIC SUMMARY

The Corporate Constellations embody the idea that human greed, discipline, and ambition survive even when profit does not.

They are the dystopian counterpart to Credence’s rough democracy.

They are the cold steel engine opposite the Freecrews’ wandering spirit.

They are the necessary antagonist—the faction that proves the Reach is built not on hope alone, but on machinery, control, and the willingness to sacrifice anything to stay in power.