Void Pirates – Game Setting Supplement

The Luyten Empire – Full Profile

The Luyten Empire is humanity’s oldest and most stable interstellar polity within the Cradle. It occupies a dominant position in Quadrant I, centered on the two closely paired red dwarf systems of Ross 128 — located 11.0 light-years from the position of Sol and Luyten’s Star, also known as GJ 273, situated 12.4 light-years from Sol. The two stars lie only 1.4 light-years apart from one another, allowing for rapid and reliable transit between their respective habitable zones. In earlier centuries the Empire also controlled Wolf 1061, but that system declared independence in YE 175 and has remained separate ever since.

The current population stands at approximately 12.7 billion, with the vast majority concentrated on worlds possessing surface gravity between 0.9 and 1.0 g. Government is a hereditary imperial monarchy under the Viatelii Dynasty, which has ruled since YE 248 when the earlier federal republic known as the Luyten Concord transitioned to imperial rule. A bicameral parliament provides counsel to the Empress, while Reformed Freemason councils wield considerable behind-the-scenes influence over policy and appointments. Law enforcement and social order are maintained at a moderate level, with most legal interactions requiring Target Numbers of 12 to 18 on Action Rolls.

The Empire’s economy is built on two complementary pillars. Haven Sound, the temperate super-Earth in the Luyten’s Star system, drives biotech and agricultural exports, producing engineered crops, regenerative nanites, neural stabilizers, and genetic therapies that are traded across much of the Cradle. Balor’s Eye, the volcanic super-Earth in the Ross 128 system, anchors heavy industry and mining, extracting rare metals and rhodium from its crust and moons while building Fluxion drives, warships, and cybernetic components in its massive orbital-linked shipyards.

The reigning monarch is Empress Astarte Viatelii, who ascended the throne in YE 485 and continues to govern in the present day. Persistent and widespread rumors claim that she possesses extraordinary mental abilities, possibly latent telepathy, energy manipulation, or even a form of psychic vampirism some say is sustained by ancient Void artifacts that allow her to drain the willpower or very essence of those who stand before her in private audience. Dissenters who enter such meetings are said to emerge hollow, their ambitions and resistance siphoned away, leaving them compliant and broken. Whether these tales stem from genuine psionic power, advanced neural augmentation, or carefully cultivated propaganda, they serve to reinforce both fear and loyalty within the Empire’s borders.

The core worlds of the Empire are Ross 128 b, known as Balor’s Eye, and Luyten b, called Haven Sound.

Balor’s Eye

Balor’s Eye (Ross 128 b) – Volcanic Super-Earth

Surface Gravity: 0.9 g (standard-to-slightly-low; favors Bricks/Hoppers)

Population: 2.1 billion (heavily urbanized in calderas, rift valleys, and orbital-linked habs)

GR Demographic Breakdown:

  • Brick 50% (balanced, industrial workforce)
  • Stomper 30% (engineered for heavy labor/mining)
  • Hopper 15% (low-G moon commuters, lava-tube scouts)
  • Floater 5% (zero-G orbital/shipyard specialists)

Local Economy Modifier: Usually +10% to +20% (industrial demand; roll d6 per visit)

Mined/Produced/Exported:

Mined: Rare metals, rhodium, platinum-group ores, geothermal minerals from lava tubes/rifts.

  • Produced: Ship components, mechs (e.g., Battlefield Light Lancers), cybernetics, weapons, heavy machinery.
  • Exported: Processed ores, shipyard output, cyber implants, geothermal tech. Imports food/biotech from Haven Sound.

Alpha/Beta/Gamma/Mega Status: Mix of Beta (New Utah) and Gamma (mining outposts) cities; no true Alpha.

Economic Drivers: Heavy industry, shipbuilding, mining, forge-cities.

Core Functions: Military-industrial complex, War College training, resource extraction for the Empire.

Balor’s Eye is a volcanic super-Earth with a mass of approximately 1.4 Earth masses and surface gravity of 0.9 g. Its surface is dominated by vast crimson basalt plains formed by ancient shield-volcano lava flows, active volcanic cones, fissure vents, and extensive lava tube networks. Shallow, sulfur-rich seas fill many calderas and rifts, their yellow-orange waters shimmering under the dim red light of Ross 128. Geothermal activity is constant, with geysers, glowing lava rivers, and frequent seismic tremors shaping the landscape. The atmosphere is breathable, composed primarily of nitrogen and oxygen with elevated levels of carbon dioxide, requiring only light atmospheric scrubbers for prolonged exposure to prevent mild respiratory irritation.

Plume’s Gibbet

Plume’s Gibbet (Moon orbiting Ross 128 c, 0.62 g low-gravity)

Surface Gravity: 0.62 g (low-gravity; favors Hoppers/Floaters)

Population: 4.2 million (scattered sealed outposts)

GR Demographic Breakdown:

  • Hopper 50%
  • Floater 40%
  • Brick 8%
  • Stomper 2%

Local Economy Modifier: No Change

Mined/Produced/Exported: Helium-3 harvesting, cryotechnology components.

Economic Drivers: Fuel extraction and cryotech research

Core Functions: Ocean sampling, He³ refining, Buddhist monasteries

Number of Legal Space Ports: 5 small pads

Crime Rate: Low

Size of Organized Crime Syndicates: Very small

Size of Military Presence: Minimal (patrols only)

Governance: Imperial colonial administration with strong Buddhist influence

Local Law Enforcement: Outpost security teams

Other Important Info: Icy crust over subsurface water-ammonia ocean. Cryovolcanoes and fractured ice plains.

Orbiting the gas giant Ross 128 c is the moon Plume’s Gibbet, a low-gravity body of 0.62 g with an icy crust overlying a subsurface water-ammonia ocean. Cryovolcanoes vent plumes into a thin nitrogen atmosphere, and the surface consists of fractured ice plains. Small populations reside in sealed mining and research outposts, many of which incorporate Buddhist monasteries. These colonies focus on cryotechnology development, ocean sampling, and helium-3 harvesting from the parent gas giant.

Haven Sound

Haven Sound (Luyten b) – Temperate Super-Earth

Surface Gravity: 1.0 g (standard; favors Bricks)

Population: 3.0 billion (archipelagos, jungle terraces, coastal cities)

GR Demographic Breakdown:

  • Brick 65% (comfortable in 1.0 g, dominant in trade/admin)
  • Hopper 20% (archipelago transport, low-G islands)
  • Floater 10% (orbital/zero-G biotech labs)
  • Stomper 5% (heavy labor on volcanic islands)

Local Economy Modifier: –10% to No Change (agri-biotech surplus keeps costs lower)

Produced/Exported:

  • Produced: Agri-biotech, engineered crops, regenerative nanites, neural stabilizers, genetic therapies.
  • Exported: Food, pharmaceuticals, biotech products. Imports heavy metals/cyber from Balor’s Eye.

Alpha/Beta/Gamma/Mega Status: True Alpha capital (Nova Roma) + Beta trade hubs.

Economic Drivers: Agri-biotech, trade ports, gene research.

Core Functions: Administration, commerce, biotech innovation.

Haven Sound is a temperate super-Earth with a mass of approximately 2.9 Earth masses and surface gravity of 1.0 g. Its surface features extensive archipelagos scattered across warm, shallow seas that teem with nutrient-rich marine ecosystems and serve as vital transport routes. Equatorial regions are covered in high-oxygen jungles with 25–30% oxygen partial pressure and filled with towering canopy trees, bioluminescent undergrowth, and frequent mist valleys. Highlands and polar zones transition into temperate forests and savannas, while scattered volcanic islands provide geothermal resources and mineral deposits. Coral-like reefs thrive in the coastal shallows. The atmosphere is nitrogen-oxygen dominant with high oxygen content, breathable without filtration in most areas, though the elevated oxygen significantly increases the risk of uncontrolled fires.

Pearl Moon

Pearl Moon (Moon orbiting Luyten c, 0.71 g)

Surface Gravity: 0.71 g (low-gravity; favors Hoppers/Floaters) 

Population: 3.8 million (scattered sealed colonies) 

GR Demographic Breakdown:

  • Hopper 55%
  • Floater 35%
  • Brick 8%
  • Stomper 2% 

Local Economy Modifier: No Change 

Mined/Produced/Exported: Hydrocarbon harvesting, fuel refining, cryogenic storage, chemical feedstocks. 

Economic Drivers: Fuel and chemical production 

Core Functions: He³ refining, ocean drilling, low-temperature biochemistry research 

Number of Legal Space Ports: 5 small pads 

Crime Rate: Low 

Size of Organized Crime Syndicates: Very small 

Size of Military Presence: Light 

Governance: Imperial colonial administration with strong Buddhist influence 

Local Law Enforcement: Outpost security teams 

Other Important Info: Nitrogen-methane atmosphere, extensive hydrocarbon lakes and seas, thick organic haze. Subsurface water-ammonia-salt ocean. Many settlements incorporate Buddhist-influenced low-temperature research.

Orbiting the gas giant Luyten c is Pearl Moon, a 0.71 g body with a nitrogen-methane atmosphere, extensive hydrocarbon lakes and seas, and a thick organic haze. Beneath the surface lies a water-ammonia-salt ocean, and the landscape consists of dark oily plains punctuated by cryovolcanic domes and fractured ice fields. Colonies here focus on fuel refining, hydrocarbon and chemical harvesting, ocean drilling, and cryogenic storage, with many settlements incorporating Buddhist-influenced low-temperature biochemistry research.

Nova Roma

Nova Roma (Imperial Capital)

Type: Alpha City 

Population: 92 million 

GR Breakdown:

  • Brick 68%
  • Hopper 18%
  • Floater 10%
  • Stomper 4% 

Local Economy Modifier: No Change 

Mined/Produced/Exported: Agri-biotech, gene vaults, administrative services; exports refined biotech across the Empire. 

Economic Drivers: Government, parliament, biotech terraces. 

Core Functions: Primary administrative seat, Empress residence, agri-biotech production. 

Number of Legal Space Ports: 18 major (including orbital and lagoon pads) 

Crime Rate: Low (heavily policed capital) 

Size of Organized Crime Syndicates: Medium (Broker guilds and smuggling rings ~10,000 members; blend into legitimate trade) 

Size of Military Presence: Very High (Fleet HQ elements + ~110,000 troops, Silent Service detachments) 

Governance: Direct imperial rule under Empress Astarte Viatelii; bicameral parliament advises. 

Local Law Enforcement: Elite Imperial Legions + palace guard (TN 18–21 for serious crimes) 

Other Important Info: Sprawling marble stilt-city over turquoise lagoons. Grounded Ark Elysium Spire as landmark. High-oxygen jungles nearby increase fire risk.

The imperial capital is Nova Roma, located on Haven Sound. It is a sprawling marble stilt-city of 92 million people built over warm turquoise lagoons, with the grounded Ark Elysium Spire serving as its central landmark. Nova Roma functions as the Empire’s primary administrative seat, housing the bicameral parliament and the Empress’s residence, while its surrounding lagoons and jungle terraces support extensive agri-biotech production.

New Utah

New Utah (Industrial Co-Capital)

Type: Beta City (regional industrial powerhouse linking mining to orbital shipyards)

Population: ~ 62 million

GR Breakdown:

  • Brick 50%
  • Stomper 35%
  • Hopper 10%
  • Floater 5%

Local Economy Modifier: +20% (high demand for industrial goods)

Mined/Produced/Exported: Ship hulls, autocannons, mech frames, cyber parts; exports cruisers and Lancers.

Economic Drivers: Vast orbital-linked shipyards, mining processing, War College.

Core Functions: Shipbuilding, officer training, heavy forge operations.

Number of Legal Space Ports: 12 major (3 orbital, 9 surface caldera pads)

Crime Rate: Moderate (fortified, but black-market cyber and weapon smuggling common)

Size of Organized Crime Syndicates: Medium (3–4 major syndicates, ~15,000 members total; focus on parts theft and illicit augments)

Size of Military Presence: High (Viatelii Imperial War College + permanent Fleet garrison ~80,000 troops, plus mech divisions)

Governance: Imperial military oversight with civilian administrators; Empress-appointed governor.

Local Law Enforcement: Imperial Legions + station security (high TN 15–18 for illicit activity)

Other Important Info: Built into Mount Erebus caldera walls overlooking sulfur seas. Heavily fortified. Frequent seismic tremors. High geothermal power.

New Utah, the industrial co-capital on Balor’s Eye, is built on the valley beneath Mount Erebus, overlooking sulfur seas and crimson plains. It is a heavily fortified center of shipbuilding and mining, home to vast orbital-linked shipyards that produce Empire cruisers and mechs such as Battlefield Light Lancers. The city also hosts the Viatelii Imperial War College, the Empire’s largest military academy, where officers are trained in tactics against Teegarden raiders and Outsider incursions.

Angel Waters

Angel Waters (Thriving Coastal Trade Port)

Type: Beta City (premier commercial gateway)

Population: ~31 million

GR Breakdown:

  • Brick 60%
  • Hopper 25%
  • Floater 10%
  • Stomper 5%

Local Economy Modifier: –10% (trade surplus)

Mined/Produced/Exported: Broker deals, bullion transfers, smuggling contracts; supports biotech export.

Economic Drivers: Trade, haggling, cargo exchange.

Core Functions: Commercial gateway, negotiations.

Number of Legal Space Ports: 9 (archipelago stilt-bridges and lagoon pads)

Crime Rate: Moderate-High (smuggling common despite serenity)

Size of Organized Crime Syndicates: Large (Broker guilds double as syndicates, ~20,000 members)

Size of Military Presence: Medium (Fleet escorts + ~30,000 security)

Governance: Imperial with strong Broker guild influence.

Local Law Enforcement: Guild enforcers + imperial patrols (social TNs easier due to Buddhist/Catholic blend)

Other Important Info: Archipelago connected by stilt-bridges over turquoise seas and jungle lagoons. High fire risk from 25–30% oxygen.

Angel Waters, another key settlement on Haven Sound, is a thriving coastal trade port spanning an archipelago connected by stilt-bridges over turquoise seas and jungle lagoons. It serves as the Empire’s premier commercial gateway, where Broker guilds negotiate bullion transfers, smuggling deals, and cargo contracts.

Well Tower Mine

Well Tower Mine (Forge City)

Type: Gamma City

Population: 17 million

GR Breakdown:

  • Stomper 45%
  • Brick 40%
  • Hopper 10%
  • Floater 5%

Local Economy Modifier: +15%

Mined/Produced/Exported: Lunar ores processed into ship components, weapons, cybernetics.

Economic Drivers: Deep-rift mining, geothermal forges, component manufacturing.

Core Functions: Ore processing, weapons/cyber production.

Number of Legal Space Ports: 4 (mostly heavy-lift cargo pads)

Crime Rate: High (grim conditions breed smuggling and debt slavery rings)

Size of Organized Crime Syndicates: Large (2 dominant syndicates, ~7,000 members; control labor rackets and ore theft)

Size of Military Presence: Medium (~18,000 embedded outposts and Legion detachments)

Governance: Corporate-imperial hybrid under direct Fleet oversight.

Local Law Enforcement: Embedded military police (brutal; TN 18+ for outsiders)

Other Important Info: Dug into deep rift valley with glowing lava moats. Hab-towers powered by geothermal. Harsh, seismic environment. High Stomper population for heavy labor.

Well Tower Mine, on Balor’s Eye, is a grim, fortified mining and forge city dug into a deep rift valley surrounded by glowing lava moats and volcanic walls. Its hab-towers and embedded military outposts process lunar ores into ship components, weapons, and cybernetics, drawing power from geothermal forges.

Ark Elysium Spire

Ark Elysium Spire (Imperial Residence & Biotech Enclave)

Type: Alpha Enclave

Population: 480,000 total

  • Inside the original grounded Exodus ark hull: 85,000 (high-security core)
  • Surrounding fortified island complex & attached habitats: 395,000

GR Demographic Breakdown:

  • Floater 40% (zero-G/orbital researchers)
  • Brick 40% (administrative and biotech staff)
  • Hopper 15%
  • Stomper 5%

Local Economy Modifier: No Change (restricted, high-value research zone)

Mined/Produced/Exported: Gene vaults, high-end biotech, neural stabilizers, regenerative nanites.

Economic Drivers: Elite biotech research and imperial gene banking.

Core Functions: Empress’s private residence, secure gene vaults, high-security laboratories, hydroponic gardens.

Number of Legal Space Ports: 3 (highly restricted)

Crime Rate: Very Low (extreme security)

Size of Organized Crime Syndicates: Minimal (internal court intrigue only)

Size of Military Presence: Extreme (~35,000 Shadow Legion + palace guard)

Governance: Direct personal control by Empress Astarte Viatelii

Local Law Enforcement: Elite personal guard (extremely high TNs – typically 21+)

Other Important Info: Built around a grounded Exodus ark on a fortified jungle island. The ark itself serves as the ultra-secure central core and landmark.

Ark Elysium Spire on Haven Sound functions as both the imperial residence and a premier biotech research enclave. Built around a grounded Exodus ark on a fortified jungle island, it features high-security labs, hydroponic gardens, and gene vaults, with the Empress’s private quarters located in the mysterious upper levels.

Ark Zion Verti-Park

Ark Zion (Massive Verti-Park Metropolis)

Type: Beta City 

Population: 34 million 

GR Breakdown:

  • Brick 58%
  • Stomper 22%
  • Hopper 15%
  • Floater 5% 
Ark Zion Verti-Park

Local Economy Modifier: No Change to +10% 

Mined/Produced/Exported: Minor mining; mainly residential/corporate support for nearby forges. 

Economic Drivers: Habitation, corporate residences, light industry. 

Core Functions: Housing, logistics support for mining/shipbuilding. 

Number of Legal Space Ports: 6 (Verti-Park includes lift-capable sections) 

Crime Rate: Low-Moderate (corporate controlled) 

Size of Organized Crime Syndicates: Small (1–2 syndicates, ~3,000 members; white-collar smuggling) 

Size of Military Presence: Low (support garrison ~12,000) 

Governance: Corporate boards with imperial oversight; LDS temple provides social cohesion. 

Local Law Enforcement: Corporate security + imperial patrols 

Other Important Info: Settled on crimson plains near geothermal vents. Houses LDS temple and corporate residences. Capable of limited lift-off in crisis. Mix of grounded ark hulls and new construction.

Ark Zion on Balor’s Eye is a massive Verti-Park metropolis settled on the crimson plains near geothermal vents. The city is built from dozens of parked spaceships of various types and eras, including grounded Exodus arks, old haulers, salvaged frigates, and countless smaller vessels that have been welded, bolted, and fused together over centuries to form a sprawling, makeshift urban landscape. Some ships remain fully operational and capable of lifting off in an emergency, while others have become permanent fixtures, their hulls gutted and converted into hab-blocks, markets, warehouses, or corporate offices. Many are in questionable states of repair, patched with scrap metal and jury-rigged power lines, creating a chaotic but functional skyline of mismatched hulls and scaffolding. The city houses a prominent LDS temple built inside a converted ark ship and serves as a major residential and corporate hub for workers supporting Balor’s Eye’s industrial operations.

Smith’s Peak

Smith’s Peak (Secondary mining/forge clusters)

Type: Gamma Cities (collective)

Population: 18 million (across 12 major stations)

GR Demographic Breakdown:

  • Stomper 55%
  • Brick 35%
  • Hopper 8%
  • Floater 2%

Local Economy Modifier: +15%

Mined/Produced/Exported: Raw ore extraction and initial smelting.

Economic Drivers: Primary mining operations

Core Functions: Ore extraction feeding New Utah shipyards

Number of Legal Space Ports: 2–3 per station

Crime Rate: High

Size of Organized Crime Syndicates: Large (~25,000 members total)

Size of Military Presence: Medium (~40,000 across all stations)

Governance: Direct imperial corporate control

Local Law Enforcement: Legion enforcers

Smith’s Peak is a jagged chain of volcanic calderas and rift valleys dominated by automated and semi-automated mining complexes. Massive ore haulers crawl across glowing basalt fields while Stomper work crews endure constant heat and tremors. The stations are grim, functional, and heavily guarded, serving as the raw-material backbone for the Empire’s shipyards.

Lava Tube Outposts

Lava Tube Outposts (Scattered smaller settlements)

Type: Gamma / Outpost

Population: 9 million (across hundreds of lava tube habs)

GR Demographic Breakdown:

  • Hopper 40%
  • Brick 35%
  • Stomper 20%
  • Floater 5%

Local Economy Modifier: +10%

Mined/Produced/Exported: Secondary mining and geothermal power.

Economic Drivers: Support mining and small fabrication

Core Functions: Cheap hab space and auxiliary mining

Number of Legal Space Ports: 1 per major cluster

Crime Rate: Moderate-High

Size of Organized Crime Syndicates: Medium (~8,000 members)

Size of Military Presence: Light

Governance: Local imperial administrators

The Lava Tube Outposts utilize the planet’s vast natural lava tube networks as ready-made, radiation-shielded habitats. Entire communities live in cooled, pressurized sections of ancient lava rivers, connected by tunnels. Many tubes house small Buddhist monasteries that serve as community centers and quiet refuges from the constant geothermal rumble above.

Orbital Shipyards

Orbital Shipyards & Habitats (High orbit)

Type: Orbital Beta

Population: 28 million

GR Demographic Breakdown:

  • Floater 60%
  • Brick 25%
  • Hopper 10%
  • Stomper 5%

Local Economy Modifier: +20%

Mined/Produced/Exported: Final ship assembly and repairs.

Economic Drivers: Starship construction

Core Functions: Building Empire cruisers and mechs

Number of Legal Space Ports: Multiple docking bays

Crime Rate: Moderate

Size of Organized Crime Syndicates: Medium (parts smuggling)

Size of Military Presence: High (Fleet security)

Governance: Direct Fleet command

These sprawling zero-G shipyards and attached habitats orbit high above Balor’s Eye, where Floaters and specialized crews assemble cruisers and mechs in microgravity. Massive skeletal frames drift in silence while welding arcs flash against the planet’s crimson backdrop. The habitats provide living quarters, recreation domes, and repair facilities for the thousands of workers who rarely set foot on the surface.

Smaller settlements number approximately 1,200 across the planets, moons, and orbitals of the Empire. These include modular outposts, mining camps, research stations, and rural agri-domes. They house roughly 3.2 billion people, or about 25% of the total population, with average populations ranging from 1 to 5 million per site. These outposts focus on resource extraction, frontier stability, cryotechnology development, and agricultural production, relying heavily on regular Navy patrols for protection against piracy and environmental hazards.

Luyten Empire Atmosphere Chart

Balor’s Eye (Ross 128 b) – Volcanic Super-Earth

  • New Utah: Breathable (N₂/O₂ with elevated CO₂) – light scrubber recommended for long exposure (TN 12 HLTH if unmasked after 4+ hours)
  • Well Tower Mine: Breathable but high CO₂ and sulfur traces – Breather Mask or scrubber required for shifts longer than 2 hours (TN 15 HLTH failure = 1d6 damage + –2 AR)
  • Ark Zion: Breathable (standard mix) – no protection needed in most areas
  • Smith’s Peak: Breathable with volcanic gases – Breather Mask strongly advised (TN 15 HLTH every hour if unprotected)
  • Lava Tube Outposts: Breathable inside tubes; thin and sulfurous outside – sealed suits or masks required on surface (TN 12 HLTH)
  • Orbital Shipyards & Habitats: Sealed artificial atmosphere – no planetary hazard
  • Plume’s Gibbet (Moon): Thin nitrogen atmosphere – Breather Mask or sealed suit mandatory (TN 12 HLTH every hour)

Haven Sound (Luyten b) – Temperate Super-Earth

  • Nova Roma: Breathable (high oxygen 25–30%) – fire risk significantly increased; no mask needed but flammable materials burn hotter
  • Angel Waters: Breathable (high oxygen) – same elevated fire hazard; coastal areas have mild humidity
  • Ark Elysium Spire: Breathable (high oxygen in jungle zones) – fire suppression systems mandatory in labs
  • Pearl Moon (Moon): Nitrogen-methane atmosphere with thick organic haze – sealed suit or Breather Mask required at all times (TN 15 HLTH failure = 2d6 corrosive damage + AV reduction)

Quick Reference – Atmosphere Hazard Rules (reminder)

  • Breathable: No roll required.
  • Thin or Toxic: HLTH AR TN 12 every hour (failure = 1d6 damage + –2 AR until next hour).
  • Corrosive: HLTH AR TN 15 every 30 minutes (failure = 2d6 damage + AV –2 until repaired).
  • High Oxygen (Haven Sound): No direct damage, but all fire/explosion effects are +1 die of damage and spread faster.

Probability Of Landing

The table covers three common situations:

With valid permit (pre-filed flight plan + proper transponder code)

Emergency landing request (no permit, declaring distress)

Will pay on arrival (no permit, offering to pay fee immediately or mortgage ship/cargo as collateral)

LocationWith PermitEmergency LandingWill Pay In Port
New UtahTN 12   TN 15  TN 18
Well Tower MineTN 15   TN 12  TN 16
Ark ZionTN 13   TN 14  TN 17
Smith’s PeakTN 16   TN 13  TN 15
Lava Tube OutpostsTN 14   TN 11  TN 14
Orbital ShipyardsTN 18   TN 16  TN 20
Nova RomaTN 15   TN 18  TN 21
Angel WatersTN 12   TN 14  TN 16
Ark Elysium SpireTN 21   TN 19  TN 24
Plume’s GibbetTN 10   TN 8   TN 11

Location

New Utah – High security due to shipyards & War College. Mortgage usually accepted if ship is worth ≥ 15,000 oz gold.

Well Tower Mine – They care more about cargo value than paperwork. Quick approval if you have valuable ore or metals.

Ark Zion – More lenient on “will pay” if you have corporate ties or LDS affiliation.

Smith’s Peak – Very pragmatic. They often wave fees for ships carrying raw metals.

Lava Tube Outposts – Easiest on the planet. Many outposts are desperate for trade.

Orbital Shipyards & Habitats – Strictest. Fleet-controlled. Mortgage almost always required for “will pay” cases.

Nova Roma – Extremely bureaucratic. Emergency still gets you down, but heavy scrutiny afterward.

Angel Waters – Most lenient major port. Broker guilds can smooth things quickly if you offer a cut.

Ark Elysium Spire – Highest security on the planet. Almost never approved without high-level clearance.

Plume’s Gibbet – Very relaxed. They mostly want helium-3 or cryotech parts.

Quick Rules & Modifiers (apply to the chosen skill roll)

Base Skill: Persuasion (Average) or Broker (Average) is best. Streetwise can be used at +2 TN penalty.

AdMods: +2 if you have a good Reputation (+3 or higher) with Luyten Empire

+1–3 if offering a large “processing fee” or valuable cargo (GM discretion)

–2 if your ship looks heavily damaged or pirate-modified

–4 if you are wanted or have negative Reputation with the Empire

Emergency Landing: Always gets you priority clearance, but you will face heavy inspection and possible fines afterward (often waived if the emergency is genuine).

Will Pay on Arrival: Port Authority usually demands collateral (ship mortgage or cargo hold lien) if you lack immediate cash. Failure to pay later can lead to ship impoundment.

Heavy Cruiser

The Imperial Fleet

The military of the Luyten Empire, known as the Imperial Fleet, maintains a defensive posture focused on protecting core systems, securing trade lanes, and suppressing piracy. The fleet consists of approximately 800 warships, including cruisers as flagships armed with heavy autocannons, missile pods, and electromagnetic force fields, supported by frigates for scouting, corvettes for escort duties, and assault landers for planetary insertions. Total crew numbers between 500,000 and 750,000 personnel, trained at facilities such as the Viatelii Imperial War College on New Utah.

Ground forces comprise 2 to 3 million imperial legions, including cyber-augmented infantry equipped with subdermal plating, spinal reflex rigs, and regenerative nanites, as well as mech divisions fielding units such as Battlefield Light Lancers and Siege Walkers for urban and low-gravity combat. Auxiliaries include 1 million militia, station security personnel, and licensed privateers operating under imperial charters on the fringes. Special operations are handled by the Silent Services, an elite force of approximately 50,000 psionic-screened operatives equipped with neural laces and mind shields. They conduct covert raids, artifact retrievals, and assassinations targeting Teegarden spies, Inanna cultists, and Outsider activity, often using prototype Flux 8 drives and Living Neuro-Core ghost-rigs for deep-strike missions.

The Luyten Empire exerts dominant influence throughout Quadrant I, projecting soft power through cultural exports such as Neo-Classical art, Void Dharma texts, Old Catholic and LDS religious missions, and humanitarian aid in the form of food shipments and medical nanites to independent systems and refugee populations. Formal trade, mutual defense, and anti-piracy pacts extend its reach to 10–15 nearby systems, enforced by Navy escorts and helium-3 fuel supplies. Relations with the Wolf 1061 Freeholds remain neutral and pragmatic, with ongoing commerce in rare metals and salvaged ark technology despite the system’s independence since YE 175.

The Empire’s primary rival is the Teegarden Directorate, with frequent border skirmishes, espionage, and proxy conflicts over fringe mining claims and trade routes. Travel within the Empire is rated stable in the core but carrying heightened risks from internal schisms involving corporate secessionists and outlawed cults, as well as rising Outsider activity along the edges.

Random Patrol Table

Roll 1d20 when entering orbit, approaching a city/port, or during any travel within the system. The table is divided by location for easy reference.Luyten Navy Patrol Encounter Table (Balor’s Eye & Haven Sound)

New Utah (roll 1d20)

d20Encounter
1-8Routine patrol frigate – standard ID check (Deception/Broker TN 12)
9-12Heavy patrol with 2 corvettes – cargo scan required (Streetwise TN 15 or bribe 500 oz)
13-15War College training squadron – they may ask for a mock boarding drill
16-17Shadow Legion stealth corvette – silent scan, very hard to detect (Recon TN 18)
18Fleet boarding party dispatched – full inspection (Intimidate TN 18 to talk down)
19“Random” security exercise – treated as hostile until proven otherwise
20Imperial cruiser on exercise – immediate demand to heave-to or be fired upon

Well Tower Mine (roll 1d20)

d20Encounter
1-10Light patrol – quick visual pass
11-14Ore-hauler escort squadron – they are bored and looking for trouble
15-16Anti-smuggling cutter – focused on cargo holds
17Legion dropship doing ground support training
18Shadow Legion inspection team
19Full Fleet blockade drill in progress
20Rogue patrol demanding “protection money” (corrupt captain)

Ark Zion (roll 1d20)

d20Encounter
1-9Casual patrol – very relaxed
10-13Corporate security + Navy liaison
14-15LDS temple protection detail (polite but firm)
16Verti-Park lift-off readiness drill
17Shadow Legion monitoring for cults
18Surprise anti-piracy sweep
19-20Emergency evacuation rehearsal – all ships must comply

Smith’s Peak (roll 1d20)

d20Encounter
1-11Standard ore convoy escort
12-15Anti-piracy patrol (trigger-happy)
16Fleet supply tender refueling nearby
17Legion ground support wing
18Shadow Legion covert insertion
19Corrupt patrol demanding toll
20Full lockdown – no one lands without clearance

Lava Tube Outposts (roll 1d20)

d20Encounter
1-12Minimal patrol or automated drone
13-15Local security skiff
16Navy supply run
17Shadow Legion monitoring Buddhist sites
18Surprise customs sweep
19Rogue patrol shaking down outposts
20Full Fleet search for deserters

Orbital Shipyards & Habitats (roll 1d20)

d20Encounter
1-7Routine security fly-by
8-12Heavy Fleet presence (cruiser + escorts)
13-15Shipyard security wing
16Shadow Legion counter-intelligence team
17Surprise security drill
18Fleet boarding for random inspection
19Imperial cruiser overseeing construction
20Lockdown – no unauthorized movement

Nova Roma (roll 1d20)

d20Encounter
1-8Standard capital patrol
9-13Palace guard squadron
14-16Shadow Legion escort
17Full capital defense drill
18Empress personal security wing
19Immediate demand to heave-to
20Royal escort cruiser – extreme scrutiny

Angel Waters (roll 1d20)

d20Encounter
1-10Light trade patrol
11-14Customs cutter
15-16Broker guild + Navy liaison
17Anti-smuggling task force
18Shadow Legion watching guilds
19Surprise tariff enforcement
20Fleet anti-piracy sweep

Ark Elysium Spire (roll 1d20)

d20Encounter
1-5Automated drone sweep
6-10Elite palace guard patrol
11-14Shadow Legion stealth ship
15-17Full lockdown drill
18Personal escort for imperial VIP
19Immediate hostile challenge
20Empress-level security cordon – do not approach

Plume’s Gibbet (roll 1d20)

d20Encounter
1-13Minimal or no patrol
14-16Light security skiff
17He³ convoy escort
18Buddhist monastery protection detail
19Surprise Fleet inspection
20Shadow Legion monitoring cryotech labs

Luyten Empire History

The historical chronicle of the Luyten Empire begins with the Discovery and Settlement period from YE 12 to 50, when automated probes and manned surveys identified viable worlds in the Ross 128 and Luyten’s Star systems. The first colonies were established on Haven Sound in YE 27 and Balor’s Eye in YE 29. The Void Schism era from YE 50 to 100 saw corporate rivalries erupt into proxy wars that devastated moons and killed millions. The Luyten Concord was formed in YE 100–112 through the New Dawn Accords, ending the wars, dissolving corporate fiefdoms, and establishing a federal republic.

The Republican era from YE 112 to 200 brought expansion and population growth, though it ended with Wolf 1061’s independence in YE 175 following the Three-Year War. The Imperial Transition occurred from YE 200 to 300, when Parliament elevated religious icon Nephi Viatelii to Eternal President in YE 248, establishing hereditary rule justified as necessary stability against the threat of growing evil from the Void. Nephi blended classical Roman Catholic faith with LDS doctrine to bring the religions closer together.

The Golden Imperial age from YE 300 to 450 saw a biotech boom, naval expansion to 600 warships, and population growth to 10 billion. The modern era from YE 450 to 500 has been defined by Teegarden border tensions and the reign of Empress Astarte Viatelii, who confronts raids, piracy, and internal plots while relying on Reformed Freemason support, and defending the faith by enforcing purges on growing Inanna pagan cults.  

The Empire enforces strict anti-slavery stance, codified in the New Dawn Accords and enforced by Navy patrols and privateer bounties, which bolsters its moral authority among independent systems and attracts defectors.

Inanna and Venus cults, esoteric star-gazing societies rooted in pre-Exodus traditions, remain outlawed empire-wide, with Silent Service operations and purges targeting hidden cells in black-market underdecks and remote moon outposts.

Outsider incursions, particularly by Greys and Mantids, are reportedly increasing along the fringes in recent decades, with probe sightings and abduction logs rising near gas-giant mining operations and deep-space relay stations.

The most persistent and chilling rumor centers on Empress Astarte Viatelii herself, that she possesses a form of psychic vampirism, draining the essence or willpower of those who displease her in private audiences, leaving them as compliant, hollow shells. Whether this stems from genuine psionic ability, advanced neural augmentation, or deliberate propaganda, the fear it inspires reinforces both obedience and the Empire’s aura of untouchable power.