The Mod Journal (
spaceshipit) wrote in
driftfleet_ooc2016-08-15 10:32 pm
Entry tags:
The Tri-Faction Star System
The Hosts have returned, the passengers are left with mysterious hacking devices to experiment with, and the Fleet is finally approaching the next inhabited patch of space. Perhaps this next location will have exhibit some of the same feelings of peace and unity that the passengers may have been missing since leaving the last star system...
...Or, maybe they will find themselves in the middle of a sprawling territory divided by conflicting ideologies. At least the ratings will be good! Drama makes the worlds go ‘round, Drift Fleet!
CALENDAR:
→ The fleet will be in this star system from about 8/15 - 9/12.
→ There won't be any mod-posted mingles or events for this Star System, so feel free to start your own!

MANY MOONS.
After drifting through a whole lot of nothing after the Hand-Holding World, it would seem that the Marsiva’s recent tastes for the more remote reaches of space have not changed. No major intergalactic byways seem to pass through this region, and the way-stations seem more like old, forgotten afterthoughts than anything else.
And this is why running into a sudden, massive tangle of traffic and broadcast chatter emanating from a nearby star system comes as a shock. This area is at least as busy and populated as the most well-traveled paths through the stars, but all of the activity seems to be contained to the confines of this system alone. Welcome, passengers, to the Star System that the computers identify simply as “GX-973-8”.
The Marsiva’s course takes her right into the territory until she is travelling along what can only be described as a highway--with lots of ships, some even bigger than her, joining and leaving the flow of traffic as they try to reach their destinations.
And boy, what a number of destinations there are to choose from! Unlike most of the Marsiva’s previous destinations, where only the choicest portion of a star system has been terraformed (or naturally-grown) into a habitable treasure, this system is littered with inhabited planets, populated moons, and several sizable space-stations. The Marsiva is taking her time looping through the center of this system, so pilots are welcome to send their ships in any direction they’d like, and passengers are free to park their short-range shuttles on numerous docking ports. However, due to a large number of gravitational fields in this area, passengers must abide by heavily-enforced traffic laws. If they go too fast, cut in line, or are travelling in a lane they don’t belong in, they may find themselves ticketed by robo-police.
THE THREE FACTIONS.
Upon landing and investigating a couple of these settlements, passengers will quickly notice a definite pattern in the people who reside and work here. Beginning sometime long ago, the population in this isolated but populous system divided into three separate factions, polarized along the lines of differing ideologies. The stories of how such an arrangement began differ depending on who you ask, but the three groups remain united within their own ranks, and are represented all over the entire system. Their territories--whether on the scale of entire settlements or single distinct establishments in the middle of a more varied city--are clearly recognizable by the colors of their wares, designs of their architecture, and even the clothing that their members don in their daily lives.
While they aren’t outright warring with one another, there is still quite a bit of underlying hostility, competition, and suspicion between the three factions. Each of them tend to want to support their own, and will hike up prices for goods and services to anyone who isn’t on their team. So, if passengers want to get good work, decent supplies, or afford anything in this star system, they’ll have to align themselves with at least one of these factions--or at least appear as though they are aligned.
Passengers can do this by flying a faction’s colors from their ships or shuttles, decorating the interiors to look like they belong, dressing up in the appropriate clothes and colors, and showing attitudes that match their beliefs. Passengers who do more to appeal to a faction are more likely to get better discounts or access to nicer items (like weapons, expensive equipment, better liquor, etc). This can be done as genuinely or as disingenuously as the passengers like--and clever characters can even change between several different looks to try and take advantage of multiple factions! Just remember, if a dissenter is caught, it’s unlikely that the offended faction will let them into their turf again without consequence (and especially grievous offenses may earn some time in space jail).
And while there are many perks associated with appealing to the various factions, visitors are neither obligated nor expected to align themselves with anything. Factionless passengers might find prices higher, certain perks out of reach, and exclusive locations barred to them, but no one will treat them poorly or bar them from anything essential. The factionless are allowed in many faction-owned establishments (at a higher price), and there are plenty of "no-man's-land" equivalents that are simply of a lesser quality than those maintained by factions.
Passengers who have been around long enough to remember a certain triad of bickering moons, or have read related notes and records on the network, might find this sort of arrangement familiar. In fact, while the factions themselves are quite different from the populations of those moons, there do seem to be a few strangely-direct correlations between that system and this one. More on that later...

Moxie - "Strength Through Honor"
Faction Values: Strength, bravery, power, and progress through personal improvement. Members of the Moxie Faction feel the truest measurement of a person is through their strength and dedication towards improving themselves. As such, people under this faction have developed a rather warrior-like culture in their attitudes and customs. They would enjoy a good spar over an intellectual debate any day, and differences are often settled through non-lethal combat or athletic competition. However, they are not to be mistaken for mere brutes, as most Moxie Faction members have a strong code of honor, even among members that engage in illicit activities. They value fair-play and good sportsmanship above all else, as underhanded moves do not showcase a person’s true strength. As such, a person who is caught deceiving Team Moxie is likely to serve a longer sentence in space-jail, if not outright challenged to trial by combat to restore honor.
Perks: Passengers accepted by this faction are welcomed with open arms and are celebrated with more obvious shows of camaraderie than are displayed in the other factions, but the competition within the ranks is just as bold. Moxie's members are allowed to participate in sporting matches and shuttle races, and are welcomed into comfortable lounging and recreation clubs where visitors are treated like royalty. Many of the system's most popular celebrities are from Moxie faction, so private shows and discount tickets are available. The restaurants and bars are hearty, lavish, and exciting... but overindulgence is quite frowned upon. Poisoning one's body goes against the ideologies of Moxie, so alcohol consumption is moderated, and foods tend to be filling but healthy instead of sinful.
Colors: This faction’s primary color is orange. Secondary colors are often found in the warm spectrum: reds, yellows, gold, and white.
Aesthetics: Moxie members enjoy the use of lights, and faceted or reflective surfaces in their decoration. They like to use strong and solid materials in their constructions, and prefer gold-colored and strong metals/alloys. Showy banners, eye-catching or form-flattering clothing, and bright colors in the warm spectrum are common.
Moxie Jobs Available to Visitors:
Legal: Escort/guard, competitive fighter/athlete, grunt work/labor, bouncer, announcer, model, lawful bounty-hunter
Illegal: Bodyguard/thug, pirate, demolition/arson, large-scale and/or low-stealth theft, illegal fighting rings, unsanctioned militia
Moxie Goods and Supplies:
Weapons of the non-subtle variety (laser weapons, traditional firearms, melee)
Fitness equipment
Body armor
Vanity items of all kinds
Foods: Health food, hearty and high-quality perishables (fruits, vegetables, domestic meats)
Alcohol: Beers and Ale
How to Appeal to Faction: In addition to appealing to the faction's aesthetics and ideologies, Moxie can be impressed by showcasing personal ability and/or accomplishments.
Things to Note: Those familiar with the earlier triad of moons will notice small details in the lore and culture of Moxie that bears startling resemblance to Adsum - The Standing Moon.

Spirit - "Power Through Progress"
Faction Values: Intelligence, judgement, temperance, progress through intellectual and technological advancements. Spirit Faction members feel the greatest power one can have is their mind, and it is highly desirable for members to be always learning and expanding their mental abilities. As such, the Spirit faction’s culture is home to that of scholars and scientists alike, with an emphasis on those who seek to put their intellect to greater use. Magic users and those who study the arcane arts often find their homes in this faction as well. Arguments are settled best through logic and a strong factual argument. However if words alone are not sufficient, members of Spirit Faction find it most logical to solve problems through subtle means. While they are less likely to challenge you to combat like Moxie Faction, being caught crossing a less moral member of Spirit may earn your account being hacked or an assassin sent after you.
Perks: Passengers accepted by this faction will find little difference in the attitudes of the other members, as this faction carries a rather cold stigma, but their acceptance is merely subtle. Spirit's members are allowed access to their vast libraries, museums, and databanks, as well as private parks and meditation spaces. Spirit's communal workshops are the most technologically advanced, and their restaurants and shops boast the rarest findings. Spirit enjoys only the most intriguing and refined of wares, the most intellectually-conducive of spaces, and they don't mind sharing among their own... as long as the proper abstinence from brutishness and vulgarity is maintained.
Colors: This faction’s primary color is violet. Secondary colors often found are various cool colors: blue, silver, and some shades of grey.
Aesthetics: Simple surfaces but elaborate designs are preferred by Spirit members, in polished and valuable materials. They appreciate clean (even understated), but intentional design, in pale or deep colors within the cool spectrum, along with silver-colored and rare metals/alloys. Beauty is appreciated, of course, but showiness without substance can lean too far into Moxie territory for their tastes.
Spirit Jobs Available to Visitors:
Legal: White hat hacker, accountant/bookkeeper, data entry, engineer, substitute/guest teacher, librarian, private investigator, medical/laboratory/alchemical assistant
Illegal: Spy/extortionist, hacker, high-tech theft, assassination, sabotage, con artist, various methods of support to unsanctioned militia
Spirit Goods and Supplies:
Subtle weaponry (concealable melee and firearms, stun and EMP weapons)
Medical equipment
Books, charts, fine art supplies
Magical components and ingredients
Food: Rare food, spices, sugary and indulgent foods
Alcohol: Fine wine and spirits
How to Appeal to Faction: In addition to appealing to the faction's aesthetics and ideologies, solving puzzles/challenges set up in various places on the planets/moons is a surefire way to Spirit's heart.
Things to Note: Those familiar with the earlier triad of moons will notice small details in the lore and culture of Spirit that bear startling resemblance to Accendo - The Rising Moon.

Savvy - "Success Through Survival"
Faction Values: Intuition, survival, resourcefulness, progress through holistic awareness. The Savvy Faction are survivors, said to have first formed on moons in the system with very harsh climates. While Moxie and Spirit’s beliefs preach betterment through specific means, members of Savvy consider themselves more adaptable--as they both acknowledge that there are many paths to a goal, and the fact that reaching the goal itself is much more important than the method of getting there. They value ingenuity required to think outside the box, as well as raw, natural talent, but the willpower and instinct needed to use them effectively is what they view as most important. As such, Savvy Faction is home to many individualists and survivors, both of the enlightened and the self-serving sorts. The faces of Savvy are diverse (everything from inventors and artists, to hunters and sages), and seem the most relaxed and loosely-tied of factions, but they know their own. While law is rarely enforced (and rarely needed) among their own ranks, if an outsider is caught wronging a member of Savvy, they ought to be careful where they park their ships and shuttles- they may come back to it full of sabotage and brutal traps.
Perks: The power of Savvy is rarely demonstrated in the open, and so, is often underestimated. They don't advertise themselves as much as the others, and their establishments aren't as polished and comfortable, but Savvy finds their perks invaluable. There is an understated bond between the members of Savvy that bring them together in times of need that they consider their greatest asset of all. But aside from those uncompromising allies, the more tangible perks that Savvy members enjoy are, access to hotsprings, parks, hunting ranges, and other natural features, as well as modest-but-functional workshops and galleries. Restaurants and bars belonging to Savvy are generally homey (or downright seedy) but boast some of the best food and drink to be found anywhere.
Colors: Green is recognized as their primary faction color. Secondary colors are often muted and occurring in nature: browns, grays, bronze, and black.
Aesthetics: The appearance of something is not of utmost importance to most Savvy members, but it's not to say that it doesn't have its place. Natural materials (wood, bone, stone) and raw or minimally-polished surfaces are preferred by Savvy, with an abundance of fabrics and papers being worked into decoration. Cleverly-repurposed objects and materials are frequently seen, as well as decoration with obviously useful or creative intent, and there is often more emphasis placed on texture than color. Dark and useful metals/alloys are more often seen than silver or gold.
Savvy Jobs Available to Visitors:
Legal: Goods and/or passenger transportation, tour or wilderness guide, hunter, crafter, permitted mercenary, emergency responder
Illegal: Mercenary, smuggler/fence, small-scale and/or high-stealth theft, hit man, sabotage, guerrilla support to unsanctioned militia
Savvy Goods and Supplies:
“Survival” weapons and equipment (hunting weapons, traps, small explosives)
Engineering equipment
First-aid kits, natural medicines, seeds and plants (ask for specifics)
Hunting/working/pest-control animals, and animal supplies (ask for specifics)
Food: High-quality staple foods, dried and canned goods, fish and game
Alcohol: Mead, cider, moonshine
How to Appeal to Faction: Actually wanting to join Savvy is the first step to impressing the faction, followed by being given a few immediate tasks with which to demonstrate resourcefulness and dedication in completing.
Things to Note: Those familiar with the earlier triad of moons will notice small details in the lore and culture of Savvy that bear startling resemblance to Abeo - The Falling Moon.
OTHER WORLDS.
Star System "GX-973-8" contains many planets, moons, and space stations to choose from. Though each location has their own unique things to offer, the whole system still has an overall feel of... well, being poorly terraformed, for one. Also, competition between the three factions will absolutely be relevant no matter where you visit. Still, if there's anything you're looking for, you will probably find it somewhere, it just may take some searching.
Here are a few prominent locales, for example:
Lavandula (Moon)
The main draw of this moon is a yoga/meditation/rehabilitation center overlooking a beautiful terraformed mountain valley. It is known as the destination for people who need time to relax or recover after a traumatic injury or event. The rest of the moon seems rather bleak, however; terraforming has given this place an atmosphere but it hasn’t done much for gravity or resources outside of the valley.
The Spirit faction has strong ties to the moon, but they won’t turn away people of other affiliations. Visitors can take advantage of the services offered for a small fee, or they can try their hand at leading a class of their own.
Sometimes there is the sound of a flute playing from a distance. Trying to find the source via technology or magic will lead to an abandoned tower several stories tall outside of town. There’s nothing and no one inside of it, but holes in the floors will stubbornly send people to the beginning, and doors are known to slam or lock for no reason.
Solrius (Planet)
Very conveniently situated at a "crossroads" point between many bodies in this system, Solrius is often used as a pit-stop, midway point, or trading post for travelers. If you're looking for some (perhaps interesting) shopping, trading, or dealing, this is the place to be.
The terrain on this small planet is very rocky and mountainous, with cities situated in valleys or on the shores whenever possible. Due to the narrow feel of living among so many mountains, most settlements make use of elevated roads and walkways in order to get around, and multi-tiered buildings are common in areas of higher population. This makes up for the inherent lack of space and allows for more comfortable living. Another interesting observation is that these raised roads double as solar panels - as do most rooftops of most buildings anywhere. Solar energy is the most prevalent source of power for Solrius, and Solrius's citizens take advantage of creative engineering whenever possible. It may not be a tourism hot spot, but the planned cities and clever infrastructure are certainly worth seeing.
The Savvy Faction has the strongest presence of the three factions here, though all three do have operations on this planet.
Cirrusa City (Moon)
This bustling city has taken over the entire moon it resides on. The technology level is about on par with the rest of the solar system, but the architecture and use of electricity is more reminiscent of mid-20th century metro. The buildings are tall and cramped, and the streets are permeated with huge lit signs advertising the newest interspace celebrity, stage or music attraction.
While the Savvy colors can be seen flying in some places, it’s Moxie people who star the most frequently; the stories and songs here are often about the crazy lives they lead. In addition to entertainment, there’s no lack of food for the adventurous eater: from incredibly appetizing gourmet, to traditional tallbird fare, to fried… something with tentacles.
Employment can be found as a ticket scalper/reseller, food worker, or anything that helps ease the running of Cirrusa’s many shows. For those with talent and charisma, passengers may be able to make a quick hundred credits starring in a commercial or as an extra.
Non-Specific Planets & Moons
In addition to the notable locations mentioned, there are a number of other terraformed planets and moons that reside in the systems that are considered more “backwaters”. These places tend to have low-to-moderate populations, and the poor terraforming job has left them with one type of biome that covers the entire planet or moon. Faction allegiances vary across these planets, if they aren’t outright neutral. If you’ve managed to anger a faction, it might be best to hide out at one of these places for awhile.
Players are free to come up with their own planet or moon that fit under the three following biomes for their own purposes. It can be affiliated with one of the factions, contested between the factions, or have managed to remain neutral - but no matter what they should be familiar with what’s going on with the rest of the system.
Types of biomes available:
-----
The mods won't be posting any mingles or special events during the course of this Star System, so players are welcome to make their own posts and start playing in the setting whenever and however they'd like.
If you have any questions or want clarification on anything we've mentioned in this post, feel free to leave us a comment in the QUESTIONS thread below! In addition, if you have a character who might want to dig a little deeper into the lore and history of this system, and how the three factions may or may not have anything to do with the past three moons, you are more than welcome to ask us about that in the QUESTIONS thread as well!
Enjoy the new system, Fleet!
...Or, maybe they will find themselves in the middle of a sprawling territory divided by conflicting ideologies. At least the ratings will be good! Drama makes the worlds go ‘round, Drift Fleet!
CALENDAR:
→ The fleet will be in this star system from about 8/15 - 9/12.
→ There won't be any mod-posted mingles or events for this Star System, so feel free to start your own!

MANY MOONS.
After drifting through a whole lot of nothing after the Hand-Holding World, it would seem that the Marsiva’s recent tastes for the more remote reaches of space have not changed. No major intergalactic byways seem to pass through this region, and the way-stations seem more like old, forgotten afterthoughts than anything else.
And this is why running into a sudden, massive tangle of traffic and broadcast chatter emanating from a nearby star system comes as a shock. This area is at least as busy and populated as the most well-traveled paths through the stars, but all of the activity seems to be contained to the confines of this system alone. Welcome, passengers, to the Star System that the computers identify simply as “GX-973-8”.
The Marsiva’s course takes her right into the territory until she is travelling along what can only be described as a highway--with lots of ships, some even bigger than her, joining and leaving the flow of traffic as they try to reach their destinations.
And boy, what a number of destinations there are to choose from! Unlike most of the Marsiva’s previous destinations, where only the choicest portion of a star system has been terraformed (or naturally-grown) into a habitable treasure, this system is littered with inhabited planets, populated moons, and several sizable space-stations. The Marsiva is taking her time looping through the center of this system, so pilots are welcome to send their ships in any direction they’d like, and passengers are free to park their short-range shuttles on numerous docking ports. However, due to a large number of gravitational fields in this area, passengers must abide by heavily-enforced traffic laws. If they go too fast, cut in line, or are travelling in a lane they don’t belong in, they may find themselves ticketed by robo-police.
THE THREE FACTIONS.
Upon landing and investigating a couple of these settlements, passengers will quickly notice a definite pattern in the people who reside and work here. Beginning sometime long ago, the population in this isolated but populous system divided into three separate factions, polarized along the lines of differing ideologies. The stories of how such an arrangement began differ depending on who you ask, but the three groups remain united within their own ranks, and are represented all over the entire system. Their territories--whether on the scale of entire settlements or single distinct establishments in the middle of a more varied city--are clearly recognizable by the colors of their wares, designs of their architecture, and even the clothing that their members don in their daily lives.
While they aren’t outright warring with one another, there is still quite a bit of underlying hostility, competition, and suspicion between the three factions. Each of them tend to want to support their own, and will hike up prices for goods and services to anyone who isn’t on their team. So, if passengers want to get good work, decent supplies, or afford anything in this star system, they’ll have to align themselves with at least one of these factions--or at least appear as though they are aligned.
Passengers can do this by flying a faction’s colors from their ships or shuttles, decorating the interiors to look like they belong, dressing up in the appropriate clothes and colors, and showing attitudes that match their beliefs. Passengers who do more to appeal to a faction are more likely to get better discounts or access to nicer items (like weapons, expensive equipment, better liquor, etc). This can be done as genuinely or as disingenuously as the passengers like--and clever characters can even change between several different looks to try and take advantage of multiple factions! Just remember, if a dissenter is caught, it’s unlikely that the offended faction will let them into their turf again without consequence (and especially grievous offenses may earn some time in space jail).
And while there are many perks associated with appealing to the various factions, visitors are neither obligated nor expected to align themselves with anything. Factionless passengers might find prices higher, certain perks out of reach, and exclusive locations barred to them, but no one will treat them poorly or bar them from anything essential. The factionless are allowed in many faction-owned establishments (at a higher price), and there are plenty of "no-man's-land" equivalents that are simply of a lesser quality than those maintained by factions.
Passengers who have been around long enough to remember a certain triad of bickering moons, or have read related notes and records on the network, might find this sort of arrangement familiar. In fact, while the factions themselves are quite different from the populations of those moons, there do seem to be a few strangely-direct correlations between that system and this one. More on that later...

Moxie - "Strength Through Honor"
Faction Values: Strength, bravery, power, and progress through personal improvement. Members of the Moxie Faction feel the truest measurement of a person is through their strength and dedication towards improving themselves. As such, people under this faction have developed a rather warrior-like culture in their attitudes and customs. They would enjoy a good spar over an intellectual debate any day, and differences are often settled through non-lethal combat or athletic competition. However, they are not to be mistaken for mere brutes, as most Moxie Faction members have a strong code of honor, even among members that engage in illicit activities. They value fair-play and good sportsmanship above all else, as underhanded moves do not showcase a person’s true strength. As such, a person who is caught deceiving Team Moxie is likely to serve a longer sentence in space-jail, if not outright challenged to trial by combat to restore honor.
Perks: Passengers accepted by this faction are welcomed with open arms and are celebrated with more obvious shows of camaraderie than are displayed in the other factions, but the competition within the ranks is just as bold. Moxie's members are allowed to participate in sporting matches and shuttle races, and are welcomed into comfortable lounging and recreation clubs where visitors are treated like royalty. Many of the system's most popular celebrities are from Moxie faction, so private shows and discount tickets are available. The restaurants and bars are hearty, lavish, and exciting... but overindulgence is quite frowned upon. Poisoning one's body goes against the ideologies of Moxie, so alcohol consumption is moderated, and foods tend to be filling but healthy instead of sinful.
Colors: This faction’s primary color is orange. Secondary colors are often found in the warm spectrum: reds, yellows, gold, and white.
Aesthetics: Moxie members enjoy the use of lights, and faceted or reflective surfaces in their decoration. They like to use strong and solid materials in their constructions, and prefer gold-colored and strong metals/alloys. Showy banners, eye-catching or form-flattering clothing, and bright colors in the warm spectrum are common.
Moxie Jobs Available to Visitors:
Moxie Goods and Supplies:
How to Appeal to Faction: In addition to appealing to the faction's aesthetics and ideologies, Moxie can be impressed by showcasing personal ability and/or accomplishments.
Things to Note: Those familiar with the earlier triad of moons will notice small details in the lore and culture of Moxie that bears startling resemblance to Adsum - The Standing Moon.

Spirit - "Power Through Progress"
Faction Values: Intelligence, judgement, temperance, progress through intellectual and technological advancements. Spirit Faction members feel the greatest power one can have is their mind, and it is highly desirable for members to be always learning and expanding their mental abilities. As such, the Spirit faction’s culture is home to that of scholars and scientists alike, with an emphasis on those who seek to put their intellect to greater use. Magic users and those who study the arcane arts often find their homes in this faction as well. Arguments are settled best through logic and a strong factual argument. However if words alone are not sufficient, members of Spirit Faction find it most logical to solve problems through subtle means. While they are less likely to challenge you to combat like Moxie Faction, being caught crossing a less moral member of Spirit may earn your account being hacked or an assassin sent after you.
Perks: Passengers accepted by this faction will find little difference in the attitudes of the other members, as this faction carries a rather cold stigma, but their acceptance is merely subtle. Spirit's members are allowed access to their vast libraries, museums, and databanks, as well as private parks and meditation spaces. Spirit's communal workshops are the most technologically advanced, and their restaurants and shops boast the rarest findings. Spirit enjoys only the most intriguing and refined of wares, the most intellectually-conducive of spaces, and they don't mind sharing among their own... as long as the proper abstinence from brutishness and vulgarity is maintained.
Colors: This faction’s primary color is violet. Secondary colors often found are various cool colors: blue, silver, and some shades of grey.
Aesthetics: Simple surfaces but elaborate designs are preferred by Spirit members, in polished and valuable materials. They appreciate clean (even understated), but intentional design, in pale or deep colors within the cool spectrum, along with silver-colored and rare metals/alloys. Beauty is appreciated, of course, but showiness without substance can lean too far into Moxie territory for their tastes.
Spirit Jobs Available to Visitors:
Spirit Goods and Supplies:
How to Appeal to Faction: In addition to appealing to the faction's aesthetics and ideologies, solving puzzles/challenges set up in various places on the planets/moons is a surefire way to Spirit's heart.
Things to Note: Those familiar with the earlier triad of moons will notice small details in the lore and culture of Spirit that bear startling resemblance to Accendo - The Rising Moon.

Savvy - "Success Through Survival"
Faction Values: Intuition, survival, resourcefulness, progress through holistic awareness. The Savvy Faction are survivors, said to have first formed on moons in the system with very harsh climates. While Moxie and Spirit’s beliefs preach betterment through specific means, members of Savvy consider themselves more adaptable--as they both acknowledge that there are many paths to a goal, and the fact that reaching the goal itself is much more important than the method of getting there. They value ingenuity required to think outside the box, as well as raw, natural talent, but the willpower and instinct needed to use them effectively is what they view as most important. As such, Savvy Faction is home to many individualists and survivors, both of the enlightened and the self-serving sorts. The faces of Savvy are diverse (everything from inventors and artists, to hunters and sages), and seem the most relaxed and loosely-tied of factions, but they know their own. While law is rarely enforced (and rarely needed) among their own ranks, if an outsider is caught wronging a member of Savvy, they ought to be careful where they park their ships and shuttles- they may come back to it full of sabotage and brutal traps.
Perks: The power of Savvy is rarely demonstrated in the open, and so, is often underestimated. They don't advertise themselves as much as the others, and their establishments aren't as polished and comfortable, but Savvy finds their perks invaluable. There is an understated bond between the members of Savvy that bring them together in times of need that they consider their greatest asset of all. But aside from those uncompromising allies, the more tangible perks that Savvy members enjoy are, access to hotsprings, parks, hunting ranges, and other natural features, as well as modest-but-functional workshops and galleries. Restaurants and bars belonging to Savvy are generally homey (or downright seedy) but boast some of the best food and drink to be found anywhere.
Colors: Green is recognized as their primary faction color. Secondary colors are often muted and occurring in nature: browns, grays, bronze, and black.
Aesthetics: The appearance of something is not of utmost importance to most Savvy members, but it's not to say that it doesn't have its place. Natural materials (wood, bone, stone) and raw or minimally-polished surfaces are preferred by Savvy, with an abundance of fabrics and papers being worked into decoration. Cleverly-repurposed objects and materials are frequently seen, as well as decoration with obviously useful or creative intent, and there is often more emphasis placed on texture than color. Dark and useful metals/alloys are more often seen than silver or gold.
Savvy Jobs Available to Visitors:
Savvy Goods and Supplies:
How to Appeal to Faction: Actually wanting to join Savvy is the first step to impressing the faction, followed by being given a few immediate tasks with which to demonstrate resourcefulness and dedication in completing.
Things to Note: Those familiar with the earlier triad of moons will notice small details in the lore and culture of Savvy that bear startling resemblance to Abeo - The Falling Moon.
OTHER WORLDS.
Star System "GX-973-8" contains many planets, moons, and space stations to choose from. Though each location has their own unique things to offer, the whole system still has an overall feel of... well, being poorly terraformed, for one. Also, competition between the three factions will absolutely be relevant no matter where you visit. Still, if there's anything you're looking for, you will probably find it somewhere, it just may take some searching.
Here are a few prominent locales, for example:
Lavandula (Moon)
The main draw of this moon is a yoga/meditation/rehabilitation center overlooking a beautiful terraformed mountain valley. It is known as the destination for people who need time to relax or recover after a traumatic injury or event. The rest of the moon seems rather bleak, however; terraforming has given this place an atmosphere but it hasn’t done much for gravity or resources outside of the valley.
The Spirit faction has strong ties to the moon, but they won’t turn away people of other affiliations. Visitors can take advantage of the services offered for a small fee, or they can try their hand at leading a class of their own.
Sometimes there is the sound of a flute playing from a distance. Trying to find the source via technology or magic will lead to an abandoned tower several stories tall outside of town. There’s nothing and no one inside of it, but holes in the floors will stubbornly send people to the beginning, and doors are known to slam or lock for no reason.
Solrius (Planet)
Very conveniently situated at a "crossroads" point between many bodies in this system, Solrius is often used as a pit-stop, midway point, or trading post for travelers. If you're looking for some (perhaps interesting) shopping, trading, or dealing, this is the place to be.
The terrain on this small planet is very rocky and mountainous, with cities situated in valleys or on the shores whenever possible. Due to the narrow feel of living among so many mountains, most settlements make use of elevated roads and walkways in order to get around, and multi-tiered buildings are common in areas of higher population. This makes up for the inherent lack of space and allows for more comfortable living. Another interesting observation is that these raised roads double as solar panels - as do most rooftops of most buildings anywhere. Solar energy is the most prevalent source of power for Solrius, and Solrius's citizens take advantage of creative engineering whenever possible. It may not be a tourism hot spot, but the planned cities and clever infrastructure are certainly worth seeing.
The Savvy Faction has the strongest presence of the three factions here, though all three do have operations on this planet.
Cirrusa City (Moon)
This bustling city has taken over the entire moon it resides on. The technology level is about on par with the rest of the solar system, but the architecture and use of electricity is more reminiscent of mid-20th century metro. The buildings are tall and cramped, and the streets are permeated with huge lit signs advertising the newest interspace celebrity, stage or music attraction.
While the Savvy colors can be seen flying in some places, it’s Moxie people who star the most frequently; the stories and songs here are often about the crazy lives they lead. In addition to entertainment, there’s no lack of food for the adventurous eater: from incredibly appetizing gourmet, to traditional tallbird fare, to fried… something with tentacles.
Employment can be found as a ticket scalper/reseller, food worker, or anything that helps ease the running of Cirrusa’s many shows. For those with talent and charisma, passengers may be able to make a quick hundred credits starring in a commercial or as an extra.
Non-Specific Planets & Moons
In addition to the notable locations mentioned, there are a number of other terraformed planets and moons that reside in the systems that are considered more “backwaters”. These places tend to have low-to-moderate populations, and the poor terraforming job has left them with one type of biome that covers the entire planet or moon. Faction allegiances vary across these planets, if they aren’t outright neutral. If you’ve managed to anger a faction, it might be best to hide out at one of these places for awhile.
Players are free to come up with their own planet or moon that fit under the three following biomes for their own purposes. It can be affiliated with one of the factions, contested between the factions, or have managed to remain neutral - but no matter what they should be familiar with what’s going on with the rest of the system.
Types of biomes available:
- Prairie: Tall grass covers the entirety of these planets and moons, only breaking for the occasional town, settlement or lake. Farming is decent on these planets, but don’t expect much in the way of excitement aside from the occasional tallbird race. If your character feels the urge to work on a farm, there are plenty of work to be done in these places. You may even want to try your hand at domestic tallbird ranching (which serves as the main meat of the system!). Outside the farms, due to poor terraforming, there’s not a lot of natural diversity to be found either. There seems to be only three types of animals commonly found: a brownish caterpillar, a grayish-purplish rat, and a small bird that’s a mix of a pigeon and a hawk.
- Swamp: Something went awry on these moons during the terraforming, making the land and water parts to be mixed up to create one giant marsh. These places tend to be rather humid at any time of the day. Settlements and towns have been built on the few spots that solid dry land can be found, with boats and shuttles being used to travel between them. Entertainment here comes in the form of boat races and gator wrestling. The main source of employment on these planets center around farming aquatic crops (such as rice or kelp), or fishing. The native wildlife are types of freshwater fish, frogs, alligators and a very healthy population of mosquitoes.
- Volcanic: These are barren planets and moons where the geothermal activity never quite settled down from the terraforming process. Volcanic eruptions and earthquakes are a regular occurrence, and the temperature ranges from hot to on fire depending on where you go. Most of the settlements are built with environmentally controlled buildings to withstand the conditions, and they may ask you to bring a gas mask (maybe that toxic moon was good for something) if you wander outside of town, just in case you come across toxic fumes. Unable to grow much of anything on their own, these places are entirely reliant on proteins and imports from neighboring planets and moons for food. However, what they lack in farming, they make up for in their abundance of mineral and chemical resources. The majority of the system’s metals and ore are mined from these planets and moons. There’s very little native wildlife to be found, but a couple types of reddish lizards have adapted to the harsh climate they now call home.
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The mods won't be posting any mingles or special events during the course of this Star System, so players are welcome to make their own posts and start playing in the setting whenever and however they'd like.
If you have any questions or want clarification on anything we've mentioned in this post, feel free to leave us a comment in the QUESTIONS thread below! In addition, if you have a character who might want to dig a little deeper into the lore and history of this system, and how the three factions may or may not have anything to do with the past three moons, you are more than welcome to ask us about that in the QUESTIONS thread as well!
Enjoy the new system, Fleet!

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