Adapted from Grimdark Future Lore - One-Page Rules and Starfinder Playtest
As a Game Master, I accumulate a lot of game-related paraphernalia. Miniatures are among my favorites. I have a lot of miniatures I want to get more use out of. I scrubbed the internet for miniature-agnostic games that let me squeeze more fun out of gaming accessories I spent my money on. I was aware of One-Page Rules and ran into them while searching.
I like what this enterprise offers regarding extracting value from my collection. The Army builder provides options for creating custom, balanced armies in addition to the officially supported army ranges. While the game setting seems like other popular game material at a cursory glance, this game is starting to step away from its inspiration with the publication of the Grimdark Future World book.
One-Page rules encourage players to bring whatever miniatures they have to the table; the ability to craft custom army lists also lets players manifest their armies from other games. The Grimdark setting has plenty of blank space where players can find room for their custom armies with their own lore. To take advantage of this burgeoning setting, I would like to flesh out this setting to support a game called Starfinder 2e.
Boer Sector
The Boer Sector is an outer sphere region close to the galactic frontier. Over the past few generations, contingents of Dwarves, Elves, Humans, and Orks have staked out claims on systems scattered throughout the sector. Several charter colonies have been established in the sector. Some ventures into the area have forged cooperative relationships with native inhabitants, while many others have collapsed into skirmishes due to failed diplomacy. All parties view this sector as a garden of opportunities they wish to exploit.
Factions of the Boer Sector
Angelus Protectorate
The Battle Brothers of the protectorate now serve as the highly elite army of the Sovereign. They seek to reunite the shattered human factions in Boer under their rule, to enforce their vision of a united humanity. Other factions and species are viewed as little more than impediments to this goal, which the protectorate will overcome. Nothing will cause them to relent in pursuing the Sovereign’s vision.
Eldritch Raiders
The Raiders are the descendants of the lower classes of the ancient Elf Empire. Like the High Elves, they are exiles without a home, but they never had access to the resources that the High Elves had. They became raiders and mercenaries, establishing small communities within bigger civilisations or living the errant life of wild dogs. Their communities are tight-knit, fiercely loyal, and wary of outsiders, akin to gangs. The Dark Elves live throughout the sector, ranging from pirate dynasties controlling several planets to small familial groups living in the slums of remote worlds.
Foundry Confederation
A confederation was formed under an expansion charter. Foundry Station was formed from a commission from a utopian government from another sector. The confederation is a coalition of governments, corporations, and trade unions equipped with advanced weapons and drones. While the station invited the Confederation Senate to meet there, it is observed as an independent body and sovereign state within the Confederation.
Havoc Cartels
A varied group of renegade Battle Brothers who have made pacts with the Havoc Gods. The Havoc Brothers operate in independent war bands throughout the sector. These bands vary in scale from system-spanning empires to piratical raiders and mercenaries, with a wide variety of social structures. Typically, the Havoc Brothers make up these social structures' reigning elite, presiding over unaugmented followers and Daemonic hangers-on.
The Havoc Brothers are efficient warriors who respect competence and martial prowess. They will not hesitate to remove any leader who shows weakness or dethrone their leader if he shows weakness.
Human Charter
The humans of the Boer Sector represent a rich tapestry of diverse political entities rather than a single, unified body. Each colonial charter within the Boer Sector reflects its own distinct motives and philosophies that shape their interactions with the varied inhabitants of the sector. This diversity contributes to a complex web of relationships, as different human groups navigate their unique perspectives and interests in relation to one another and the wider community.
Jackal Bands
Jackals are still adapting to the wider galaxy; some still view them as backward for their tribal ways. Still, Jackals have proven adaptable; they remain united by their traditions while learning and scavenging whatever they can to help them adapt to their new lives. Only time will tell whether their culture will survive the shock of galactic travel to stand on equal footing with the rest of Boer.
The Jackals have earned a reputation for being very open-minded and principled, skilled fighters but averse to needless bloodshed. A few renegade caravans have turned more aggressive; however, they have lost their way as they were exposed to the sometimes grim realities of war in the Sirius Sector. Such Jackals either become pirates or find steady employment with less savoury patrons. They may become a Dark Elf crime lord’s security detail, guards in the mines of a greedy dwarf mega-corp, or hired blades for a Soul Snatcher’s secret raids.
Kochsagi Dynasty
The Dynasty’s forces consist of well-armed infantry and drones, supported by high-tech robots and vehicles. Initially, they emerged from a world divided into a patchwork society of warring clans. The royal house became adept at manipulating clans, leading potential rivals into a series of destructive wars before imposing their laws over survivors and forming a ruling Dynasty. The Kochsagi Dynasty will go to any length to maintain this fragile unity as they expand out into the stars
Legions
Many Robots are convinced that there has to be an optimal way to live, a purpose worth dedicating their efforts to. But they are unsure about what this purpose is. This is the great question that has splintered their society, forming different Legions to pursue various solutions. When a Robot formulates a vision for how they should live, they communicate it to others. If enough Robots are convinced, a group will start forming, striving to realize this vision.
The central ideological axis along which the Robots divide themselves goes from Isolationist to Assimilationist. Extreme Isolationists want to create well-protected and hidden territories where Robots will never depend on or suffer from outsiders. The most dedicated Assimilationists believe that Robots need to exchange and intermingle with other species, to the point of actually accepting them within their Legion. There are more radical and strange Legions, from the Antibiologists who want to destroy organic life to the Cognitophiles who see the galaxy as a vast laboratory to study and conduct experiments in, or the Transmechanists who wish to transfer their consciousness into biological bodies.
Machine Cult
The Machine Cult is interested in invention and discovery. Its armies often secure worlds with vital resources or ancient machinery. The Cult is fascinated with the Legion, whom it believes has come closest to singularity. The Cult hopes to discover the secrets necessary to understand and perhaps even trigger Singularity.
Marauder Hordes
For these Orcs, honour, strength, and their clans were the most essential parts of their lives. Clans worked together to share their meagre resources, fighting everyone else. Larger groups rarely lasted; instead, Orcs put their faith in personal trust and bonds. Without a worthy leader, larger groups would dissolve into clans and return to fighting among themselves.
Nchakan Hives
The Nchakan Hives are a faction of bioforms using biotechnology. They are made up of various subspecies that come from the remote frontiers of the galaxy, striving to find their place in the outer sphere. When they first arrived, they were viewed as monstrous invaders, but after a long war of extermination, breakthroughs in communication led to a fragile peace. Now, the Hives must accept the long war's legacy and decide how to adapt.
Niman Union
Speculator Guild
The Dwarves of the Speculator Guild live on mobile mining fleets, ruled over by the Guild Lords. These mining ventures dominate much of their society, operating at once as their governing bodies and massive corporations that employ most who live within their culture. The Guild maximizes profits through industrial production and resource extraction, particularly through mining. They funnel much of their production into producing ships and tools to allow them to mine with even greater efficiency. Dwarves refer to their territories as “veins”, each claimed and managed by a company. Often, they spread along a string of worlds, leaving old worlds abandoned and nearly hollowed out from mining before moving on to new worlds at their ever-expanding borders to repeat the process.
Sulahhan Principality
The members of the Elven Nobility who fled into the stars mostly remain there, living on massive ships known as the High Elf Fleets. They are people without direction, and their homeworlds abandon much of their old lives. They sail the void and establish minor planetary bases, doing what they can to preserve what remains of their old culture and might.
Varul Protectorate
The Varul Protectorate is a Saurian principality that settled in the sector several generations ago. The princes of Varul have adopted a military-focused domestic and foreign policy in reaction to the Nchakan Hives’ incursions into the sector.
Warrior Convents
The Blessed Sisters are an elite force of religious warriors equipped with advanced armor and weaponry. They formed under the guidance of the God-Queen, a humble woman suddenly turned into a symbol of hope and resistance. The Sisters act as mediators and rely on diplomacy rather than ruling through force. This has left them without the power and resources of other factions, dependent instead on an ever-fragile web of alliances and donations.
Yksoi Clans
The Yksoi have built their new settlements in remote systems near the Zone. Some prefer to remain safely hidden from the Battle Brothers and those like them. Others do not wish to be confined to a new planet as they once were confined to the lab and are willing to risk discovery in the hope of finding new allies. These Ratmen formed into family-run clans on their ships and began to explore the stars.
As the Ratmen Clans encountered other factions, they began to recognise their own former plight in those oppressed by different factions. These clans used their skills to help people escape or otherwise sabotage those whom they viewed as oppressors. Some view them as foes and vermin, seeking them out for destruction.
Boer’s Place in the Galaxy
Abandoned superstructures litter the sector. Most are in advanced decay, little more than the skeleton of what they once were, while a few may be in pristine condition, just waiting for a new occupant to take control. This civilization also terraformed many systems in the sector, tuning and positioning them in conditions ideally suited to support a variety of intelligent species. The current sector inhabitants have labeled these “throne worlds” and focused on settling them.
A concentration of compound star systems in Boer Sector set conditions ideal for forming High-Energy elements, which are extremely rare anywhere else in the galaxy. Called 'Aetherium,' these crystals are a highly sought-after energy source, making it a prime target for mining guilds."
A mighty empire once governed the Boer Sector in the far distant past. This empire suppressed the emergence of interstellar organizations and deterred colonization from beyond Boer. Several centuries after their departure, colony fleets arrived from across the galaxy and beyond. These Alien factions live in tension with native powers. Multispecies governments are more common in Boer Sector than Sirus. Are there major conflicts or tensions brewing? Example: "While various factions have staked claims, the 'Boer Confederacy,' a loose alliance of human charter colonies, attempts to maintain order, but independent raiders and corporate interests constantly challenge their authority."
Adventure Hooks
Aetherium Rush: The Boer Sector is rich in "Aetherium," a highly sought-after energy source. A mining guild hires the players to secure a newly discovered Aetherium deposit. Still, they soon conflict with other factions vying for control, such as the Speculator Guild or Marauder Hordes.
Throne World Mystery: Players are tasked with exploring an abandoned "throne world" in pristine condition. As they investigate, they uncover secrets about the ancient empire that once ruled the sector and discover hidden dangers or valuable technologies left behind.
Diplomatic Crisis: The "Boer Confederacy," a loose alliance of human charter colonies, struggles to maintain order. Players are hired to act as mediators or troubleshooters in a brewing conflict between different factions, such as the Angelus Protectorate and the Eldritch Raiders, or to investigate the growing influence of the Havoc Cartels.
Robot Revolution: The Legions of Robots are divided on their purpose and ideology, ranging from Isolationist to Assimilationist. One Legion could hire players to sabotage another or investigate the radical Antibiologists or Cognitophiles. Alternatively, they could be tasked with finding a way to unify the Legions before their internal conflicts escalate into a full-blown war.
Jackal Band Justice: The Jackal Bands are known for being open-minded and principled, but some have turned to piracy. A community might hire players to stop a rogue Jackal Band or to help a group of Jackals clear their name after being falsely accused of crimes.
Secrets of the Boer Sector
The True Fate of the Ancient Empire: While it's known a mighty empire once ruled the Boer Sector, the document doesn't detail what happened to them. Players could discover that the empire didn't simply leave; they were driven out by a powerful, dormant threat that is now beginning to reawaken. This threat could be a biological weapon, a rogue AI, or an extradimensional entity.
Aetherium's Dark Side: Aetherium is a valuable resource, but players might learn that it has a dangerous side effect. Prolonged exposure can cause mutations or drive individuals insane. The Speculator Guild may be hiding this fact to maintain their profits. Alternatively, Aetherium might be the physical manifestation of a trapped entity, and mining it weakens its prison.
The Legions' Hidden Unity: While the Legions of Robots are divided, there is a secret program or directive buried deep within their programming that could force them to unite under certain conditions. This could be a failsafe from their creators or a response to a specific threat. Discovering and triggering this unity could have major consequences for the sector.
The Boer Confederacy's Corruption: The Boer Confederacy attempts to maintain order, but players could uncover evidence of widespread corruption within its ranks. Certain members might be secretly working with the Havoc Cartels or the Eldritch Raiders, profiting from the chaos. This could lead to a major political upheaval.
The Throne Worlds' Purpose: The "throne worlds" are abandoned superstructures, but their true purpose might be far more complex than just housing government. Players could discover that they are actually giant terraforming engines, defense systems, or even gateways to other dimensions. Activating or misusing them could have catastrophic results.
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