Conquering the verse, one parsec at a time.
Recommendations: 122
About the Project
On Veyr’s Fall, civilisation is dying quietly. Mega-corporations rule through puppet governments, bought officials, sabotage, and carefully managed lies. Every contract has a hidden patron, every favour has a price, and even honest soldiers sell what they must to survive. Our crew begins among the smoke, corruption, and neon markets of this collapsing world, taking whatever work keeps the ship flying. But Veyr’s Fall is only the first step. Beyond its poisoned skies lie rival colonies, distant trade routes, corporate secrets, lost survey teams, and uncharted planets waiting to be claimed. There is no set course. The crew may become mercenaries, fugitives, explorers, settlers, or something far more dangerous. Somewhere beyond the known lanes, a new world may offer a fresh beginning.
Related Game: Five Parsecs From Home
Related Company: Modiphius Entertainment
Related Genre: Science Fiction
This Project is Active
Campaign Introduction.
The Quiet War
On Veyr’s Fall, the civil war has no front line.
No grand armies are marching beneath banners, no proud declarations of independence, no single battlefield where the fate of the planet will be decided. Instead, the war is fought in boardrooms, loading bays, government offices, refinery tunnels, back-alley clinics, and the silent dark between corporate habitats.
The planetary government still exists, at least on paper. Ministers give speeches—judges issue rulings. Security forces patrol the streets. Licences are granted, taxes collected, and public order maintained with whatever resources remain. But everyone knows the truth. The great companies own the machinery of government. Corporate advisers draft laws, investigations vanish when the right account is credited, and entire districts rise or fall depending on the interests of distant shareholders.
The corporations do not openly fight one another. That would be bad for business.
Instead, they use sabotage, deniable assets, hired crews, leaked intelligence, forged inspection reports, targeted strikes, and carefully arranged accidents. A refinery burns, and the newsfeeds blame faulty equipment. A convoy disappears, and pirates are named before the wreckage is even found. A union leader is arrested for treason the day before a strike. A government official changes policy after a private dinner and a generous “security donation.”
Everyone knows what is happening. No one can prove enough to stop it.
The civil authorities are not always villains. Many are simply trapped. Government pay is months behind, supply chains are failing, and honest officers cannot feed their families on patriotic speeches. Some take bribes to look the other way. Others sell information, skim seized goods, or hire out public equipment after hours. Corruption began as survival, then became habit, then became the system itself.
Veyr’s Fall has become a haven for private enterprise of every kind. Prospectors, smugglers, mercenaries, salvage crews, bounty hunters, fixers, claim-jumpers, corporate scouts, and free traders all come seeking approval from those in power. A permit can make a thief into a contractor. A signature can turn stolen land into a legal claim. A stamped licence can transform a gang of gunmen into a recognised security partner.
Loyalty is paid for. Influence is rented. Justice is negotiable.
Beyond the planet, other worlds are watching. Rival governments and hungry colonies see weakness in the chaos. Some send agents. Some fund factions. Some merely wait, confident that when Veyr’s Fall finally collapses, there will be assets to seize, debts to collect, and territory to carve apart.
The shrewdest corporations are already looking beyond the planet. Quiet expeditions have been launched into the black, seeking new worlds to exploit far from competitors, regulators, and the consequences of their own actions. Survey teams vanish into unclaimed systems. Colony ships depart under false manifests. Experimental settlements are founded where no law yet reaches.
The war here is quiet, but it is everywhere.
Every job has a hidden patron. Every patron has a rival. Every rival has a plan.
And with each passing day, corruption, greed, and desperation sink a little deeper into the bones of the world.
Helix Dominion Consolidated
Public face: Medical research, food production, gene therapy, disaster relief
True power: Population control, biological patents, engineered dependency
Helix Dominion presents itself as the saviour of Veyr’s Fall. Its clinics treat the poor, its vat-farms produce protein blocks for starving districts, and its relief stations are often the only reason entire hab-zones survive another month.
But nothing Helix gives is truly free.
Its medicines require company licences. Its food supplements are designed to work best with Helix-approved additives. Its “public health initiatives” quietly gather genetic data from workers, soldiers, criminals, and refugees. Whole communities now depend on Helix supply chains to live, giving the corporation enormous leverage over local officials.
Helix does not usually need soldiers. It owns doctors, ration officers, hospital administrators, and burial records. A district that displeases them may simply find its vaccines delayed, its water purifiers recalled, or its food shipments contaminated by “accident.”
Their agents prefer blackmail, medical debt, and quiet disappearances over open violence.
Kordane Industrial Combine
Public face: Mining, heavy manufacturing, shipyard construction, planetary infrastructure
True power: Resource monopolies, labour exploitation, industrial sabotage
Kordane built much of Veyr’s Fall. Its machines carved the first deep mines, raised the orbital elevators, and laid the foundation of the planet’s refinery cities. Its logo is stamped on rail lines, drilling rigs, hab-support systems, military vehicles, cargo haulers, and half the government’s ageing security equipment.
The Combine is blunt, old, and brutally practical.
Kordane controls the raw materials everyone needs: metals, fuel, catalysts, machine parts, reactor shielding, and replacement components. When negotiations fail, machinery breaks. Tunnels flood. Refinery pumps seize. Competing factories suffer “unexpected maintenance failures” at exactly the wrong moment.
Its workers are underpaid, overworked, and watched constantly. Some unions are secretly funded by Kordane itself to weaken rival labour movements. Other unions are infiltrated, discredited, or quietly erased.
Kordane is not subtle because it is elegant. It is subtle because nobody can afford to accuse the company that keeps the lights on.
Aster Vale Prospectives
Public face: Colonial development, survey missions, off-world investment, private security
True power: Land grabs, mercenary contracts, escape plans for the wealthy
Aster Vale is younger than the old corporate powers, but far more ambitious. It specialises in the future: colony rights, planetary surveys, settlement charters, private security packages, and “frontier opportunity portfolios” sold to investors who want somewhere safer than Veyr’s Fall.
Its executives have already accepted that the planet may be doomed.
While other companies fight over mines, ministries, and city districts, Aster Vale quietly buys launch windows, survey data, cryo-berths, colonial equipment, and long-range navigation secrets. It funds explorers, scouts, mercenaries, and independent crews to locate viable worlds beyond the current trade lanes.
On Veyr’s Fall, Aster Vale acts as a broker. It sells permits, guards convoys, arranges evacuations, moves private cargo, and helps minor officials turn stolen public assets into personal fortunes. A corrupt governor with the right contacts may find a comfortable retirement waiting on some distant colony world.
Aster Vale’s loyalty is always temporary. Its true product is escape.
And only those who can pay will be invited aboard.




