Playtest Alpha— unfinished and still changing.
Part IX — The Sector & Adventure Toolkit

Chapter 37 — Sectors & Worlds

This is the first of the toolkit chapters (Part IX): dice you reach for when you need a place to point the crew and don't have one ready. It builds a corner of the Shore from the top down — a system, the bodies in it, the stations that orbit them, and the settlements on the ground — fast enough to do at the table while the players are jumping toward it.

Wanderstar worlds are made of fiction and a hook, not a profile. There are no universal world codes to fill in, no atmosphere ratings to cross-reference. Every entry below gives you a defining trait and a thread to pull; the numbers that matter (a hazard, a trade good, an adversary's damage die) come from the chapters that own them when they come up (Chapters 13, 28, 40). Roll what you need, ignore what you don't, and let the results argue with each other — the friction between a frozen world and a thriving port is itself an adventure.


Index§


Building a system§

When the crew jumps somewhere new, roll in this order, taking only as much detail as the session needs:

  1. System contents (D66) — what's actually here to visit.
  2. For the main world, world character (D66) — its defining trait and a hook.
  3. For each moon, belt, or secondary body that matters, moons & belts (D66).
  4. For any station the crew will dock at, space stations (D66).
  5. When they go groundside, settlement detail (D66) for the place they land.
  6. Whenever a place needs to be spoken aloud, give it a name (D66×D66 + D6, below).

A whole sector is just several systems rolled this way and a few factions (Chapter 34) whose reach stretches between them. You rarely need more than three or four developed systems to run a campaign; sketch the rest as names on a chart (Chapter 39 names them) and flesh them out when the crew turns that way.

System contents (D66)§

What the jump drops you into.

D66The system holds
11A single settled world and little else — everything happens there
12A settled world with one inhabited moon, the two in old rivalry
13A settled world ringed by several moons, each its own small frontier
14A gas giant with inhabited moons and orbital fuel-skimming
15Twin worlds sharing an orbit, sharing nothing else
16A marginal world barely holding life, and stubborn people on it
21A dead world and a thriving orbital station — no one lives down there
22A world abandoned mid-terraform, its half-built sky still failing
23A rich asteroid belt and the camps that work it
24A water-ice world cracked for the whole region's oxygen (Chapter 34)
25An ocean moon, drowned and pressure-habited (Chapter 34)
26A core-tap world warmed from below, like Wanderstar once was (Chapter 29)
31A waystation system — nothing local, but every route passes through
32A quarantine world no one is permitted to approach (ask why)
33A boomtown world, raw and overflowing with new arrivals
34A bust world, emptying out, its industry dead
35A company system — one corporation owns every rock in it (Chapter 34)
36A contested system two factions both claim (Chapter 34)
41A free port that answers to no one and sells that fact
42A garrison system, militarized far beyond what it seems to warrant
43A lone research station and a world it's studying from orbit
44A graveyard of derelict arks in slow, silent orbits (Chapter 38)
45An arrival-year system — a ballistic ark is making orbit now (Chapter 30)
46A pilgrimage world, holy to some creed, taxed by whoever holds it
51A prison world, or a world that is a sentence
52A hidden settlement that isn't on any chart (and wants to stay off)
53A binary star and the strange, swung orbits its worlds keep
54A nebula-shrouded system where sensors and jump-reads go wrong
55A world of ruins — someone built big here and left
56A belt and a single hollowed planetoid run as one closed city
61A relay system: beacons, no people, and whoever's quietly minding them
62A failed colony, its dome dark, its claim still legally live
63A resort world for those with the credits, and the workers who serve them
64A world split between a settled hemisphere and an unmapped one
65A system in disaster — failing star, decaying orbit, a clock on everyone
66More than expected: roll twice and place both, in tension

World character (D66)§

The main world's defining trait, and the hook riding on it.

D66The worldThe hook
11Tunnel-bored, lived in below a frozen surfaceThe deep levels hold something the surface forgot
12Domed cities under a poisoned skyA dome is failing and the company won't pay to fix it
13Newly breathable, the first generation abovegroundThe old undergrounders and the new sky-folk are at odds
14Drowned — pressure habs beneath a global oceanSomething is rising from the deep trenches
15Desert world, water rationed by the dropWhoever controls the wells controls everyone
16Volcanic, warmed and threatened by the same heatA core tap is overdue to fail (Chapter 13)
21A garden world, rare and fought overThree factions all claim the best valley (Chapter 34)
22Locked in ice, surface lethal, life all indoorsA thaw is coming, and no one is ready
23High-gravity, its people short and powerfulOffworlders can barely walk; locals resent the soft
24Low-gravity, its people tall and fragile (Chapter 31)A groundborn power wants to "normalize" them
25Tide-locked, life clinging to the terminator ringThe habitable band is shrinking
26Storm-wracked, surface travel deadly half the yearA settlement is cut off and out of time
31A single vast arcology holding the whole populationThe arcology is one system failure from a tomb
32Scattered homesteads, no central authority at allA militia is "uniting" them at gunpoint (Chapter 34)
33A company town to the horizon, the firm the only lawThe company is being bought, and no one's told the workers
34Pilgrim world, shrines and the devout (Chapter 34)A prophecy says the crossing isn't over
35A world of Sleepers, still waking from the arks (Chapter 30)A waker holds a claim that voids the current owners'
36A Companion-majority world, free and proud (Chapter 31)An old bond-holder has come to collect
41A trade hub, every people and faction passing throughA killing on neutral ground threatens the peace
42A mining world, hollowed and going hollowA strike is about to become a war (Chapter 34)
43A breadbasket feeding a dozen worlds (Chapter 28)A blight — or sabotage — is in the seedstock
44A junk world, the Shore's salvage drains hereA whole derelict ark just came down intact (Chapter 38)
45A fortress world, militarized to the bedrockThe garrison hasn't been paid and knows it
46A resort for the wealthy fewThe people who clean it are about to be heard
51A quarantine world, sealed by old decreeThe reason for the seal may have been a lie
52A ruin world, an earlier effort failed hereSomething in the ruins still has power (Chapter 38)
53A frontier world barely a decade oldIts founding crime is catching up with it
54A bureaucratic world, permits for everythingOne official can make the crew vanish into the files
55A lawless world, the only rule is reachA new power is trying to impose order, hard
56A world holding a terrible secret about the CrossingSomeone will kill to keep it (Chapter 29)
61A festival world, in the middle of its great eventThe festival is cover for something else
62A debtor world, mortgaged to a distant bank (Chapter 28)The bank has sent someone to foreclose
63A divided world — two governments, one planetBoth want the crew to pick a side
64A world in mid-terraform, sky still being built (Chapter 34)The terraforming combine is cutting corners that kill
65A dying world, its people choosing whether to leaveThe last ship out has fewer seats than people
66A world that should not be habitable but is — and no one knows whyFinding out is the adventure

Moons & belts (D66)§

What a secondary body offers, or threatens.

D66Out there
11A fuel-skimming station over a gas giant, crews rotating through
12A mining moon, company barracks and company scrip
13A penal moon, labor that doesn't get to leave
14A research outpost studying something it won't name
15An ice moon cracked for water and oxygen (Chapter 34)
16A hermit's claim — one stubborn soul and a beacon
21A smuggler's cache moon, used by people who shoot trespassers
22A belt camp, prospectors and the broker who fleeces them
23A monastery moon, silent and self-sufficient
24A dead colony, its dome cracked, its claim still live
25A luxury habitat for those avoiding the world below
26A quarantine rock, something contained there
31A shipbreaking yard, hulls dragged here to die (Chapter 38)
32A relay and sensor station watching the whole system
33A pirate roost taxing everything that passes
34A failed terraform moon, half-thawed and unstable
35A pilgrimage rock, a shrine carved into it
36A military moon, off every public chart
41A belt rich enough to start a war over (Chapter 34)
42A water moon contested by two settlements
43A garden moon, small and impossibly green
44A moon that's really one vast hollowed habitat
45A drifting derelict caught in a stable orbit (Chapter 38)
46A homestead belt, families dug into the rocks
51A gambling station, neutral ground for hard cases
52A cryo-storage moon, fortunes and people frozen there
53A beacon moon, recently moved (ships arriving wrong)
54A moon whose mining woke something (Chapter 13)
55A free clinic moon, run by a medic with a past
56A moon claimed by three parties, held by none
61An observatory tracking incoming arks (Chapter 30)
62A waste moon, the system dumps everything here
63A resort moon gone to seed, staff unpaid
64A moon with an old-world flag still flying (Sleepers)
65A moon mid-evacuation, orbit decaying
66Empty — but the sensors say it shouldn't be

Space stations (D66 ×3)§

Type, who runs it, and what's wrong. Roll D66 separately for each of the three columns and make one place of the results — the friction between an unlikely type and an unlikely owner is the point. (If you'd rather, roll once and read straight across.)

D66StationWho runs itWhat's wrong
11A cramped fuel-and-rest stopA weary stationmasterRunning out of fuel
12A bustling trade ring (Chapter 34)A merchant councilA trade war turning ugly
13A military picketA garrison commanderUnpaid and restless (Chapter 34)
14A free port, no flagA neutral authority that sells silenceA killing on neutral ground
15A shipyard and repair dockA drydock guildA sabotaged hull no one will claim
16A cryo-revival facilityA revival trustWakers arriving with old claims
21A pleasure station, dice and worseA crime syndicate (Chapter 34)A debt the house is calling
22A research stationA lead scientist with secretsAn experiment that got loose (Chapter 13)
23A refugee waystationAn overwhelmed charityMore mouths than air
24A corporate HQ in orbitA regional directorHiding a catastrophic failure
25A salvage depot (Chapter 38)A ship-breaker bossA derelict that brought something aboard
26A pilgrimage station, a shrine in the hubA church chapterA schism splitting the faithful
31A quarantine stationA medical authorityThe quarantine may be a cover
32A prison stationA warden running it for profitA riot one spark from starting
33A jump-beacon control stationA navigation guildBeacons being moved for money
34A farming ring, hydroponics to the curveAn agri-collectiveA blight in the vats (Chapter 28)
35A data havenA broker networkEveryone's secrets, one breach away
36A heritage enclave stationA people's league (Chapter 31)An outside power leaning in
41A casino-and-court free stationA dynasty (Chapter 34)A succession turning violent
42A mining-support stationA company town in orbitA strike shutting the docks
43A hospital stationA medical orderA surgeon vanished mid-crisis
44A derelict half-recommissionedSquatters who got organizedThe original owner returning
45A luxury orbitalOld moneyStaff who've finally had enough
46A smuggler's hub hiding in plain sightA fixer everyone owesA rival crew muscling in
51A relay and listening postOperators who hear too muchThey heard the wrong thing
52A bank and vault station (Chapter 28)A creditors' syndicateA debt the crew didn't know they had
53A union hall stationA labor leaderManagement's hired muscle is aboard
54A diplomatic neutral groundA mediator with no armyA treaty about to collapse
55A boomtown station, slapped together fastWhoever got there firstBuilt too fast, failing faster
56An old Vanguard station, thousands of years oldSeeders who never left (Chapter 29)Systems older than anyone living
61A waystation at a dead system's edgeA lone keeperThey've been alone too long
62A fleet rendezvousA commander between ordersAn order that never came
63A station mid-evacuationA skeleton crewWhatever they're fleeing
64A black-market clinic and chop-shopA back-alley surgeonA client who shouldn't be touched
65A station running on borrowed timeA manager hiding the truthLife support is failing (Chapter 13)
66A station that answered a hail it shouldn't haveNo one's sure anymoreFind out

Settlement detail (D66 ×3)§

When the crew puts boots down, the place they walk into. Roll D66 separately for each of the three columns — who runs it, what it needs, what it fears — and make one place of the results, read together with the world's character (above). (If you'd rather, roll once and read straight across.)

D66Who runs itWhat it needsWhat it fears
11A company foremanMore water than it hasThe wells running dry
12An elected councilHands for the harvestA blight in the fields
13A crime boss in all but nameProtection it can't affordThe protection turning on it
14A garrison officerPay the soldiers haven't gotA mutiny (Chapter 34)
15A church elderA miracle, or the look of oneLosing the faithful
16A merchant familyA trade route reopenedA rival's caravan
21A homesteaders' mootDoctors, teachers, anyone skilledThe frontier swallowing them
22A union stewardA fair contractThe strike being broken
23A planetary governor's deputyOrder, or its appearanceThe capital's attention
24A Companion elders' circle (Chapter 31)To be left aloneAn old bond returning
25A Sleeper spokesperson, newly wokenHelp understanding the nowBeing declared legally dead
26A mining-camp bossA strike that won't run outA cave-in (Chapter 13)
31A free-port harbormasterNeutrality respectedA war coming to its door
32Whoever's strongest this weekNothing — it takes what it wantsA stronger arrival
33A reclusive landholderDiscretionWhat's buried on the land
34A festival committeeThe festival to go offSomeone ruining it
35A terraforming overseer (Chapter 34)Time the sky won't giveThe atmosphere project failing
36A smugglers' understandingNo questionsAn honest inspector
41A research-station liaisonTest subjects, quietlyThe experiment getting out
42A debt-bonded communityThe debt forgivenThe collector's ship
43A militia captainGuns and a reasonThe reason being a lie
44A beloved healerSupplies always shortLosing the one healer
45A corrupt magistrateBribes to keep flowingAn auditor
46A children's-home matronQuiet and fundingWhere the funding comes from
51A retired soldier turned mayorPeace they can't guaranteeThe past arriving
52An AI estate executing old orders (Chapter 34)Instructions it can followA command it can't reconcile
53A prospectors' associationA claim upheldA bigger outfit jumping it
54A quarantine officerThe seal to holdWhat's inside it
55A drifters' camp, barely governedA reason to stayBeing moved on again
56A dynasty's local stewardThe family's interests servedThe heir who's gone missing
61A prophet and their followingBelief, and more of itThe prophecy failing
62A water-rights cartelThe monopoly heldA new well no one controls
63A frontier doctor and a town councilA cure that's run outAn outbreak (Chapter 13)
64Nobody — it's been abandonedTo be remembered, or strippedWhatever emptied it (Chapter 38)
65A faction outpost (Chapter 34)Its agenda advancedThe crew, if they interfere
66The crew, if they want it — it's leaderless and askingEverythingRoll twice and pick

Naming what you find§

A system, a world, a station, a settlement — the moment the crew talks about it, it needs a name, and the name does as much work as any roll above. Shore places are named by whoever got there first and mattered most: surveyors stamp a descriptor, arks land carrying a hope, banks and combines file a registry code that the locals wear smooth, and Seeders carry old surnames across 160,000 light-years and hang them on a valley (Chapter 29). A name tells the table who holds the place before anyone explains it.

Roll D66 on each tablefirst element + landform — then roll D6 for the shape the name takes in people's mouths. The shape matters as much as the words: a system where every place is Adjective Noun sounds invented, while a mix of single words, elisions, and worn-down codes sounds lived in. Build a handful and vary the shapes deliberately.

Two habits make a sector feel real. Let a couple of places borrow a person's name straight from the four lists in Chapter 39 — a town that's just Okonkwo, a port called Caldwell Landing. And let neighbors share a root and split at the landformProvidence the world, Providence Gate the station, Providence Rest the town below — so the names read as one settled place rather than three unrelated coinages.

Place name — shape (D6)§

How the name is actually said. Roll or pick; some shapes only fit some roots — see the notes.

D6ShapeExample
1Straight — first element + landformIron Deep, Cold Harbor
2Worn smooth — elide the two into one local wordColdwake, Ashcut, Oldfall
3Possessive — a person's claim (surnames and people-names only — not "Old's Fall")Halloran's Rest, Calloway's Reach
4Just the root — drop the landform; the name outgrew itProvidence, Marrok, Ironhigh
5The landform — drop the first element; an article does the restThe Furnace, The Verge
6Filed — a registry or company code worn into speech (a Roman numeral or letter reads better than a bare digit)Ash Cut IX, Concord IV, Fall-9

Place name — first element (D66)§

The root: a descriptor a surveyor would stamp, a hope an ark carried, a number off a registry, or a surname carried across the crossing.

D66FirstD66First
11Cold41Providence
12Far42Promise
13Last43Mercy
14New44Solace
15Long45Refuge
16Deep46Concord
21Dim51Calloway
22Bright52Okonkwo
23Iron53Vance
24Salt54Halloran
25Ash55Marrok
26Grey56Sundborn
31Still61Ninth
32Lone62Second
33High63Quiet
34Low64Frost
35Old65Cinder
36Pale66Roll twice and bind both, or take a name from the four peoples (Chapter 39)

Place name — landform (D66)§

What kind of place it is, or the feature it grew around. A core-tap world (Chapter 29) earns a Furnace*; an ice world a* Shelf or a Cut*; an ark's first foothold a* Landing*.*

D66LandformD66Landform
11Reach41End
12Hollow42Watch
13Deep43Cradle
14Hold44Well
15Harbor45Strand
16Landing46Halt
21Light51March
22Wake52Shade
23Crossing53Furnace
24Gate54Hope
25Drift55Dawn
26Rest56Fall
31Vault61Throat
32Span62Station
33Run63Cut
34Bluff64Shelf
35Mire65Verge
36Bastion66Roll twice for a compound (Gate-and-Hollow), or name the landmark it grew around

Technology Levels (TL)§

How far up the energy ladder a world has climbed.

A Technology Level (TL) is shorthand for how much a civilization can do — not what gadgets it happens to own, but the scale of energy it commands and the physics it has learned to bend. Wanderstar rates technology from TL 0 to TL 15, tied to the Kardashev measure of civilizational energy use:

  • TL 8 = Kardashev Type I — a civilization that harnesses essentially the full energy budget of a world.
  • TL 15 = Kardashev Type II — a civilization that harnesses essentially the full energy budget of a star.

Everything below TL 8 is the long climb to planetary mastery. The seven rungs from TL 8 to TL 15 are the climb from a single world to a whole sun — each rung roughly a hundredfold jump in the energy a civilization can put to work.

TL is descriptive, not a modifier. A TL number never adds or subtracts from a roll. It's a worldbuilding dial — for the GM to set the level of a world, faction, or piece of salvage, and for everyone to know roughly what's possible there. Where TL touches the dice, it does so through Advantage and Disadvantage, never flat bonuses (Ch 6).

The scale§

TLLabelKardashevWhat it means
0Pre-technologicalStone, fire, muscle, water. No worked metal. Energy is whatever a body or draft animal supplies.
1Early metalworking~0.1Bronze and early iron, the wheel, sail, lever. Settled agriculture; the first cities.
2Pre-industrial~0.2Advanced metallurgy, masonry, mechanical clocks, gunpowder. Wind and water mills beyond muscle.
3Early industrial~0.3Steam, mass production, the telegraph. Chemical fuels begin the heavy lifting.
4Industrial~0.4Combustion engines, electrification, radio, powered flight, antibiotics. A world wired and lit at night.
5Atomic~0.5Fission power and weapons, computers, spaceflight to orbit, global networks.
6Information~0.6Ubiquitous computing, robotics, early fusion, genetic engineering, routine in-system flight.
7Pre-stellar~0.8Mature fusion, deep automation, true AI assistants, life extension, self-sustaining habitats. (Wanderstar's boarding-era humanity launched at the top of this rung.)
8Planetary mastery1.0 — Type IThe full energy of a world under management: weather, geology, biosphere engineered at will. Closed-loop ecologies, planet-scale construction, mind-machine interface.
9Solar reach~1.15Industry across a star system. Antimatter and exotic-matter handling, large-scale solar collection, routine terraforming.
10System-spanning~1.3Whole worlds remade to order; gravity manipulation; matter assembled atom-by-atom. (The Seeder terraforming machinery that built the Shore.)
11Gravitic~1.45Engineered gravity and inertia; reactionless drive; biotech that designs whole new lineages. (The level at which the Companions were made.)
12Faster-than-light~1.55The breakthrough: Wanderstar's core physics turned into a jump drive. (Achieved ~Year 1,500; the common ceiling across the modern Shore.)
13Stellar engineering~1.7Stars tapped directly: partial collector swarms, controlled stellar output, system-spanning structures.
14Star-cradling~1.85Near-total capture of a star's output. Habitats with the surface area of thousands of worlds.
15Stellar mastery2.0 — Type IIA star's entire output bent to purpose — a complete Dyson-scale enclosure. The ceiling of the scale, and a frontier no one in the Shore has truly reached.

Where the Shore sits§

The modern Shore is a patchwork, and that patchwork is where adventures happen.

  • The common standard is TL 12. FTL defines the era; worlds that trade and travel together share roughly the same toolkit — jump drives, gravitic flight, deep automation, engineered biospheres.
  • Seeder core worlds run higher — TL 13–14 in their oldest, richest systems.
  • Frontier worlds and young colonies run lower — TL 9–11.
  • Wanderstar at boarding was TL 7, climbing to TL 12 over the fifteen centuries it took to crack FTL.
  • The lost and the regressed run anywhere — TL 4–9: a ballistic ark that arrived to no one waiting, a colony that forgot how its own machines worked, a Sleeper community woken into a changed world. Salvage from a higher TL in lower-TL hands is a classic Wanderer's prize.

TL at the table§

A TL never changes a target number. When the gap between technologies matters, express it through the existing economy:

  • Using gear far above your world's TL — half-understood salvage — works at Disadvantage until you're trained on it (or buy a relevant Boon).
  • A profound mismatch in a contest — a TL 6 militia firing on a TL 12 combat frame — can hand the higher-TL side Advantage and leave the lower-TL side with no meaningful answer, exactly as the scale traits handle weapon-against-armor mismatches (Ch 12).
  • Most of the time TL grants nothing mechanical. It tells you what a place has — whether there's a working jump pad, whether a wound can be regrown or merely stitched, whether the lights come back on after a quake. That texture is the point.

This is the tech-level subsystem Chapter 24 deliberately keeps off the dice: TL lives here as setting colour and GM dial, while weapon traits (AP, scale, Smart, Radiation) carry whatever combat weight a technology gap needs — so the two never have to be reconciled on the same roll.