Space exploration where the discovery has consequences
You went past the edge of the surveyed volume because that is the job. The reason nothing has ever transmitted from out here turns out not to be distance.
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No account, no card, nothing to install. The world's lore is already built, so it starts in seconds.
What you find has to still be there next turn
Every place, faction and object the world contains is on file and is added to as you play, so a discovery on turn six is something the crew is still living with on turn thirty rather than a scene that ended.
The world
The survey ship Meridian is the first to pierce the Veil Nebula, where every probe before it went dark. What waits on the other side answers the oldest question—and asks a worse one.
Humanity has spread thin across the stars, but the Veil Nebula has always marked the edge of the known—a wall of dust and dead signals. Beyond it lies first contact, ancient ruins, and the reason the galaxy has been so very quiet.
Who is in it
- Stellar Survey Corps
- the scientific fleet that charts the unknown void.
- The Concord
- the fragile alliance of human colonies funding the mission.
- The Vault-Builders
- a vanished alien intelligence whose ruins lie past the Veil.
Where you go
- SSV Meridian
- the survey ship and its tight-knit, far-from-home crew.
- The Veil Nebula
- a vast dust-wall where signals die and probes vanish.
- The Silent Vault
- an alien megastructure drifting in the dark beyond.
What already happened
- The Probe Blackouts
- the long string of lost probes that drew the Meridian here.
- The First Signal
- the impossible transmission received from beyond the Veil.
Who you can play
-
Commander Ada Lume Mission commander
A measured, fearless explorer driven by the question that has haunted her whole life.
At the start: responsible for a crew at the literal edge of the known.
-
Dr. Tobias Crane Xenolinguist
A haunted linguist who has waited his whole career to hear the galaxy speak back.
At the start: the one person who might decode what the Vault is saying.
Or write your own character — the setup form takes a name, a background and what you are good at, and the game master works from that instead.
How a turn works
- You say what your character does, in your own words.
- What you attempted is weighed against your character sheet and the state of the scene — and the outcome is settled before the scene is written, so the part telling the story does not get to decide that you succeeded.
- The game master narrates what happened, grounded in the world's own characters, factions and places, and remembers it for the rest of the run.
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