LaGrange

LaGrange: node under docs/brain/brain root.

A reference for the LaGrange setting: its history, factions, worlds, powers, and the rules for playing in it.

Travel sets the tone here. System drives carry ships within and between nearby systems, but real distance needs an Asset Realisation LaGrange Core and an authored Fold route. Journeys are slow. A message travels no faster than the ship that carries it, so news out of the Core reaches the Rim already stale. A world that stops getting Fold traffic can fall off the practical map. The Confederation of Worlds claims all of it on paper, but its reach wears thin the further out you go, and past a point the law is whatever the local clan or warlord can enforce.

Earth is still there. It is a known poisoned grave world, picked over by scavengers, corporate raiders, and pilgrims while a ravaged remnant of humanity clings to the ruins. Nobody agrees on the whole reason humanity left, and the surviving accounts have worn down into propaganda and myth. The first Light Huggers left in 2123; the first Fold ships followed in 2441. Ancient arks still arrive as time capsules from different stages of the exodus.

The Core worlds are stacked hive arcologies, overbuilt and overcrowded. The Families own the Nine corporate pillars; Asset Realisation owns the LaGrange Cores and the travel choke point. The Rim lives on salvage, smuggling, local bargains, and whatever a warlord can hold. Cores are scarce that far out, and repeated Fold use brings pressure, danger, and surveillance. The one thing Core and Rim both make time for is Ironball, a lethal team sport that feeds debtors, convicts, and burnt-out psions to the crowd under the eye of a league intelligence called IronMind.

Start Playing

  • compendium/index: the complete player encyclopedia, organised by task.
  • Create a Character: ability scores, origin, species or synthetic frame, class, skills, feats, and gear.
  • Core Rules: the rolls, action economy, combat, and reference links used in play.
  • Fold and Psionics: powers, risks, and the difference between Fold and gene-psions.
  • compendium/item/index: weapons, armour, tools, and consumables with full rules values.

Lore & Story

  • The Verse: the player guide to history, factions, the Fold, the Nine, and the Kadiss.
  • The Nine Corporations: what a player character can know about the corporate pillars without internal author notes.

History

Factions & Corporations

The nine corporations that run the Core, and the powers around them.

  • Asset Realisation: owner of the LaGrange Cores and the doctrine that turns people, worlds, and debts into assets.
  • Argus: commercial information, media, and the visible face of Kadiss surveillance.
  • Meridian Exchange: finance, underwriting, and trade.
  • Numen: certification and control of machine minds.
  • Surikov Dynamics: arms, vehicles, and private military power.
  • Helix: augmentation and engineered-human gene-craft.
  • Helios Foundry: energy, heavy industry, and Core shells.
  • Drift Logistics: freight, salvage, and the void lanes.
  • Lao Agriculture: food, air, and biological supply chains.

Species & Lineages

  • Species: choose an engineered human lineage, xenosapient species, or synthetic frame.
  • compendium/race/index: engineered human lineages and xenosapient species in the compendium.

Classes & Professions

  • Classes: the player class roster and each class's place in the verse.
  • compendium/class/index: every archetype in the compendium.
  • compendium/profession/index: the work a character did before play; lifepaths separately establish origin and social context.

Skills & Feats

  • Skills & Feats: trained capabilities and advancement choices.
  • compendium/skill/index: every skill in the compendium.
  • compendium/feat/index: every feat in the compendium.

Items & Equipment

  • compendium/item/index: weapons, armour, and tools.
  • compendium/augmentation/index: cyber and wetware, bought on top of the Kadiss.
  • compendium/ship/index: hulls from shuttles to capitals.
  • compendium/ship-weapon/index: mass drivers, plasma, breaching tubes.

Powers

  • Fold & Psionics: Fold psions, gene-psions, powers, and risk.
  • compendium/psionic/index: every discipline in the compendium.

Worlds & Places

  • compendium/location/index: every named place in the verse.
  • compendium/station/index: orbitals, freeports, arena-stations, derelicts.

Bestiary

  • Creatures and adversaries are GM-facing material in the released Bestiary; player-known species appear under compendium/race/index.

Cross-References