The beacon lanes went dark a generation ago. Your ship carries the light between the worlds the void forgot.
Generations ago the faster-than-light beacon network failed, and the worlds of the old galaxy drifted apart into the cold - each one alone, slowly forgetting the others were ever there. There is no empire out here and no war to win. The enemy is the dark itself: isolation, scarcity, entropy.
You crew the Emberwake, a salvage-hull patched a hundred times over, and fly the black between cut-off worlds. Relight dead beacons. Carry medicine and word to settlements that thought they were the last. Pick through the old galaxy's wrecks. The void is vast - but someone keeps the embers alight.
The crew's navigator. With the beacon network dark, no map of the void is current and most are fatal. The Wayfinder reads the drift of dead stars, the half-remembered old lanes, and the cold math of fuel against distance to thread the ship safely from one cut-off world to the next.
The old galaxy left wrecks everywhere — drifting hulls, dead stations, derelicts a hundred years cold. The Salvager goes inside them. They scavenge what still works, coax dead technology back to life, and know better than anyone that the past is a toolbox if you are brave enough to open it.
Someone has to believe the work is worth it. The Lightkeeper tends the beacons — the physical ones, relit station by station, and the harder one inside the crew. They are the realm's quiet, humane heart: not a mystic, not a priest, just the person who keeps hope from going out.
A ship is a small world, and a small world needs tending. The Hearthkeeper is medic, cook, and quartermaster all at once — the one who keeps the crew fed, healed, and whole through the long hauls. They make the void survivable one warm meal and one mended wound at a time.
A galaxy in pieces is a galaxy of strangers, and strangers do not trade, share, or trust. The Broker is the crew's voice — the one who walks into a wary enclave, finds what each side needs, and brokers the deal or the peace that lets two cut-off worlds become two worlds that help each other.
The ship is the crew's whole world, and in the void a failed system is a death sentence. The Shipwright keeps the hull alive — patching, rerouting, coaxing failing old systems through one more haul. They know every weld and every weakness, and they fight by turning the ship itself into a tool.
A loose, hopeful federation of survivor enclaves that have chosen to reach back out into the dark. The Rekindled pool what little they have — fuel, seed-grain, medicine, knowledge — and send working ships to relight beacons and find the worlds that think they are alone. They have no fleet and no army, only a stubborn shared belief that the galaxy is worth stitching back together. Generous, overstretched, and quietly brave.. Hopeful and cooperative.
The hard-headed professionals who pick the bones of the old galaxy for a living. The Guild charts the wrecks, claims the derelicts, and trades salvaged technology and parts to anyone who can pay. They are not idealists — a wreck is a paycheck — but they are honest by their own code, and a functioning galaxy means more ports, more trade, more work. Pragmatic, territorial about their claims, and indispensable to everyone.. Pragmatic and mercantile.
A guarded faction descended from the keepers of one great working installation that never went dark. The Vaultborn still have power, climate, and a library of old-galaxy technology — and they have decided to keep all of it. They are not cruel; they are frightened, certain that to share is to lose everything in a hungry galaxy. They trade in scraps and crumbs and sit on a vault that could relight a hundred worlds. Insular, fearful, and slowly suffocating on their own caution.. Fearful and isolationist.
The void's raiders — crews who decided that taking is faster than building. The Driftwake strike stranded settlements and lone ships, stripping fuel, supplies, and salvage and leaving the dark a little colder behind them. They are not monsters in their own telling; many were survivors of worlds nobody came to save, and bitterness made them prey on the rest. Hungry, dangerous, and a living argument that isolation breeds cruelty.. Predatory and bitter.
Gather a crew of 2-6 players. The dark between the worlds unfolds on Discord - fly it, salvage it, and relight it together.