KazarimCorps, Part 1 (Setting)
When Starfinder came out, it inspired me to wrote up a quick document that sketched out a Starfinder setting using the same universe as my Kazarim Campaign Setting: the KazarimCorps Campaign Setting. Obviously, it is more an outline or working notes rather than a full-fledged campaign setting at this point, as I intend to complete Kazarim first; but I thought I’d share that sketch with everyone anyway.
Premise
The noktor and their gods fled the planet Jeruntam, traveling through a techno-magical portal across the stars to Desara, the planet of the Kazarim Campaign Setting. Not too long after, the Samakara and their creations, the dragons and zmey, followed the noktor and renewed their war. But the Samakara left the most powerful of their number behind, sealing the portal so that Unjunkel, Dragonlord of Earth, would be stranded on a dead world.
Enraged, and determine to exact revenge on the other Samakara, Unjunkel proceeded to devour the entire planet, as well as the star that it orbited. Now it treks across the cosmos, flying through hyperspace and dragging what is left of the planet’s moons behind it.
Assumptions
KazarimCorps is the the same universe as the Kazarim Campaign Setting. The KazarimCorps setting is on the ruins of Jeruntam, the noktoran and zmey homeworld.
The two campaign settings happen concurrently with each other: in other words, the default starting date is the same for both campaigns (although the two settings use different calendars—and because being in space causes time to be weird—so this might not be readily apparent).
The Ruins of Jeruntam, the God-World
Jeruntam
The living body of Unjunkel, the God-World. The planet glows with divine energy, which provides some light and heat, but which also gives off strange, mutagenic radiation and magic. It is mostly inhabited by dragons and vermin, servants of the God-World. It’s atmosphere is heavy, yet livable, but the radiation emanating from the planet makes life for all the common species except for the calakhon and zmey nearly impossible without advanced technology or powerful magic. Collectively, the planet, its attendant satellites, and the space within the confines of the Brilliance are known as the Glow.
The Brilliance
The remnants of Jeruntam’s sun, which was destroyed and consumed by Unjunkel as the God-World began its journey through the cosmos. It appears as an aurora, delineating the edge of the safe boundary of local relativity created by the God-World as it travels through hyperspace. However, because the power of the Brilliance is erratic and the border constantly fluctuates, getting too close to this region is dangerous.
Soman
One of the remaining, intact moons of Jeruntam, trailing in the wake of the God-World. Still caught in the gravity of its parent, Soman no longer orbits so much as follows in a corkscrew behind. Originally the middle of the three moons of Jeruntam, it is now the outermost, and holds the largest communities of survivors. Soman has an atmosphere, and is mostly a world of temperate forest and cold seas. It is the least damaged of the original moons, although it has cooled considerably since the Awakening of the God-World.
Bru-Asar
One of the remaining, intact moons of Jeruntam. Like Soman, it corkscrews behind the God-World, with a spin slightly nearer to Jeruntam than Soman’s. It is sparsely populated, with independent enclaves scattered across its wild surface, which is saturated with radiation and magical emanating from the God-World. Bru-Asar has an atmosphere, but it is mildly toxic to most non-native lifeforms. This is the homeworld of the calakhon.
The Arc of Kembalas
A debris field of asteroids and broken moon rocks trailing from Jeruntam, representing the remaining natural satellite of the planet, as well as a number of asteroids caught in the God-World’s gravity well. The largest of these bodies is Kammardan, a planetoid large enough to have noticeable, if light, gravity of its own. This enables a small population of kazarim, prospectors, smugglers, and cultists to inhabit it.
The 37 Constellations
The collective name for the 37 major space stations in the God-World’s system. The two most important are Lakjun Kor, a failed generation ship, and Vector-4, the home of the KazarimCorps.
The Crescent of the Damned
This strange artifact floats in low orbit around Jeruntam, a nearly six-kilometer curve of metal that has been clearly cut from a bigger circle. A great deal of debris floats near it. No one knows what the purpose of the Crescent is, but the area around the object is a wild-magic zone, and pockets of lethal radiation make exploration hazardous. What’s worse, ships that get lost here often have their crew animate as the nastier sorts of undead.
The Dark
Interstellar space, the great void beyond the Brilliance. Once entered, chances of returning to the Glow are slim.