Generating Systems

1d6 Major bodies

Generating Major Bodies

For each major body:

1d4 elements

Earth, Fire, Wind, Water

Roll each element in order and envision what that list means for a major body. Ex: Fire, Fire, Earth, Wind could be a Venus like greenhouse planet and Ice, Earth could be a frozen dwarf planet like Pluto.

Any major body with at least one of Wind or Water and another element is inhabitable by at least extremophiles matching its environment.

If even remotely inhabitable flip to see if that major body is colonized in a public way (most bodies have at least homesteads on or around them to be discovered later)

If colonized the threat level for the major body at large defaults to 1 + rarity roll

Uncolonized major bodies threat level is 1d6 with disadvantage and then its rarity roll.

Lastly for inhabited world decide on major fauna by generating an encounter with the closest approximation of its environment for tables you have available and envision that creature as natural beast. That beasts type is he major fauna type. Envision major flora types based on the major fauna and what environment would support them. If no major fauna type, flip to see if any flora is present and generate a proxy fauna to help envision the flora.

Placing Major Bodies

Once all bodies are generated place them randomly in the 6 orbital rings, then sort closer: for each occurrence of fire, and farther for each occurrence of water. Then sort closer for any body with earth (no matter how many) and farther for air.

Last move any inhabitable bodies in towards the 3-4 ring line by one step.

Updating Orbital Positions

On a one month clock, roll 1d6 and rotate each body in or under that orbital ring clockwise one step. This combined with more sectors on outer rings will give a natural though unpredictable orbital dynamic.

Sector Map2.png