Rejected by their creators (the Archons) as inferior, the Corporation (formerly known as Vargarti) have grown to love the Great X’ion War because it freed them from an existence of insignificance and irrelevance. Discarding their racial identity, they are now eager to prove themselves. Not a nation in the classical sense, the Corporation is a massive corporate entity comprising millions of smaller, affiliated business enterprises – a purely capitalistic society.

Play a Corporate if you:
»» Value social power.
»» Value money and possessions.
»» Value the individual over the group.
»» Care about your appearance.
»» Want to be a space merchant.
»» Refuse to be defined by your genetics.

Physical Qualities
»» Average Height: 1.7m.
»» Average Weight: 75kg.
»» Average Life Span: 80 years.
»» Yellow patterned skin along neck, back, shoulders, and hairline.

Home World: Alabaster
Alabaster is a massive gas giant, rich in helium-3, with a single large moon and distinctive ring made of ice and rock particles, gathered as its orbit occasionally brings it close to the Monopoly asteroid belt.

The X’ion War left the Corporate home world, Varsphere, a desolate wasteland. After fifty years, the rediscovery of space travel enabled the (newly renamed) Corporates to search for a new home. Accessing Archon data banks, they were able to locate a rare gas giant in a nearby system that could be harvested for vital spacecraft fuel and other valuable chemicals. Naming the newly claimed planet “Alabaster”, they quickly set about building a new home for themselves.

The Corporation has built numerous large chemical-mining space stations in close orbit to the dangerous Alabaster atmosphere. These stations undergo constant repair and expansion, using asteroid-mined materials and imported supplies. Space travel around Alabaster often frustrates pilots, who face a relentless bombardment of digital advertisement and near-constant traffic deadlock.

Corporation Culture
Largely motivated by a desire for personal success and shaped by social expectations, Corporate culture is deceptively simple to outsiders. While most Corporates are materially well provided for, nearly all present an image of greater personal success than they have actually achieved, especially around other Corporates.

No matter how impoverished, every Corporate will have at least one set of expensive-looking clothes to wear in public. The most wealthy frequently throw extravagant parties to firmly establish public knowledge of their success.

Corporates mostly live on large, crowded, and hastily constructed space stations orbiting the gas giant Alabaster, with large central chambers full of garish advertisements and shops, and surrounded by large space ports.

The Corporates are the greatest unifying force in the Haven system – with most of their manual labour and production done by Nephilim-created biological drones called “Flesh”, law enforcement largely managed by the Legion, and even food and raw minerals provided for by trade with the often-troublesome Kaltorans.

Common Characteristics
Abrasive, decisive, entrepreneurial, organised, and pragmatic.

Common Male Names
Aaron, Dale, Derrick, James, Lucas, Malvin, Milo, Steve, or Theodore.

Common Female Names
Abbey, Amy, Isabel, Judy, Julie, Rita, Robyn, or Stephanie.

Common Family Names
Angelson, Bolt, Cartove, Darrison, Jefferson, or Smith.

—Fragged Empire Core Rule Book, p.21


Relationship with Other Races
The Corporation is the greatest unifying social force within the Haven system. This is not for any idealistic reasons, but due to the Corporation’s very nature and its constant thirst for economic growth and stability.

In their eagerness to cross most cultural boundaries, Corporate society has have very little racism. They have a talent for social cohesion and a passion for order, risk mitigation, and economic growth. As a result, they have established many cross-racial systems, such as the Data Stream, currency ( Credits), and many economic infrastructures.
—Fragged Empire Core Rule Book, p.204

The Corporation’s exponential expansion of territory and economy shows no sign of slowing. Looking past Haven, they have begun to expand into neighbouring systems.

Seeking to consolidate and expand their power, the Corporation continue to make claims to resource-rich planets, moons, and asteroids within Haven. Several Corps have also begun to form a large settlement on Mishpacha, simply called Mishpacha One, spearheaded by the up-and-coming mega-company Prospecting, Pioneering, & Prosperity.

Prospecting, Pioneering, & Prosperity, or PPP, is now the largest company involved in exploring new resources inside and outside the Haven system. As they explore new systems and prospect for valuable resources, they rent out their staked claims to companies like Drey Mining and Tri-Fuel. In these new systems they also construct and rent out Synth Steel space stations and settlements.
—Fragged Empire: Protagonist Archive, p.102

During their early years of space colonisation, the Corporation lost millions of lives in their efforts to establish space stations around Alabaster. They would have failed if not for the Nephilim. Showing unprecedented generosity, the Nephilim housed, fed, and sheltered millions of colonists in their ancient living warships as the space stations were being built.

Over the years, the hierarchy of both races have solidified their working relationship in the form of a trade pact. The Nephilim provide cheap labour, primarily in the form of biological drones called Flesh, while the Corporation provide near-unlimited fuel to the Nephilim.

Both desiring order and structure and having complimentary skills sets, the Corporation and Legion have a natural synergy despite their glairing cultural differences. Most Corporates abhor personal physical risk, while the Legion relish it. Most Legion hate the monotony of economics and production, while Corporates thrive on it.

The eagerness of young Legionnaires to fight for a living has given the Corporation a lot of power over them. With no formal, overarching agreement, the Corporation hire Legion enforcers on short-term contracts or commission. Legion soldiers are a familiar sight on most Corporate space stations, facilities, and spacecraft.

According to most Corporate citizens, the Kaltorans are a misguided, reckless, and frustrating race. They refuse to sign nearly any agreements with the Corporation, and if they ever do, they are more than happy to just disregard them as they see fit. They also have an utter disregard for the importance of money, preferring to barter for physical goods and services.

Despite this constant friction, the Corporation makes some effort to maintain a working relationship with the Kaltorans, motivated by their need to trade with the Kaltorans for raw materials such as food and minerals.
—Fragged Empire Core Rule Book, p.204

The Palantor have proven themselves as pragmatic and shrewd businessmen, which the Corps respect. However, because they refuse to sell their technologies and instead rent out their expertise, many Palantor have become victims of Corporate espionage.

The Palantor harbour some resentment towards the Corporation for accidently awakening the Mechonids. Most Corps refuse to admit their responsibility for this.

The Vargarti, now known as the Corporation, were once enslaved by the Ursai on the planet Varsphere. But things have changed – the Corporation rose to power, and the Ursai were destroyed. The Corps see no reason to fear the Remnant people. Rather, gullible is how many Corps see the Remnant, as their idealistic beliefs are easy to exploit.

Corps consider the Remnant to be spoilt and given everything: exceptional genetics, power, influence. Even after the Ursai killed themselves, they were given an unmerited second chance, raised from the dead by a strange power. The Ursai were given everything and squandered it; the Corps were given nothing and created their own prosperity.

Self-sufficient customers are something the Corporation have always hated. If a person – or worse, an entire race – can rely on themselves, they don’t need to trade. The Corporation, preying on their fear of the Oni, force the Twi-Far to participate in the Corp economy, selling weapons using clever marketing tricks and creating false problems for which they sell the solutions.

The Corporation are also interested in the mysteries and the secrets surrounding the Twi-Far. They wish to know the locations of planets which the Twi-Far have surveyed and explored. They also have been trying to capture a live Faren for study, as it may hold the key to creating new marketable technologies.

The Zhou are enigmatic, strange creatures which evolved from an old superweapon. They have no needs for the Corporation to exploit – how do you sell things to naked savages? This is a conundrum to the Corporation, but there might still be profits to be made by researching the Zhou, maybe even by using them as weapons. How will the Zhou fit into the Corp economy? Only time will tell. At present there are barely enough of them to even affect the stock market. But doubtlessly the Corps will keep a watchful eye for business (or military) opportunities.

—Fragged Empire: Protagonist Archive, p.102



Degrees of Success Ozasuke