
Squarely in the middle of nowhere in the galactic neighborhood is a megacity that spans much of what was once a massive asteroid. The surface is entirely urbanized, or consumed by the Rust Ocean. Districts stretch thousands of miles, stacked vertically into corporately-controlled districts called spires.
Above all of the spires floats the Halo of Seethe, a luminous orbital ring of space stations and corporate spaceports. Up here, in what is one of the few constellations visible above the artificial skies projected over each spire, is a life of luxury for executives and elite travelers. The rules of most Spires live amongst the Halo.
Each Spire is a Corporate arcology that houses millions of souls. Each spire is it’s own controlled environments with a unique artificial sky projected above it’s citizens. Each spire is a continent into itself, a massive district of a massive city that reflects the work and nature of it’s Corporate owner. What is “legal” differs from Spire to Spire.
Below the upper levels of the Spire where work happens and respectable citizens live, are the Neon Depths. Here is where the party is, with nightclubs, gambling, bars, arcades, and all manner of recreational opportunities exist. It is also in the Neon Depths that the secondary powers of Seethe have formed powerful crime syndicates.
Lower still, through collapsed infrastructure miles underground, is the Undercrawl. Here, a resourceful adventurer might find illegal tech labs, rogue AIs, and crews of dangerous scavengers who eek out a living away from the dangerous Depths, but creatures of unknown origins often find their way here and can be just as dangerous.
Beneath and around these spires are entire continents of abandoned industry and junkyards called the Rust Oceans. This is where the craftiest (and most daring) smugglers hide ships, where piracy reigns, and where separatists have formed junk islands outside the grasp of the major corps.
No matter where you exist within Seethe, you share it with billions of other souls from thousands of species of creatures, some of whom exist in slightly different realities than your own, either by choice in the case of MyndMesh enthusiasts, or by debt in the case of those whose LedgerCore scores drop especially low.
Named for the cargo they carried for their very first job together, the Skullrunners are a group of criminals who have banded together to rise through the chaos of Seethe to make a life for themselves. Each has a different motivation, but they share a drive to succeed.
They currently live in a burned out communication relay in the Undercrawl, where vermin are a threat and a river of coolant bubbles by.
They work for the android fixer known as Chrome Dream, who is as dangerous as she is resourceful. She always has the next job lined up, and always has her fingers on the Pulse of the Neon Depths.
An overview of the setting, character creation, and setup for the campaign!
The very first session of Skullrunners, where we meet our party in-character for the first time, and take the trip to see Chrome Dream!

A kasatha smuggler from the far-away planet of Akiton, Vlally finds herself looking for a new way to make money after falling out with her original crew.

A young man coming to terms with his queer identity along with strange powers he doesn't quite understand, Monk looks to find a family amongst this group of criminals.

A former member of the Circus of Broken Acts, Nyx and her drone Fyx find themselves free to act of their own volition, and look to free a friend from that same circus.

Born to a well-off family as one of two boys, Theo found his path in the world to be longer and more uneven than his brother. With a group at his back, he looks to level the playing field.

Once a member of a Hall of Hylax that was disrupted after a brutal accident in the Gravitas Spire, Segin looks to rebuild the connections of their Hall.
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