Commissioned in 2626 under the Human Settlement Plan, the Medical Station of Morningstar became the settlement’s principal general-care facility. Aside from a single Chief Physician, all diagnostics, triage and routine treatments are performed by Medical Bots — residents trust the same automated care they once had aboard the Last Frontier. Services run from basic check‑ups and inoculations to emergency trauma stabilisation and nano‑therapies.
After the Peace Treaty with the Alliance of Native Tribes in 2631, the newly founded Federal Confederation reformed its health‑care system. The Medical Station was closed and replaced by a Federal General Practitioner’s practice operating under the new Federal Health Agency. Faced with ongoing energy shortages and under the influence of native medicine traditions, the practice emphasizes low‑power diagnostics, herbal‑nano hybrid therapies, and community‑based visits rather than round‑the‑clock emergency bays.
Ground Floor
Second Floor
Stepping inside, you sense an inviting frontier lodge upgraded for high‑tech medicine. Warm wooden walls and polished floorboards blend with exposed alloy conduits and gleaming treatment pods. Soft, diffused twilight from recycled skylights dances across the waiting benches. A Butler Bot glides along the wood‑trimmed counter to greet you, and the faint hum of Medical Bots at work underlines the station’s efficiency without any antiseptic bite — just the comforting aroma of fresh timber and the quiet precision of automation.
Human Staff
Automated Staff
Unlike the Hospital of New Kourou, which includes full in-patient wards and surgical recovery units, the Medical Stations across the Free State are strictly outpatient facilities. Treatments are designed for stabilization, diagnostics, and short-term recovery. Even overnight emergency care is limited to temporary trauma bays, and patients are either discharged or transferred to New Kourou for extended observation or post-op care.
| Treatment | Description | On-Table Effect | Typical Conditions Treated | Cost (Kourou) |
| Basic Medical Check‑Up | Standard health exam and vitals monitoring | Removes one level of fatigue; +1 to next Constitution check | Routine health checks, fatigue from work shifts, low hydration, pre-mission assessments | 25 K |
| Emergency Trauma Stabilisation | Field surgery performed by Medical Bots in the trauma bay | Restores 3d6 HP; stabilizes dying characters | Severe bleeding, blunt trauma, Beast mauling, stab wounds, crushed limbs | 50 K |
| Nano‑Therapy Boost | Injection of programmable nanites for enhanced healing | Regain 2d8 HP and remove one minor condition (e.g., poison or mild infection) | Mild infections, cuts and bruises, food poisoning, strained muscles | 80 K |
| Full Nano‑Flush | High-grade nanite sweep for pathogen cleansing and toxin breakdown | Cures disease or severe poisoning; +2 to Constitution saving throws for 24h | Radiation sickness, toxic gas exposure, bloodborne illness, | 120 K |
| Genetic Pathogen Screening | Deep scan for mutagenic illnesses, chronic infections, or latent DNA markers | Identify illness; advantage on related saving throws for 48h | Fever, settler DNA instabilities, nano-allergic reactions, | 35 K |
| Vaccination Series | Standard immunization package using hybrid nano-herbal carriers | Grants resistance to one common illness for 30 days | Seasonal viruses | 20 K |
| Limb Fracture Reset | Local bone realignment with surgical frame and nanite support | Restores function to broken limb; removes movement penalty | Treefall fractures, mining accidents, crossbow bolt damage, ladder falls | 60 K |
| Post-Trauma Neural Support | Cognitive nanites assist with post-shock recovery | Removes frightened or stunned condition; +1 Wisdom save for 24h | Battle trauma, emotional shock, laser-gun flash effects, freezing fear from beast encounter | 40 K |
Legal interactions:
Illegal interactions:
The station offers tension between life-saving tech and scarce resources.
Healthcare institutions of the Free State of Settlers: