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Races | Culture | Institutions | Buildings & Organizations
GUARDING TROOPER STATION – MORNINGSTAR
Overview
- Location: Civic Ring, Morningstar
- Address: SW Pioneer Avenue 2
- Surroundings: Nestled opposite Morningstar's Community Council Hut
The Morningstar station served as the local arm of the Guarding Troopers during the Beta Age in the exohuman Free State of Settlers, maintaining law and order for a mountain settlement known for its lumber mills and stone trades. Staffed by 10 troopers and 6 Guarding Bots, it enforced frontier laws in an environment of perpetual twilight and rugged terrain.
Following the dissolution of the Guarding Troopers in April 2631 and the creation of the Federal Confederation in 2632, the station transitioned into the Office of the Local Sheriff in Morningstar under the new Federal Sheriff System.
Architecture
- Construction Material: Straight wooden logs notched into square-corner cabins, set atop rough river-stone plinths.
- Floors: 1,5 (main cabin and attic mezzanine)
- Design Purpose: Traditional settler craft adapted for rapid assembly — robust against seasonal storms, with reclaimed shuttle-canopy glass panes in windows.
The exterior resembles an oversized log cabin: heavy beams interlock at corners, and broad overhanging eaves protect against rain. A carved wooden plaque above the door bears the Guarding Troopers emblem.
Building Structure
Ground Floor
- Reception & Records Nook: A timber counter where residents submit petitions or fines; secured by sliding wood shutters.
- Guard Room: Central open space with wooden benches, weapon racks, and a hearth to ward off damp chill.
- Armory Alcove: Enclosed corner cabinet locked with iron straps, housing 10 Laser Guns, 5 Stun Guns, 10 Combat Knives and 2 Combat Drones.
- Command Cabin: Officer’s desk, map table, and communication horn linked to patrol skiffs.
- Washroom & Gear Rack: Small chamber with basic wash basin and hooks for cloaks and boots.
- Restrooms (2): Two unisex restroom stalls, featuring the AuroraSan System.
Attic Mezzanine
- Detention Loft (2): Sleeping-bunk style cells with narrow glass windows for light. Each equipped with a AuroraSan System-WC.
- Interrogation Alcove: A curtained alcove with a single lamp.
Look and Feel
Despite its log-cabin exterior, stepping inside reveals a tightly organized frontier police station. The air is cool and dry. Walls of interlocking timber are lined with duty rosters, and shifting-shade maps of patrol zones. The floorboards are reinforced with metal strips to handle heavy boots and bot treads. Every piece of furniture is functional: sturdy desks for filing reports, wall-mounted clipboards for incident logs, and secured cabinets for evidence storage. Movements are efficient and deliberate — troopers check their gear at marked stations, bots glide silently along designated paths, and the station hums with the precise rhythm of law enforcement at work.
Roles and Responsibilities
- Station Commander (1): Appointed by the General at New Kourou; oversees station operations
- Patrol Troopers (8): Foot patrols in and around the settlement.
- Investigator (1): Handles property disputes and minor criminal cases
- Guarding Bots (6): 4 Patrol Bots on multi-terrain treads; 2 Cell-Guard Bots in the detention loft.
Security Measures
- Silent Alarm Network: A hardwired alarm system connected all key stations within the building. Triggering it initiated a coordinated lockdown and immediate bot deployment.
- Armory Access: The alcove was monitored by a Guarding Bot and could only be accessed through authentication.
- A Prison Cell Guarding Bot monitored the Detention Cells in the attic 24/7. It was armed with a Guarding Troopers Laser Gun and authorized to use lethal force in the event of an escape attempt.
- Perimeter Sweeps: A Guarding Bot, accompanied by a Combat Drone, controlled each perimeter of the station in a fixed circular rude.
Player Interaction
Legal interactions:
- Report a missing person or stolen property.
- Request assistance with enforcing a local curfew violation.
- Submit a general complaint or suggestion through the reception slit.
- Check the status of outstanding fines or permits.
- Retrieve items from the station’s lost-and-found via a signed form.
- Visit a detained criminal in the holding cells.
- Defend a falsely accused NPC and help gather evidence
Illegal interactions:
- Attempt to free a detained criminal from the holding cells.
- Bribe a Guarding Trooper or Bot for illicit favors or to overlook a violation.
- Forge station documents or clearance papers to evade fines or gain unauthorized access.
- Smuggle contraband – drugs or weapons – into the holding cells for a detained criminal.
Public Access, Operating Hours and Operational Rhythm
- Reception Hours: 06:00–20:00 local time, daily; after-hours requests handled via secured drop-chute.
- Shift Rotations: Four trooper squads rotate through 6-hour shifts to ensure 24/7 coverage
- Bot Maintenance Window: Automated diagnostics and firmware updates occur every day from 02:00–03:00, during which human troopers increase patrol frequency.
- Monthly Drills: Morningstar station conducts a full lockdown and evacuation drill on the first day of each month to test protocols and community readiness.
Tactical Advice for Dungeon Masters
Rooftop Pursuit – When smuggled contraband is spotted, a chase ensues across the cabin rooftops and over the river—it’s up to PCs to anticipate patrol bots’ routes and secure the prize.
Related Pages and Further Information
Local Stations of the Guarding Troopers in the Free State of Settlers: