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Table of Contents
Races | Economy | Buildings & Organizations
KARABULUT GARMENT MANUFACTORY (KGM)
Overview
- Location: Industrial Ring, New Kourou
- Address: NW Guardian Way 3
- Surroundings: Adjacent to the Headquarters of Space Drinks Inc.
Founded in 2628 by former engineer Jeremy Karabulut, the Karabulut Garment Manufactory (KGM) was the first large-scale textile plant on VOI 700 D. Transitioning ExoHumans from repurposed Last Frontier suits to bespoke frontier wear, KGM’s durable fabrics and frontier-styled garments became ubiquitous across the Beta Age settlements. Its rapid growth—fueled by five Hekana (“Alien Cotton”) farms in Hope Region — sparked both economic boom and native land disputes. Nationalized in 2632 under the Federal Confederation, KGM was replaced by the Federal Garment Manufactory (FGM) in the Gamma Age.
Architectural Significance
- Construction Material: Reinforced cargo-crate steel frames, weave-textured mycelium insulation, and salvaged shuttle-canopy skylights
- Floors: High-ceiling production hall + mezzanine offices and sampling gallery
- Façade: Corrugated alloy siding punctuated by broad service bays and loom-vent grilles, with a battered holo-sign bearing the KGM emblem
The plant’s utilitarian design prioritized large-scale looms and dye vats, reflecting both the urgency of frontier needs and the improvisational spirit of early industrialization.
Building Structure
Ground Floor – Production Hall
- Weave Floor: Rows of QFB-powered textile looms spinning Hekana fibers into yardage
- Dye Vats: Five climate-controlled vats for color treatments, each with integrated waste-water separators
- Cut & Sew Lines: Conveyor-belt tables where tailors stitch reinforced workwear
- Quality Control Station: Raised platform for inspectors to sample and test fabric tensile strength
- Restroom (2): Two unisex composting stalls with AuroraSan fixtures
Mezzanine – Offices & Gallery
- Manager’s Office: Simple desk and a view over the production hall
- Design Studio: Wall-mounted swatches, sketch tables, and holo-projector for pattern reviews
- Sampling Gallery: Display racks of finished garments and prototype uniforms
- Archive Nook: Shelves of original Last Frontier suit fragments and early Hekana prototypes
- Restroom (1): Single-stall for staff, featuring the Aurorasan System.
Exterior Grounds
- Loading Dock: Three service bays where Hoo-drawn wagons and bots deliver raw Hekana bales and load finished crates
- Dye Waste Ponds: Secured trenches lined with native stone for settling dye byproducts
- Overhang Canopy: Corrugated metal awning shielding outdoor work tables
Look and Feel
The air inside hums with loom-motor whine and the sweet tang of fresh-dyed fiber. Threads of vibrant blues and earthen browns hang in drying racks, while tailors in patched smocks work under harsh galvanic lighting. Dust motes swirl across grated walkways, and steam hiss-vents punctuate the cavernous space.
Roles and Responsibilities
- Jeremy Karabulut (Founder/Plant Manager): Oversees operations, negotiates Hekana supply, and designs core workwear lines
- Chief Weaver (1): Maintains and tunes high-speed looms; trains textile engineers
- Head Tailor (2): Supervises cut-and-sew teams and quality control
- Tailors (8): Stitch, hem, and assemble garments on the cut-and-sew lines
- Textile Workers (40): Feed looms, operate dye vats, package finished rolls of fabric, and assist with loading dock operations
- Maintenance Bot (1): A customized programmed Butler Bot from the New Kourou Robotics Syndicate routine machinery diagnostics and hull-plate patching
- Cleaning Bot (1): A Cleaning Bot sweeps floors and clears textile scraps
- Security Bot: A Guarding Bot scans credentials before opening the gate
Public Access & Operations
- Visiting Hours: Monday–Saturday, 07:00–12:00 (by appointment)
- Production Shifts: Dual shifts 00:00–12:00 and 12:00–24:00
- Order Desk: Open 08:00–18:00 for bulk garment and fabric orders
Security Measures
- Regular Patrols: A local Guarding Troopers Unit patrols the Industrial Ring regularly
- Guarding Bot–Secured Gate: A reinforced alloy gate at the loading dock controls all entry; a Guarding Bot scans credentials before opening
Player Interaction Possibilities
Legal Interactions
- Submit a job application to the Manager’s Office and audition for tailor or textile-worker roles
- Work a shift alongside tailors and weavers to learn frontier garment-making techniques
- Place a Uniform Order: Commission standardized workwear for a mining or logging expedition
Illegal Interactions
- Smuggle contraband goods hidden in empty Hekana bales
- Sabotage dye vats to discredit Karabulut’s monopoly
- Forge production logs to misroute a valuable prototype out of the plant
Tactical Advice for Dungeon Masters
- The Missing Bales – In the dead of perpetual twilight, the KGM discovers that its entire stock of freshly harvested Hekana bales has vanished from the loading dock. Jeremy Karabulut quietly hires the PCs to track the thieves: were they rival textile brokers, desperate Hope farmers, or agents of a Native tribe? The trail leads from shadowed warehouses in New Kourou’s Industrial Ring to clandestine dye‐pond rendezvous— will the PCs recover the fibers before the next production run stalls?
- Stitch in Time – Jeremy Karabulut fails to appear for the day’s production briefing, and the Head Tailor finds a ransom note pinned to the workshop door demanding 20 000 Kourou just to keep him alive, plus another 20 000 for his release. Tasked by his anxious team, the PCs must interrogate factory workers, bribe informants, and navigate seedy underbelly deals in the Public Services Ring to locate Karabulut’s hideout—and rescue him before the kidnappers’ deadline.