Tuesday, July 21, 2026

The Zutarian Dominion Faction For Stars Without Number Rpg & it's Expanding Conquest

 



Zutarians, also called Imps, were an alien race native to the planet Zutarn. They possessed technology a thousand years advanced of Earth such as monocars, rocket-powered air transports, as well as long-range ray guns, and powerful knockout gas guns. The Zutarians also had an organized military but were not an aggressive race until the human known as Tyrno conquered them. 
Since the warlord Tyro took over the Zutarn empire the Imps have become a highly dangerous and organized military force in the spaceways. 

Overview & Lore

The Zutarian Dominion (commonly known as The Zutarians) are a highly organized, heavily disciplined faction born from a post-Silence authoritarian lineage. Originally a planetary mandate's elite naval task force that survived the Scream intact, the Zutarians evolved into an insular, stratocratic society built on strict hierarchy, genetic perfectionism, and aggressive territorial expansion.

To outsiders, the Zutarians present themselves as a civilized bastion of order in a chaotic galaxy, offering protection, trade stability, and advanced tech in exchange for complete political submission. Beneath this pristine veneer lies a ruthless police state powered by eugenics programs, state-controlled psionics, and covert infiltration.

  • Ideology: Absolute Order, Genetic/Cultural Supremacy, Expansionism.

  • Government: The Hegemonic Assembly — led by High Arbiter Vaelen Zutara and a council of Sector Admirals.

  • Diplomatic Stance: Coldly opportunistic. They treat non-Zutarian polities as either "Future Subjects" or "Awaiting Reclamation."

System Statistics

  • Force: 5 (Heavy military footprint and disciplined corps)

  • Cunning: 4 (Infiltration networks, state surveillance, subversion)

  • Wealth: 3 (Resource-focused, but throttled by heavy military spending)

  • Hit Points: 32 / 32

  • FacCred Income: 6 / turn

  • Homeworld / Primary Base: High Command Station Aegis-Prime (Tech Level 4+)

Faction Tags

1. Imperialists

  • Effect: The faction gains +1 FacCred income whenever it controls a planetary base on a world that wasn't originally its homeworld.

  • Rationale: The Zutarians view non-aligned human systems as their rightful heritage and actively plant garrisons to exact tribute and raw materials.

2. Eugenics Cult / Gene-Crafted Elite

  • Effect: Access to specialized bio-enhanced assets and genetically tailored infiltration units.

  • Rationale: Generations of selective breeding and TL4 bio-engineering have created a distinct Zutarian cast system (Commanders, Enforcers, and Labor-Breeds).

Current Assets

Asset NameStat TypeLevelLocationHPNotes / Function
Fleet BaseForce4Aegis-Prime System20Main operational star base and shipyard.
Strike FleetForce5Orbital Patrol (Primary System)12Capital ships capable of planetary blockade.
Extended TheaterForce1Outpost Alpha (Border Sector)4Allows force projection across adjacent stars.
InfiltratorsCunning3Target Local Capital4Subversive agents destabilizing neighbor governments.
Covert ShippingWealth2Sector-wide Trade Routes6Smuggles gene-agents and arms under merchant guises.

Faction Goal & Agenda

Primary Goal: Expand Control

  • Target: Annex the adjacent mineral-rich system of Oakhaven without triggering an open sector-wide coalition against them.

  • Current Action: Utilizing Infiltrators to fund anti-government insurgencies on Oakhaven while posturing the Strike Fleet at the border under the guise of "peacekeeping exercises."

PC Intersections & Adventure Hooks

  1. The Defector's Cargo:

    A high-ranking Zutarian bio-engineer escapes aboard a stolen shuttle with a prototype genetic strain designed to sterilize non-Zutarian populations. She hires the party to extract her to a neutral station before a Zutarian retrieval squad catches up.

  2. The Subversive Double-Agent:

    The party is hired by local planetary security to investigate a rash of sabotage. The trail leads to a local merchant councilor who is secretly a gene-crafted Zutarian Infiltrator manipulating local politics to invite a "peacekeeping garrison."

  3. Blockade Runners:

    The Zutarians have placed a strict orbital blockade around a minor colony world, cutting off vital medicine. The PCs are offered a lucrative contract to bypass the Strike Fleet and deliver supplies to the planetary resistance.

  4. Mercenary Procurement:

    Recognizing the party's elite skills, a Zutarian Legate attempts to hire them for an off-the-books strike against an alien relic site, preferring off-world contractors so the Dominion retains plausible deniability.

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