Grand Steppe of Lanercledra

The **Grand Steppe** is the term used for the surface of Lanercledra, outside of cities such as Xibara. Due to the UV rays emitted by the sun, is forced to be for the most part sparsely populated. It is a vast, desolate, and harsh land which most non-native life will be hard-pressed to survive in-- Either from the heat and lack of water, or the hostile wildlife. Settlements are sparse, being mostly concentrated on the coast, with other structures on the surface almost wholly dedicated to industrial/mining pursuits or military infrastructure.

It is connected by a network of bullet trains, shuttle services, and a mix of freeways/smaller two-lane roads. Freeways, in particular, primarily serve to connect other major cities to each-other; two-lane roads split off of these and to the few towns and minor cities that exist.

**Roleplaying Rules** The Grand Steppe is a rough, and sometimes treacherous landscape. Because of this, rifles/shotguns and pistols are permitted to be carried in one's car, along with swords and other melee weapons. However, upon entering Xibara, these must be put in cases-- Sans pistols if the person has had a background check performed by the municipality.

Submachine Guns, Carbines, Sniper Rifles, and Assualt Rifles must remain in cases unless the person is an official of Lanercledra or the Khaganate.

## Notable Events

* Lanercledra Galactic Sprint Championship - *To be added.*

## Real Estate

*Create your own! For prices and options, see: Properties*

## Law Enforcement

While the Grand Steppe might be desolate, it isn't lawless. A multitude of agencies handle enforcement, primarily the Lanercledra Regional Patrol (LRP), Free Kheshig Speeder Patrol (FKSP), and the Royal Trillic Military Police Lanercledra (RTMP-L)-- With the police departments of towns keeping watch over the outer bounds of their town jurisdictions. Additionally, a network of surveillance satellites keep watch over the surface, specifically constructed for assisting in law enforcement.

If called, or if a surveillance satellite (▢ 4 Investigation Roll) catches a serious crime (eg. murder) in an area it can conceivably see it, a 1d3 must be rolled. 1 is LRP, 2 is FKSP, and 3 is RTMP-L; this determines who responds. Then, refer to the table for response times.

If it is taking too long, someone may call a second time; reroll for agency and time. This stacks atop of the prior request. You may only do this once.

 FKSP
 RTMP-L

## Driving through the Grand Steppe

    Driving through the Grand Steppe is no trivial task; distances are long, landscapes are monotonous, services are few and far, the climate is adverse, and the wildlife is unfriendly. Traveling from subterranean city to subterranean city via Lanercledra's freeway system isn't so difficult; it's using the two-lane roads which connect towns to each-other or locations of interest that is the real problem.

**Legally Required Travel Items** While cars won't be inspected for these; it is nevertheless a requirement to have these for the sake of safety. If your car breaks down or is otherwise disabled, and you don't have them, you will be fined.
* Reflective Vests (1 for Each Passenger)
* First Aid Kit
* Tire Sealant
* Tire Inflator
* Scissor Lift
* Battery Charger
* Jumper Cables
* Engine Starter Spray
* Breakdown Triangle
* Emergency Radio Beacon
* 2 Gallons of Water
* 1 Jerrycan of Fuel

### Travel Rules

There are three elements when traveling through the Grand Steppe; **Weather** and **Occurrences**.

#### Weather

When driving between towns, or driving into the Grand Steppe, roll a 1d20. If you roll a 5 or below, you will be in a sandstorm; add +2 hours to transit. Also applies adverse weather rules, as seen in the car rules, which will raise the CL to all challenges by +2.

#### Occurrences Table

Upon starting a trip that is, or is longer than, 1 Hour-- Roll a 1d20.

##### Void Corruption

Void corruption above or at 25% automatically adds a -3 malus to your 1d20 occurrence roll.