Name of World: Warden Station.
System: Gjallarhorn
Year Initially Settled: 2127.
Affiliations: Independent.
Governmental Style: Corporatocracy.
Primary Languages: English, German, Armenian
Primary Industries: Ship building, refurbishing, scrapping, etc.
Current Leaders/Figures of Note: A board composed of appointed members from Astraeus Corp., Juno Shipbuilding, Beacon Corp., PRISM Engineering, EOS, and Nimbus Industries. One specifically of note is Daeva Dragao.
In-Play Characters from this Location: Annari Neuriko.
Human Mutations: None.
Geography/Biodiversity: Warden is less a station and more a series of shipyards cobbled together with some housing roughly shoved in between, anywhere it would fit. Nothing green has ever grown naturally on Warden, and any early attempts at intentionally cultivating fresh food were abandoned long ago. It has no native life forms, being what amounts to a block of factories in space, but is somehow still replete with crunch grubs.
The shipyards themselves are mostly low-grav on Warden to facilitate the movement of large, heavy machinery and product, with the exception of places like common areas and other transitional spaces. The rest of the station has similar gravity to most stations - still lower than most planetary gravity, but serviceable without the need of magnetized boots.
History: Warden didn't start as much. But a single shipyard, owned by Astraeus Corp. and established just off the earliest colonized planets grew, joining forces with other industrious up and comers. The docks built off of one another, tightly-packed yards on top of yards, and quickly became the locus for ship production and repair in the area. This ease of access to new ships right off the newly established homeworlds allowed even more ambitious work. Without having to cross the galaxy and back again, or tread on the territory of another planet, the people of CHL's still-developing system could easily requisition new ships for travel and transport, and as it was an independently operating facility, it made bank on those early years.
With which it expanded. Making deals with new partners, signing contracts with up-and-coming stations, these shipyards became a capitalist dream, and well known in every corner for the craftsmanship that came out of its yards. What little competition tried to eke out a living was often quickly scratched off or bought up, but for what it was worth, the collective took great pride in the quality of their products, and made no effort to cut corners to save money. After all, they did have a number of CDF contracts to maintain.
Over time, the yards took on all kinds of large manufacturing needs, and has even been involved in the construction of some newer stations. As they did, it became clear they needed more than a loose handful of agreements between them, no matter how ironclad, legally, they might be. The collective designated itself Warden - as in, one with responsibility over a particular place or thing - and established a kind of council from members of each company's board of directors. These members would go on to tighten up the relationships between Warden Station and its contractual obligations, but also, to deal with internal politics and other municipal issues.
After all, more work meant more shipyards meant more workers, and all of that meant a need for more housing, food, entertainment, etc. Warden was never intended to be a hub of activity beyond the shipyards, though, and most of this wound up squeezed wherever it could fit - and has remained largely unregulated as the council adopted a more laissez-faire approach. Beyond the docks, most shops and carts and the like are owned and staffed by family of the shipyard workers, as few come to Warden for anything other than manufacturing jobs.
But some do. Particularly for those looking to take advantage of the light security presence and minimal legal complications to all manner of illicit operations, Warden has become a place known as much for its expert construction as its loose association with the law. Mob justice is common in the shipyard - though only, really, for those who actively harm members of it, or their family. 'Outsiders' are rarely afforded the same protections, and a lot of looking the other way goes on with regard to what might happen to them if or when they cross the wrong person.