After watching Guardians of the Galaxy(seriously go see it, its phenomenal, I will wait) I really wanted to capture that feel. Then I realized I had already done something quite similar a year ago, when I ran the Shadow Legion Campaign for some friends. It was awesome and hit all my favorite parts of Space Opera. In reminiscing I realized I still had more to explore in the fictional universe of the Shadow Legion. And so I began to build on the edges of the world, just for my own fun. However, these ideas and concepts were scattered and unfocused. I often find that when I am brainstorming it is quite fun, but I need to actually attempt to write the ideas for other people in order to find the clarity I seek. As I like the movie, I was more interested in the fringe societies and dangerous threats of the galaxy. Luckily way back when I made my first post about the Shadow Legion(though that name had yet to be invented for the setting) I mentioned that Guardians of the Galaxy was one of my influences.
I also had mentioned briefly the idea of Farspace and the Non-Aligned Worlds. So I will be working in those area a bit more now. I like the idea of places on the edge of Charter space, where the law exists only in theory and justice comes at the edge of a sword or the barrel of a gun. Here be dragons, as the old spacers claim. In this post I will be digging into the fringes of the main species of the galaxy, and also I will be looking at the history of the future.
Shadow Legion Long Patrol
We are the line between darkness and light. Driving back the shadows to bring the light of peace.
~The motto of the shadow legion
After the finally defeating the mighty Sukar threat five years ago, the Shadow Legion was sorely depleted. They were forced to pull back from the frontier. As a stopgap to deal with the problems, the Long Patrol was established. New recruits were paired with former Shadow Legion members, brought out of retirement, to travel in larger than normal Cadres throughout the edges of space. Bringing justice and granting the experience of their elders to the new recruits.
Tesh Biology, Culture Basics, Mother-lines and other Heresies
Tesh retain memories through their father's genetic material. These lines of descent are known as father-lines and are the basis of much Tesh culture. They gain skill and knowledge through the males, though female Tesh retain power because they can control their fertility and through the rareness of females. There are 40 males for every female. So while Males have the advantage of memory immortality(should come up with a term for this that sounds neat)
Tesh myths
...the myth of the mother line claims that their exists a mutant genetic line among the Tesh. This line gains knowledge from the mother rather than the father. When asked where this line exists, it is always somewhere far away and remote, usually deep in Farspace.
...the myth of the Lamfa, master of all, a Father-line that contains(or will contain) all skill and knowledge in the universe, creating a perfect Father-line of Tesh who will be the universes true masters. There are a great many differing views on the Lamfa. Every few years a Lamfa cult will appear around one particularly skilled Tesh, though they never last long. On the other end of the spectrum is the yearly games named after the Lamfa, the tournament of all skills. It is mostly played for entertainment and for laughs.
First Post that includes Tesh
Second Mention of Tesh
Tesh Humor
Taurai Exiles
Being an exiled Taurai is bad, very bad. Taurai are an ancient people, powerful and intelligent, yet paranoid and Isolationist. Every member of their species has Esp, and as they get older their power grows. Those with a clan become, upon their physical death, individuals within the unconscious undermind of their clan. This is why being exiled is bad. You lose the closest thing to immortality that anyone outside of the Tesh can understand. You lose anyone who could ever truly understand you. To exile even one Taurai is a serious thing, exile is a death sentence. Forever death, forever lonely. Not just that but a the exile is destined to die alone and unloved. Being an exile is bad.
Pirate Clan Worlds
Five years ago, the Shadow Legion made a deal with the Pirate Clans of Antares. For their agreement to help fight the Sukar, the Pirates were promised legitimacy and the rule of three star systems. After the end of the war the politicians held back as much as they could. The Pirate Clans were left with only one system after they had sacrificed so much. Relations are cold between the Charter and the Clans. The worlds of the Antares system are lawless havens of vice and commerce. The only law is Pirate Law. The only enforcement is what you can bring with you. Currently there are seven pirate clans that rule over the system.
History of the Primacy of Man
Four hundred years ago, after humanity had colonized the sol system, but before the discovery of Hyperspace Gates, war raged throughout human spheres of influence. Among the worst and most dangerous were the Titans, humans who had altered themselves using genetics and nanotechnology to near "perfection." These Titans believed themselves to be gods of science. They crafted clone armies and cults of personality. Their missionaries would promise immortality and temporal power, and thousands would flock to the banner of these petty godlings. Eventually they were driven back and driven off, disappearing into the dark of space. One hundred years ago, the Charter encountered the Primacy of Man. This was a group of worlds inhabited by humans united in their genetic engineering and their belief in godlike beings called the Titans. Since the fall of the Sukar, the Primacy has been making more aggressive moves throughout the Non-aligned Worlds.
First Mention of the Primacy of Man
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