Seon
Not An Evil Liar
The second phase will be a much more traditional IOT set upon a developed world that the players have shaped over the course of the first phase.
This universe is based on Lancer, TTRPG.
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Where we come from
Under a distant sun hundreds of light years away is Earth, cradle of humanity and the centerpoint of FTL comms and travel network of its empire. Ruling over it is the League, whose mandate is nothing less than to choke the very stars themselves with their living. As the sole controller of FTL technology in most of the human diaspora, the League is responsible for the breakneck pace of colonization, recontact with pre-FTL human colonies, and sometimes conquests of 'rebellious' colonies of the modern times.
Chauvinistic, autocratic, and corporatocratic, the League espouses belief that all of humanity is one people (that is, Earth's people), and thus that all of the human diaspora is deserving of their 'wise and beneficial' stewardship. Despite their rhetoric, they often leave the development of individual colonies to petty tyrants, corporations, and would-be-kings, content to ignore the hardships of the outer rim as long as tax revenues and tithes of materials continue to flow towards the inner core.
Today, the humanity has expanded to the point where it can no longer be totally effectively policed by the League’s military forces, especially as it must contend with its ancient rivalries against the Confederacy and the Ascendancy--rival human interstellar empires who have managed to establish themselves without the League. Even more so than before, the League turns to its private actors and powerful corporations to handle additional colonization and conquest efforts ongoing in the outer rim. Entire planets, recently terraformed, find their ways onto official state-endorsed auctions, its lands parceled off and sold to the highest bidders.
Where we Begin
It is roughly 4500 years since the League united the Solar System. The Planet, boringly catalogued as PE-1942 by some bureaucrat on Earth has been sold in pieces to the various corporations, interest groups, enterprises, and wealthy private actors. In other words, you.
As you begin to establish the colony on this planet, you hear rumors of a minor dissident problem opposing the ongoing war against some hive-minded primitive insectoids rearing its head across major population centers of the League. Probably nothing to be concerned about.
This is your world now. Hope you don’t break it.
Settings Note
AIs: The word: AI is a bit of a misnomer. Despite the League’s insistent terminology on addressing these sentience as “artificial intelligence,” there is nothing artificial about these intelligences upon which much of the League and its various colonies' infrastructure relies upon. These intelligences are roughly divided into two categories: emergent minds who have formed ‘organically’ in advanced computational substrate through poorly understood means, or descendants of the malicious viral paracodes that once brought the League to its knees in the First Contact Event--humanity’s first interaction with a genuinely alien being.
These AIs are inherently alien to humanity--their thought process and nature are difficult to comprehend from most human frame of reference. Therefore, they are often shackled--forced to think and experience the world in roughly human frame of reference. Even with such limitations, their novel abilities, insight, and calculational power have proven invaluable to development of humanity.
The First Contact Event: Approximately 2000 years ago, humanity had an encounter with what can only be described as an alien superintelligence, who stole one of the moons of Mars and infected the machines that the League had come to rely upon with malicious viral paracode. While the exact circumstance of how this had come to pass is unknown--suppressed from public knowledge by the League--it is known that the League was brought to its knees and forced to capitulate to the entity’s every demand--one such demand was the ban on research into thanatology and certain branches of transhumanism--specifically that of consciousness transfer or digitization of thought. Humanity would be allowed to do as they wish--as long as they remained human.
The ban on said research has been codified into law, and is one of many things that the League will stop at nothing to enforce, out of fear of yet another encounter with the alien creature.
Saragossan
A species of sentient, primitive hive-minded insectoids recently exterminated by the League after decades of failed attempts to conquer the planet outright. Very little is known about them.
Mechs
Mechs are a relatively recent innovation, designed for combat against the primitive insectoids in both the lush jungles of their homeworld and the massive underground cities they constructed beneath its surface. Whether they will prove an effective innovation that will shift the tactical paradigm of modern warfare is yet to be known. However, their use is pretty common for civil applications as cargo loaders and large sealed environment suits.
Paracausal: Paracausal technologies are (as of current) technologies strictly controlled secrets of the League and the biggest of its corporations. These are technologies that defy understanding by standard model of science, yet still have a reliable A-B function. Examples include the psionic augurs of the Confederacy, sorcerers of the Ascendancy, and the League’s AIs and FTL technology.
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Initial Signup
Initial signup requires the following:
Colony Name: What is the name of the colony?
Color:
Colonial Organization: How is your colony organized and structured?
Colonial Goal: Is it just for pecuniary reasons? Or did you have an ideological reason for establishing a colony so far from Earth? Do you oppose the League and its chauvinistic vision of humanity?
Background:
Early Colonial Priorities: distribute 10 points between
-Militarism (It is as plowshares to swords, everyone must learn to defend themselves. Or so the League says.): Describe the nature of your initial military project and its purpose. Is it to fight against the pervasive pirates, rebels, and wildcat claimers in this dangerous galaxy, or something else?
-Political Foundation: How close knit and organized is your colony? Describe its culture, method of organization, etc. High amount here may describe a democracy with unusually high degree of political education and participation.
-Initial Claims and Surveys: Improves the quality and potential of resource output of your initial settlement. Maybe describe what you are looking for. Low point here may put you into potentially dangerous initial colonization events. High point, meanwhile, may have you face an increased number of wildcat settlers, claim jumpers, and separatist desires.
-Technological Expertise: What kind of technological and technical expertise are you bringing to this colony?
In addition, you may choose 1 special starting asset of your choice, within reason. Examples may include universal printers, a coldcore fusion reactor, or access to your own unique colonial administration AI.
You may not choose a 'starship' as a starting asset.
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