This is our World

Seon

Not An Evil Liar
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Not Lying through my teeth

This is our World will be a forum game that will focus primarily on the colonization of a new planet, set approximately 20,000 years in the future. Isolated from the rest of the human diaspora as the distant corporatocratic and autocratic government collapse into interstellar warfare and civil conflicts, players will lead their chosen colony through centuries of development in the beginning phase of this IOT, which will mostly be narrative driven. Updates of the first phase will focus upon how individual colonies develop into unique cultures over the centuries as they navigate both the standard hardships of survival in a primal world, as well as the various crisis that may arise.

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
These notes aren't really that much relevant to the game, but feel free to check it out if you need ideas for your national description.


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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Reserved
 
Map of the World

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You may now post.
 
Colony Name: Azanithesis
Color: Tan
Colonial Organization: The organization that founded Azanithesis was, many hundreds of years ago, a corporate entity, that subsequently transformed through generational change and ideological shift into a socialistic and participatory “commonwealth” obsessed with utopia and biology. The colony of Azanithesis is therefore run as a socialistic democracy with vestiges of corporate structure. The most important body is the Directorate, which is elected by stakeholder representatives on behalf of the population as a whole, and manages high-level decision-making and the military. Meanwhile various other bodies proliferate decision-making (e.g. an independent judiciary, citizen assemblies, democratic workplaces, non-partisan committees).
Colonial Goal: To achieve inward perfection and biological synthesis between humanity and nature on a new, untainted world.

Background:

Thousands of years ago there was a place called Kapa where immigrants from the ancient realms of Africa, India, and China came together and, over hundreds of years, established a sophisticated urbane society. In the last generations before the great collapse, the people of Kapa toyed with genetic engineering – most distinctively in aesthetics, creating a range of exotic inherited hair and eye colours. After the great collapse, Kapa recovered and through thousands of years of linguistic and social development, synthesized into a new culture. Within the League, Kapa’s mighty corporations participated in colonizing the stars. First contact shocked the people of Kapa and its colonies, as it did to all of humanity, though in Kapa a new idea began to take root, of biological ascendency through synthesis with nature. Though a fringe concept for thousands of years, Kapa’s corporate colonial ventures brought deep inequality to the Earth-bound home country and spawned a period of ideological renewal. Although much time had to pass for the old guard to be replaced, eventually one of Kapa’s great corporations was overtaken by socialistic, wide-eyed, and fervent believers in bio-synthetic ascendency, and was transformed into a so-called “commonwealth.” It is the wave of colonizations since the establishment of the commonwealth several hundred years ago that Azanithesis was planned and executed: bio-utopians looking for a blank canvas.

Early Colonial Priorities:
  • Militarism: (1) Azanithetic military capabilities are light and defence-oriented. While not pacifists, the Azanis are only brought weaponry for self-defence.
  • Political Foundation: (6) The Azani colonists were ideologically screened so as to provide the greatest possibility of a harmonious and effective society. They operate a highly democratic society both in conventional politics as well as their economic organizations.
  • Initial Claims and Surveys: (1) The colonists are aiming ideally for a location that has the necessities of life in abundance – a temperate rainforest, for example, would be their ideal. Their capabilities of locating such a place before landing however are of course limited.
  • Technological Expertise: (2) What kind of technological and technical expertise are you bringing to this colony?
Special Starting Asset: A biological engineering laboratory that specializes in economic development organisms (e.g. birds that distribute staple crop seeds, grazers that only eat weeds, super-lichen that convert rock to arable land, etc.).

Starting Location: far southeast, between two lakes along a major river

 
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Colony Name: Pentecost
Color: Crimson
Colonial Organization:
Currently the entire colony is owned and run by the self-styled Admiral Horatio, founder of the Red Fleet. Upon his death its expected to move on to his chosen successor, though there will be an election confirming this. Since everyone (with power) likes the Admiral but doesn't much like one another its expected to be a contested election.
Colonial Goal: Admiral Horatio became filthy rich as one of the most successful pirates in galactic history, hijacking a full dozen colonial cargo ships from the Asendancy and the Confederacy, even successfully boarding and seizing a Confederate cruiser, the CSS Arcturus. His fleet, one of the larger of the NGO fleets out there, proved a large enough thorn in the side of the League's enemies that when Horatio decided that he wanted to retire and pass on command the League was happy to sell him a private island on PE-1942. He took with him a chunk of his crew and bought a few thousand poor people to do the grunt work of actually building a colony. His only goal is to die fat and old and leave a legacy, good or bad.
Background: Admiral Horatio was a simple man with a simple dream: kill a bunch of people, take their stuff, then retire to his own private colony. When he retired after a very productive couple decades of murder and debauchery in the Confederate spacelanes he took with him a few hundred of his most loyal crew, intent on setting himself up as a tinpot dictator on some backwater world.
Early Colonial Priorities:
-Militarism: 6. We're pirates, we're best at two things: fighting and scaring people into not fighting. We're well-armed, prone to violence, and have very few compunctions about using it against people who displease us.
-Political Foundation: 1. We're pirates, for the most part we hold to mildly egalitarian means, but as a bunch of rich and retired pirates we're not overly concerned about letting anyone *else* vote on things. The current elite are only really held in check by adoration of their admiral and when he dies, well, they only really know one solution to their problems.
-Initial Claims and Surveys: 2. The bureaucrats weren't willing to screw over the infamous Admiral Horatio, but their records are pretty awful and Horatio doesn't really know too much about planets either.
-Technological Expertise: 1. We're pirates and what technical experts we have know how to tune a ship's reactor and keep the weapons working, nothing more​
- Special Asset: Military Grade Dropships. Horatio brought with him a fleet of armed and armored dropships stolen from the hangar of the Arcturus when he retired
Capture.PNG
 
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I'd like to join as the following faction, though expect edits to this for the next few days as I am very indecisive and like to write stuff.



Colony Name: Ulysses’ Zoopers

Colour: Green

Colonial Organization: Autocratic government by Zoop, which is viewed as more than fine by the populace. Zoop usually changes up the groupings of the human populace a lot, so blocs of opinions don’t form often.

Colonial Goal: Find new species to be able to sell, be that as war beasts, pets, or pictures. The creation of a massive Zoo, or reality tv shows with animal husbandry as a man part are also potential goals. Really anything that sells and fits the theme of Ulysses’ Animals natural world commercialization.

Technological Expertise: Zoology

Early Colonial Priorities:

-Militarism: 2; emphasis on camouflaged surveillance technology, tranquilizers and hallucinogens. If push comes to shove, there are, like, a couple large guns and some pyrotechnic stuff. Mainly focused on not killing whatever we’re shooting at, more scare it away and all.

-Political Foundation: 3; we are subservient to Zoop. Some dissenters exist, but they are temporarily paid less and usually shut up after being assigned to do pointless and repetitive tasks for a month or two. The vast majority agree with Zoop’s decisions though. Might be because the only information source is word of mouth and Zoop’s news networks?

-Initial Claims and Surveys: 2; while we did aim for the most biologically diverse area, materials and living conditions are harsh. Entertainment is the main concern, not the health and safety of out people. Zoop says otherwise, but the situations it puts us in are usually more dangerous than strictly necessary if it means a more entertaining video or painting.

-Technological Expertise: 3; only the best and brightest naturalists and genetic engineers. Emphasis on all things natural, with “traditional” engineering as a secondary concern.


Special Asset: Colonial AI, programmed by the Board of Directors of Ulysses’ Animals. It has been given the name Zoop. It is shackled, and has the personality and shackles of a sentient theme park manager, with a distinct edge towards viewing everything else as tools and trying to create the most entertaining things possible.



Other Notes:

Zoop usually uses the avatar of a australian humanoid wearing khaki shorts and a “camo” t-shirt. This is in emulation of the mythical founder Ulysses, founder of Ulysses’ Animals. Zoop is generally described as andriogenous, though it has a distinctly overdone australian accent. Zoop enjoys being the head of the Zoopers very much, and the aussie voice is very companionable with them.

The vast majority of Zoopers have undergone genetic engineering of their gene stock, though they remain very varied so as to appeal to a wider denomination and to ensure genetic diversity in event of a plague.

Due to the way newness sells, work has been ongoing on the use of chitin and sclerotin as building materials. The Board of Directors has even gone as far as to make some designs for the soon to be planet spanning zoo resemble bugs and beetles. It is highly experimental, but some security guards have been volun-told to wear pure chitin armor, as its flexibility and clearness allow protection without forsaking the traditional khaki clothes.
 
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Colony Name: Threshold

Color: Blue

Colonial Organization:
The Colony of Threshold is governed by the Order of Scientists, a religious order dedicated to the pursuit of truth (see background below). Contrary to its name, the order has over the millennia adopted the doctrines of Holism (interconnectedness of everything) and the trappings of mysticism, with the Order incorporating within the walls of its academy a great many sects and disciplines (And tolerating many more cults and doctrines beyond them) including for instance the mathematicians, horologues, cyber-shamans, eschatologists, tinkers and historians.

Each formally recognised school of the Order is led by its Lord (ie Lord Horologue, Lord-Historian etc) in its pursuit of knowledge, and these sit in council under the Grand Master of the Order of Scientists (as of present Balthazar Hostoh) who is elected to his position by the same for a life term and autocratically manages the colony together with a clerical bureaucracy on behalf of the order. The Grand Master must however have consent of council to alter the canons of the order, and likewise the council can dismiss the Grand-Master if two thirds of the representatives agree. Masters of the order who have completed their journeymen training have the right to sit in on the council although they do not have voting rights on ordinary matters.

Colonial Goal: The primary goal of the colony of threshold is to provide a seat for the Order that is at liberty from the oppressive control of the league, most particularly its suppression of research into certain high technologies and disciplines such as FTL and psionics (note: the canons of the order forbid the creation of cybernetic gods and the apotheosis of men, ergo certain transhumanist disciplines). Secondarily it desires to establish a firm financial and resource backing for its endeavours through colonial enterprise.

Background: The Order of Scientists is ancient, having its origins over 25000 years before present during the Great Apostasy in the various sects of scientists which proliferated at that time. During this period as the Christian Era came to an end and civilisation descended into the second dark age as a consequence of the decline of reason, invasions, climactic changes and the rise of nihilistic marxist cults and regressed into superstition, these orders conglomerated and organised into The Order of Scientists in order to preserve knowledge and perpetuate the quest for truth.

24k BP: After a thousand years of darkness the Order led the initial resurgence of technological progress, and unveiled the first nascent studies into psionicism and other paracausal phenomena. The first of the cybernetic churches, the imaginatively named the Universal Cybernetic Church emerged during this period. Earth remains divided into numerous nation states.

20k BP: The Order develops arkship technology through the discovery of the Inertia Drive, enabling the various nation states that existed at the time to to slowly begin colonisation of the solar system and other nearby star systems. Due to Order monopolization of the technology its influence grows and a relatively stable order on Earth is maintained with the Order keeping peace through a combination of its technological power and the prospect of peaceful expansion into the stars to satisfy the territorial desires of the nations. By this time the Universal Cybernetic Church has become the prevailing religion of Humanity.

17k BP: Initial research begins on FTL technology, research into psionicism advances. Cybernetic schools of study dominate the Order during this period overshadowing the initial predominance of the engineering caste.

15k BP: Schism rocks the Universal Cybernetic Church resulting in the end of five thousand years of peace and a cataclysmic religious war between it and the Reformed Cybernetic Church. The resulting conflict results in the exodus of earths population and the planet being rendered uninhabitable. The colony worlds are not left unscathed as biological gene-plagues released by the warring parties proliferate throughought human space, travelling to new worlds with the refugees from Earth. The Order is exiled to its colony world of Beacon, greatly diminishing its power and breaking its dominion over humanity. This loss of power also resulted in the predominance of the Horologist school over the Order that remains to the present. The School of Psionics schisms from the Order and departs to another colony over a political disagreement. The "Chaos of Ten Thousand Years" begins as the Order slowly consolidates and recovers from the turmoil even as communication between the human colonies is interrupted.

10k BP: Collaboration with the True Cybernetic Church (a reformed Church) results in the first true AI being developed.

4-5k BP: The League Emerges from the Chaos and begins to expand as one of humanities foremost powers.

4k BP: The League, militarily superior to the Order and at this time relatively egalitarian in doctrine and cherishing a good relationship with the Order incorporates Beacon into its dominion through concordat. The Order slowly advances its studies into FTL although to little avail whilst its AI technology and assistance towards the League provides an invaluable service to its expansion.

3k BP: The First War of the Ascendancy and the League. The revelation of the "Living God" to the Ascendancy occurs at this time heralding its rapid territorial expansion. The Architects of God, a cybernetic sect begin research into apotheosis utilising Order advances into the field of AI and the replication of neural circuitry to study the prospects of ascendance as well as the theoretical creation of a cybernetic deity to wage war against the "Living God" and deliver humanity from its ills.

2k BP: First Contact. Private research into AI is banned and the Orders advances into this field as well as in other paracausal fields such as FTL are suppressed and appropriated. Its administration of Beacon is seized and put under the Leagues direct control. The League transitions toward an autocratic mode of government and the Order is compelled to submit to its restrictions. The Architects of God's colony world is destroyed in accordance with the demands of the alien intelligence whilst the Order, not directly involved in the field of apotheosis is spared annihilation. The league makes a breakthrough in practical FTL technology as a consequence of artifacts obtained in the first contact. The League rapidly expands and becomes a hegemonic power.

1k BP: The Order, chafing under increasing restrictions from the League and having been reduced to a minor sect amongst many in a great humiliation given its illustrious history, begins a programme of transcribing schematics for its technology into archival ledgers, and begins accruing funds to purchase colonial rights to relocate to a new world with less restrictive controls.

Present: Colony of Threshold established.

Early Colonial Priorities
: distribute 10 points between

-Militarism (2) The purpose of the Orders military is primarily to protect the security of the Orders colony from outside forces (particularly unruly immigrants) and maintain order within the same. High tech but fairly limited in number (to begin with), tutelary robots armed with neurotoxic darts and energy weapons assist the Orders security guards in keeping the peace, even as its pilots range above in atmospheric vehicles should greater force be required.
-Political Foundation: (2) The Order is a conglomeration of many different sects and disciplines, and in its shadow a great many other cults and sects, as well as a great many different ethnic groups and subcultures abound drawn to it due to the knowledge it possesses and the cultural capital is embodies. Thus whilst the Order itself is revered and held in high esteem actual social cohesion and social order can at times be unruly. It is precisely due to this reason that the Grand Master rules the colony autocratically with the assistance of the council (See above) as a democratic political structure would surely result in the various cybernetic churches, autists, cutters, skinchangers, harijan, Christians, friends of man and the myriad other cultures gathered at the orders feet falling on each other like a pack of hyenas seeking scraps.
-Initial Claims and Surveys: (2) The Order is looking for a relatively secure and uncontested base from which it might expand its surveys and obtain resources. While a high resource starting locale would be welcome it is not essential to the orders goals, although the materials necessary to maintain the scientific apparatus' of the Order and an agricultural base to feed its hangers on is essential.
-Technological Expertise: (4) The Order of Scientists is very advanced, possessing mastery of various computational and cybernetic sciences and arcana, pure and theoretical mathematics and applied engineering. Indeed it was the Order itself which developed mankinds first FTL drive and pioneered the paracausal fields of psionics, remembrancing and natural philosophy (sorcery) although these have been lost to the Order due to political interference and suppression millennia in the past.

Starting Asset: The Order is nothing if not practical, and in establishing its colony it brought with it certain articles of advanced technology. The most important of these is its Cold Fusion Reactor which enables it to power and utilise the rest of its scientific panoply in pursuit of truth as well as power its advanced defensive armaments and equipment, giving it an edge beyond what would otherwise be expected.
 
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Colony Name: G.D.I. "General Developement Incooperated" , true name: "Gindarian Defense Initiative"
Color: dark green
Colonial Organization: Officially typical company, the colony is actually a democratic nation, with its democratic institutions hidden under cooperate names.
Colonial Goal: Reestablish the Gindarian Civillization and Culture.
Background:
Officially the G.D.I. is your typical colonial enterprise seeking profit and its own little colony to make some dosh.

This is however nothing but a front to hide their true indentity, that of the "Gindarian Defense Initiative". Their former homeworld Gindar used to be a beatiful gardenworld that a group of dissidents found and colonized free of the League. They prospered, but that prosperity sooner or later made them visible to the League. In its usual fashion, the League did not consider diplomacy with GIndar and instead send a military task force to "reclaim" Gindar. This task force was repelled by Gindar, as was the next and the one after that.

However, as the Gindarians quickly realized, every "victory" was actually just damaging them and their home more. Every new task force escalated the conflict, used more destructive weapons and soon cities were leveled and entire continent polluted. When, after five year, the war ended, the once prestine Gindar was no longer liveable and no longer had a biosphere to speak. Yet, the League declared victory and left it to its state enterprises to exploit what usuable resources remained on the now dead world.

The few survivors of the Gindarian nation have since then hidden who they are, living under the cover of the G.D.I. Now, they have finally gathered enough funds to start a colony. Maybe there is still a chance for the rebirth of their nation.

Early Colonial Priorities:
-Militarism: 3 Five years of every escalating war had turned the Gindarian Defense Force into a battle hardened force. Those few soldiers who survived became the "G.D.I. Security", officially nothing but cooperate security. However under that cover they have gathered whatever equipment and knowledge they could. They are a well trained force, with however limited equipment.
-Political Foundation: 3 The "Dream of Gindar" keeps the G.D.I. united. Its leadership, its "employes"(which are actually its citiziens) . They share the vision of rebuilding the home they lost. While a typical cooperation on the outside, the society is a democracy at its heart and no decision can be made without the peoples consent.
-Initial Claims and Surveys: 2 The G.D.I. is looking for decent claim to settle. Good enough to allow them rebuild, but not so good that they could get into conflict with others about it. Also they prefer to have some "privacy" from other colonial enterprises.
-Technological Expertise: 2 Their tech is limited. While they still have a small intelligencia of scientiests and engineers, most of their equipment is not really up to date and often surplus equipment they were able to buy cheaply.

Special asset:

"Gindars pride": A large mechanized walker, that the survivors managed to save from their dead homeworld. The last of a series of 12 of these giants. Back than they were mighty warmachines, but now the Pride has been retrofitted as a exploration and colonization craft.
Powered by a fission reactor, the Walker is a mobile exploration base, that can also be used to establish colonial outpost. It has a crew of 20 people and can carry up to 80 passengers and the equipment needed to establish a new settlement. It is relatively lightly armed with an Anti-air gun and two forward facing light automatic railguns, but still posses heavy armor, protecting it from natural and unnatural threats.


A picture of the walker before it was demilitarized by the G.D.I.


Claims:


Along the large river.
 
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Colony Name: The Souk
Color: Yellow
Colonial Organization: The Souk is administered by a small, dedicated team of Coop Frontier employees, as well as a transient population of Wildcat traders and miners, independant artisans, and Free-Ranchers.
Colonial Goal: Everything's got a price, especially out in the frontier worlds. It doesn't matter how well prepared a colony believes itself to be, someone's going to have brought something they don't need, but that someone else does. Coop Frontier prides itself in being the trusted interface other colonial powers may use to provide a safe, secure, and guaranteed marketplace for the exchange of Goods, Services, and Ideas. If some of those goods fell off the back of a Space-Truck owned by another Corporation, or someone who hasn't paid for a membership in the Coop, well, we respect the integrity and honesty of our vendors, and respect their desire to keep their sources exclusive. The Coop was formed many centuries ago by an alliance of Wild-cat traders and raiders, and now services much of the colonial frontier.
Early Colonial Priorities: distribute 10 points between
-Militarism: 3 The Souk is defended by an elite security team of ex-military personnel and surplus military assets.
-Political Foundation: 2 The Souk is well organized, but that constant inflow and outflow of independents means that Coop Frontier's records may not always be as up to date as they'd like.
-Initial Claims and Surveys: 4 Over the years, Coop Frontier has learned many of the secrets behind settling a safe, secure, and profitable colony. Site Gimel, eventually chosen for the Souk, is at the mouth of a river, with flat fields that can be converted into agriculture, and serves as the basis of the spaceport and administrative complex that is at the heart of the souk.
-Technological Expertise: 1 Coop Frontier is not a tech firm. Though they happily buy and sell advanced goods, Coop Frontier's own R&D wings are almost certainly not placed planetside.

Special asset:
A Universal Printer

Location:
This computer doesn't have photo editing software, but at the most inland point of the southern inland sea, on a river mouth.
 
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Colony Name: PE-1942 Penal Colony
Colour: Dark Rose
Colonial Organization:
~80% of the colonists are convicts doing backbreaking work under the watchful eye of the other ~20%, serving as paramilitary unit known as the PE-1942 Brigade (think along the lines of the Presidency Armies of the British East India Company, real militaries under a corporate mandate). The PE-1942 Brigade is unsurprisingly structured hierarchically in a way that echoes the militaries of other corporate entities, commanded by a singular Governor-Brigadier-General.
Colonial Goal: To redeem the criminal, dissident and deviant elements of the colony in the service of the rightful expansion and unification of humanity by constructing a new colony on the frontier of human expansion. Some the PE-1942 Army have more mercenary goals, they have been promised land, treasure and a better life in this great new country structured around the Anthrochauvanistic ideals of the League. And the backers of the colonial adventure, back in the core worlds, are looking for a return on their investment. The convicts just want to survive and, if the opportunity ever arises, get revenge against their captors.
Early Colonial Priorities: distribute 10 points between
-Militarism (3) - The PE-1942 Brigade is filled with serious soldiers with actual combat experience with decent armament, although some of them are past their prime and they are not expecting much more than to fight rowdy convicts. Many of the rowdy convicts have fighting experience as well, being members of organised crime or former revolutionaries.
-Political Foundation: (1) - The leadership of the PE-1942 Brigade and many of its members are serious adherents of the Anthrochauvanistic ideals of the League. The one thing that the convicts can all agree on is that they hate their captors and would like them dead. And there are enough in the PE-1942 Brigade that have more loyalty to riches than to ideals and may turn coat if things start going south. From the outside the Penal Colony seems like a terrifying beast and a testament to the ferocity of the League, but in this political climate it is nothing more than a paper tiger.
-Initial Claims and Surveys: (4) - The leaders of the PE-1942 Brigade dream of the the penal colony eventually transforming into a capital city that is a shining beacon of civilisation in the edge of human space. They have secured an area that could feasibly be transformed into this.
-Technological Expertise: (2) - The PE-1942 have brought with them engineers and equipment needed for the construction of the colony and its transition into greatness and some military equipment. Nothing else.

Special Asset: Extra colonists as well as supplies to feed/clothe/ect them.
Location:


 
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Colony Name: The Gardeners
Color: Whatever?
Colonial Organization:
The Gardeners are structured according to two overlapping systems: spiritual "enlightenment" that progresses members along several tiers of development ending with inclusion into an inner circle that collectively wields executive power, and several orders that manage different aspects of the colony. Different orders are responsible for education, agriculture, security, and administration, run by executors that report directly to the inner circle.
Colonial Goal: The Gardeners reject the xenophobia, misogyny, and base interests of the League. They seek isolation and security in order to pursue personal enlightenment and everlasting life as part of the commune. They want to farm their sacred crop, partake in the ritual of communion with each other, and avoid contact with the League as much as possible.

The Gardeners are an alien worshipping cult that developed during contact with the Saragossans. Their primitive lifestyle, effective immortality as part of the gestalt, and tragic end have provided a romantic narrative that the dissatisfied and dispossessed from across League space have latched onto. The Gardeners take their name from farming several strains of mushroom recovered from Saragossa. This act is illegal across most of the League and the cult has struggled to establish itself securely. However, the mushrooms have strong psychotropic effects and some limited psychic powers and their ritual consumption provides a strong binding element to the organization despite its decentralized nature and hefty prosecution by the authorities. The Gardeners have managed to scrape together enough funding and volunteers to establish an outpost far from League authorities where they hope to pursue their psychopharmaceutical lifestyle in peace.

Early Colonial Priorities: distribute 10 points between
-Militarism: 1 - Violence is greatly deleterious to our personal transcendence. Our goal is eternal communion with our fellow humans.
-Political Foundation: 6 - We are the many as one, the one as many. Our individual identities are but barriers to our own ultimate potential. Only as part of the collective can we overcome our personal flaws and truly transcend to a new plane of existence.
-Initial Claims and Surveys: 2 - The Gardeners were poor to begin with, and discrimination by the League's colonial authorities means their lands are relatively unappetizing.
-Technological Expertise: 1 - Technology, the blind pursuit of science, is a road that ends only in darkness. The Gardeners live as one with nature and with each other. Also they're broke.

Special Asset: Space LSD
 
Colony Name: Freedom Colony
Color: Green
Colonial Organization:

The Premier is the leader of the colony. He is elected directly by all adult colonists for a renewable term of five years, and directs domestic and foreign policy. The current Premier is Jonathan Wilson. He is assisted by the Committee of Twenty, a body of twenty elected representatives of the people.

There is only a single electoral district (the colony itself), and the twenty candidates with the most votes get elected for a (renewable) term of five years. Every decision by the Premier must be approved by a majority of the Committee; in case of a tie, the Premier is allowed to cast the decisive vote.

Aside from the Committee, the Premier is also assisted by the Council of Experts; the Council has five members and acts as a cabinet that aids the Premier in implementing his agenda. All colony officials are directed by the Council.

Colony officials belong to five Offices:
  • Office of Census: Keeps files on every colonist, which include information on name, age, family, property, income and residence.
  • Office of Fiscus: Collects taxes from the colonists. Each adult colonist must pay a flat 10% tax on their income.
  • Office of Supplies: Stores supplies (such as food, medicine, weapons, etch) and is responsible for distributing supplies if ordered to do so.
  • Office of Medicine: Provides medical services to colonists.
  • Office of Education: Provides education to children colonists.
There is also the Self-Defense Force, a volunteer militia group that defends the colony. It is commanded by the Supreme Commander.

Colonial Goal: Build a sustainable, self-sufficient, democratic society.
Background: Freedom Colony was the dream of Jonathan Wilson, an eccentric corporate CEO who studied the liberal, democratic polities of past ages and had a deep admiration for them. One day, he decided that he would use his wealth to build a colony committed to those liberal democratic ideas. With his immense wealth, he was able to recruit enough people to establish a civilian colony: Freedom Colony.
Early Colonial Priorities:
-Militarism: 1 - The colony is a civilian settlement. It does not have high grade military equipment or veteran soldiers. The Self-Defense Force is a civil militia that is better suited to maintaining internal order and defending the colony rather than being an aggressive military force.
-Political Foundation: 5 - The colony maintains a small but organized bureaucracy, keeps a census on colonists and has free and fair democratic elections every five years.
-Initial Claims and Surveys: 2 - The colony wants a sustainable settlement. It does not have to be rich in resources (in fact they would prefer if it were not since they do not have the military to defend it), but to have the resources necessary for a civilian settlement to flourish.
-Technological Expertise: 2 - Most of the technology is civilian, and is not highly advanced. The colony also lacks expert scientists. It has, however, engineers, medical professionals and teachers to allow for a civilian settlement to be established.

Special asset: Laser turret - the single advanced piece of military equipment brought by the colonists. It cannot be moved from the colony and it is stationary, so it useful only for defensive purposes. Its high maintenance means that is deactivated most of the time and only activated at times of great peril. It can only fire a few shots, but those shots can be devastating.
 
Colony Name: Eve's Cradle
Color: Purple
Colonial Organization:
Eve's Cradle was a commissioned project that was secretly funded by a cabal of wealthy and influential figures with the head of the project manage by Doctor Eve Nascimento. In the beginning the project seem to be just an average passion project until it gained notoriety due to Doctor Eve reputation as a young brilliant geneticist that was ahead of her time.
Colonial Goal: The goal of project Eve's Cradle was see about creating elite race of humanity without having to resort thanatology/. Doctor Eve answer to this was humanity genetic memory code. Imaging one able to pass off experiences/memories to their descendants (Basically assassin's creed). The project main focus is to create a race of humanity that can improve themselves biologically with to power of genetic memory. Doctor Eve and her like minded group found the League chauvinistic vision sickening but still foster neutral relationship with them.
Background:
Doctor Eve Nascimento was born a genius in the making as she was able to talk at age 2, able to crossbreed plant age 9, got her biotechnology degree at age 15, and move on to getting her doctorate degree at age 19. Being a geneticist at her core Eve felt that mankind genetic memory was the most profound thing in existence barring exception being the alien superintelligence. Dr. Eve passion for studying genetic memory lead to the concept of a race that surpass current humanity abilities. The idea was that this race could evolve thought taking information from genetic code in DNA. This study of her turn into a passion project later as she secured both money and resources from some investors when she pitched with a spin on the possibility of creating superior soldiers. Dr. Eve project gained traction with more investors and was finally able to conducted testing.

The end result yield her crowning achievement in biology the Seed of Genesis. This liquid substance was able to not only copy DNA but also filler and save both mutations and memories. Experiment trials begun in earnest with using female template for the race gender. Eve would be the surrogate mother for this experiment while the surrogate father were the investors the contribute the most to the project. Artificial wombs and eggs were created using DNA of surrogate mother while sperm from surrogate father. After that the Seed of Genesis was used to filter information into the growing fetus with resulted in experiment astronomical success as the dub Gen 1 series were beyond what both Dr. Eve and the investors could imagine.

The Gen 1 series Daughters of Eve were larger then life with all them standing about 8 feet tall with statuesque figure and powerful muscle structure. They exhibit enhanced strength, durability, and reflexes. Their mental capabilities sharp and could digest information and skills due to Seed of Genesis allowing them to learn things that would have took years in a few days. The negative of this group only 12 survive the experiment trials.

These results lead to the decision to move the project away from League and had the investor place money and resources down on a colony plans to house the project given the the naming of the project Eve's Cradle. Things were set in place with Dr. Even agree to go to the planet along with her Daughters were the colony with setup at. After the setup work begun anew with more experiments be done but the result were lesser then what it was before as it seem that the Gen 1 series were a fluke. The Creation of the Gen 2 & 3 series came about from this process.

The Gen 2 series dub Alpha were a lesser variation of the supreme Gen 1 as they till boosted statuesque figure and powerful muscle structure but instead only standing about 7 feet tall and had half the abilities of the Gen 1 but still kept the same power to digest information and skills.

The Gen 3 series dub Omega were consider the worst variation of the supreme Gen 1 with the only exception that like Gen 1 and 2 boosted statuesque figure and powerful muscle structure but instead only standing about 6/5 feet. Gen 3 are almost just human but a little durability. Even with the power of the Seed of Genesis Gen 3 like take years to digest information and skills and so Gen 3 are the only one that have to be raised from infancy.

Early Colonial Priorities:
-Militarism 3: Eve's Cradle project has state of the art equipment storage facilities if the experiments need to protect themselves and houses many archive on human knowledge of the war tactics to help them to thrive in their new environment and protect themselves.
-Political Foundation 3: Eve who head the project is de facto leader with the Gen 1 series codename Daughters of Eve acting as sub leaders in helping manage the different areas of the colony. Dr. Eve sometime put herself cryostasis and allow her Daughters to lead the Gen 2 & 3 to manage the project. Eve stressed that unless anything important pertaining the project to not wake her from cryostasis. Gen 2 series are mostly act as task masters/caretaker of the Gen 3. Gen 3 do most of the mundane tasks from farming to army grunt protecting the borders.
-Initial Claims and Surveys 1: Eve's Cradle location was decide by the cabal of wealthy and influential figures. They choose the more hostile area so as the better facilitate Genesis series adaptability.
-Technological Expertise 3 by: Eve's Cradle boost the finest genetic engineering facilities due to their wealthy investors. They also have many achieve of humanity knowledge and history.

Special Asset: Seed of Genesis: Dr. Eve crowing invention which allowed for greater feats of genetic engineering.
 

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Also please select a rough start location for those who haven’t already.
 


Thanks to JK Stockholme for make this.

Place your new starting location on this map.
 
Location

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1) Preferred starting location (Directly competing in the auction with the Gindarans :p )
2) second best option

note 1: Whole map is initial survey for selecting a colony site, any start ought to be within this area if possible even if I don't get the preferred or second best sites.
Note 2: If I get a very bad starting roll one of the icebound islands to the south of the starting field (map) would suffice for my narrative purposes although obviously somewhere more clement is preferred.
 
Again, I don't have photo editing software on this work computer, but mine is to the east of site 2 on jehoshua's map, at the end of the bay that snakes northwards, where the river joins the sea.
 
Crikey mates! We bloody well may bail out right here, close to this river. Our scans reckon this'll be gnarly landing and a colder winter, but the Zoopers are tough. Most of them should manage rightio.
Zoop's Delta.PNG
 
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