Much that was is now lost, as none who remember now live. Our past exists only in the songs of our ancestors and the legends we tell.
Thousands of years ago, in the Age of the Arcane, the planets sung together in the harmony of magic. Great empires were built and the people prospered. In time, great starships were created to ferry these people between worlds so their knowledge and cultures could be shared and improved.
Not all was good in this time, some worlds were governed by tyrants. Magic users who enslaved the mundane for power and domination. They warred against those who stood against them, leaving great scars across many worlds. The fires of war threatened to engulf the entire galaxy until the Arcanophage.
No one is certain what triggered the so-called “death of magic.” Modern scholars who believe in the Age of Arcane posit that it may have been the result of a massive surge of tachyons released by the utilization of magic in weapons of mass destruction. Others called it divine intervention, a punishment for the sins of mortals. Perhaps it was simply chance or fate. The reason and cause matter not, the aftermath of this event shaped the galaxy’s future.
Magic was gone - presumably forever. Mages first found their powers diminished, then taxing to use before leaving their bodies void of all light. Starships fell from the sky and crashed upon shores both near and far. All power bestowed by magic, within both man and machine alike - failed and faded away. A dark age fell upon the galaxy as the worlds stood alone, their races reduced to a level of technology so low some thought that they could never recover.
Some never did.
But from the dark, the brave and cunning few learned to harness the powers present in the natural world to rebuild. An era of scientific enlightenment was ignited across dozens of worlds, where many fields of study once thought dull and fruitless revealed pathways to the future.
The ability to create and innovate was now in the hands of the masses, not secluded in the halls of magic and restricted by those few who controlled it. In time what once had been was restored - but the children of these survivors did not want to simply bring back what was.
They wanted to go beyond, to seek horizons farther than their forefathers had dreamed of.
And so they did.
They reached, dared to reach beyond what had been done before and share their achievement with the galaxy. As time went on, the worlds slowly reconnected - races both familiar and foreign made themselves known and together they looked towards the future.
The galaxy is vast, its wonders and beauty are almost unfathomable. But the galaxy also hides dark secrets, some of which have laid dormant since the beginning of time itself, waiting to show their hand.
The reawakening of magic was one such secret.
Four standard years ago, magic began to show itself again. Small things at first, as if it was stirring slowly - children showing slight signs of precognition or telepathy, a stray spell or phenomenon. It didn’t take long for magic to begin to ramp up - as if once mortals began to acknowledge it, it in return noticed them. It wasn’t everywhere of course and not everyone felt it again, but there was no denying it was back.
We have yet to see how the galaxy will change with this new force spreading throughout the stars. For those living in such a time, it is in their hands to decide where this path will take us.
"When the walls come tumbling down, when you lose everything you have, you always have family."
Even in the farthest reaches of space, three things remained true; family, the Creator, and food. While many tended to forget or neglect the first two, the latter was always in demand. Mankind expanded exponentially, as humans tend to, and thus the demand for the fundamentals increased as families found new homes on distant colonies. War and money added up to nothing when faced with hunger, especially so far from Earth, and thus many colonies sprouted up to provide for the masses.
Thomas Shepard grew up on one such colony.
The eldest of six children, Thomas' family was one of the many unfortunates "relocated" off of Earth. His father, Henry had been a veteran, sacrificing an eye in the line of duty. When the corporate powers sent men in suits to his home, issuing orders to send his family to a mining colony, he and his wife packed their belongings and took at chance on a shuttle heading for a distant colony far from the greedy bureaucrats that demanded more from a man who had fought and bled for them.
Thomas was born only a few weeks later, in transit to their new home. Many thought it careless to try and raise a young family in such a hostile place, but his parents had faith that this was their path, and followed the noble and simple life of farmers, taking responsibility of a plot of fertile land. As a boy, Thomas learned to work the farm, gaining a familiarity with heavy equipment. While religion wasn't commonplace on the colony, his parents still tried their best to raise him and his siblings with the tenants of their faith; kindness, charity, and forgiveness.
Even as conflicts began to bubble over closer to the Earth between the CUS and MFF, occasional spats and tension, Thomas was certain that their neutral agricultural colony would never see war. This peace was broken as disruption in crop rotation, increased taxes, and what began as slowed shipments of equipment suddenly ceased, the invisible pressures of war brought much stress on Thomas his family, particularly his father, whose health had begun to decline in his old age.
His father passed in his mech, still trying to work the dying fields. Being the oldest and biggest, Thomas knew he'd have to go, one less mouth to feed in his eyes. He signed on as a pilot for the Freedom Front, free food and the chance to send some money back home was all he needed to hear, but the promise of freedom and following in the footsteps of his father and grandfather before lit a fire in his heart.
Maybe this mission is his chance to truly make a difference in this war.
Out here beyond the light of Sol, our ancestors chose to build their own future under a new Sun. We may have come from many different paths, refugees, outcasts, and explorers, but we all share the same goal. We’ll forge our own path, no matter what stands in our way.
Old Mother Earth could no longer hold us, nor did the powers that be want us. There were too many souls, and so little a world.
So we sought other worlds, worlds where we could possibly escape our addiction to destruction. We looked to the heavens and spied new horizons, but the journey wouldn’t be easy.
Before the united world government swallowed up all nations, some managed to give their people the opportunity to leave the Earth on colony ships, sending their best and brightest out to establish new frontiers for their countrymen. Corporations and industrialists, who had made the leap to new worlds possible, organized private voyages with hand picked crew and the finest specimens they could muster.
The same could not be said for those of us who were forced to go. Massive supercarriers were packed tight with the undesirables of Earth. Criminals, revolutionaries, and all kinds of “unwashed filth” that the elite of Earth saw as unwanted were exiled to “unburden the system” as they called it.
Countless ships were lost in the vast emptiness between stars, the reasons were endless; famine, system failure, mutiny, or just venturing too far. Some vessels banded together in great flotillas, while many others who had been exiled due to their differences chose to remain solitary.
The pilgrimage was long, taking generations. The journey had hardened and prepared our ancestors for the struggles ahead. Many ships landed on fringe systems, many of which took decades to tame and colonize. The flotillas established their presence quickly, and would spread to hold and strengthen systems while solitary ships created strong civilizations of their own far from the influence of others.
Travel between worlds was difficult. Much fuel and resources had been expended to reach this new frontier, and many of the ships used to bring them there were nearly falling apart. However, within thirty years they would be able to reestablish space travel, boosted by a new influx of resources and the tools sent with them to terraform their new homes.
Others were not so lucky. Some crash-landed on hostile worlds, or arrived only to realize they had little to rely on to build their colonies and no support from Earth on the way. Many sacrifices were made.
Some even came into contact with new forms of intelligent life. Slowly, through trust and patience, alliances and understanding were formed.
Technology was shared and improved, in time these new cultures and nations would grow and prosper as generations passed, and would come to forget the Earth and those who exiled them.
For a time, at least…
It is the 24th century. We humans of the Far Arm have thrived for nearly two hundred years on their own, with the distance and resources to build the lives we want, free from the Earth and its control. We can now travel between our systems with ease. A new golden era is upon us. Things are changing in that dark space between stars, and every side can feel it.
Hey there, space cowboy. Talking to you out of character now, welcome to Farthest Star, a sci-fi, anime inspired, collaborative RP setting. Set roughly 300 years in the future in a distant arm of our Milky Way galaxy where humans are the newest species trying to carve out their own corner of the universe to call their home.
Near the close of the 21st century, the wealthy and powerful elite of Earth began sending hundreds of starships out beyond Sol with little more than some loose astro-navigational data and luck. They did this mainly to remove populations of people that opposed them, as well as to combat the nearly unsustainable amount of human beings in the solar system.
They fully expected these “brave colonists” to die. Miraculously, a sizable population not only survived, but thrived and began building new colonies and nations on uncharted worlds.
Roughly three hundred years have now passed, but only within the last century was system-to-system travel made accessible without extreme dangers. This has led to a new golden-age of expansion on the fringes of the Far Arm, bringing them into contact and occasionally conflict with not only other humans, but new and mysterious alien races.
Here I’ll tell you about some of the rules and important out of character stuff.
The setting is a mix of genres and influences from all the board, encompassing most sci-fi and sci-fantasy adjacent elements. Alien cyborgs and psychic witches can exist next to each other as long as their place in the setting doesn’t feel jarring or out of place. If I see something that seems like it might have some weird implications or universe disrupting elements, I’ll let you know. While I do want to keep things pretty open and free to new ideas, I have the final word on the setting.
I understand that being consistent with posting can be tough, I’ve been guilty of ghosting on putting out posts. This isn’t a job for me or anyone else, it’s a hobby and it’s supposed to feel fun and engaging. Like most people here, I’m not a stickler for post length, as long as it actually has content for myself and other players to work off of, I’m happy. I’d rather have a couple short and sweet paragraphs that lets me lead organically into my next post than a wall of text with no real substance (but of course by all means write as much as you like, I love reading it all.) However, if you’re having trouble staying consistent and it’s beginning to drag down the game, for the benefit of everyone I might need to move along without waiting for you. Usually this’ll mean your character takes a more backseat role, and in some cases if they’re really just standing there without your control, I might write them out of the plot of a bit, so instead of them awkwardly standing silent in the background they can jump out and back in when you can post. Death is also a possibility, which I’ll talk about below.
I don’t like having to kill off a character unless they’re being a complete dick or they’re in a situation where they are totally going to die, but it still happens and sometimes it can add to the tension and stakes of the story. Aside from the examples above, your character won’t be at a threat of just dying from falling anvils at any moment, but death from your own actions, or long inactivity may occur, though I will reach out if you haven’t been posting in a while to let you know.
While there are established factions and races, and you’re more than welcome to join them, feel free to make your own as well! I love seeing people writing characters and lore that they think is cool and making the experience more enjoyable for everyone including them. Below I will give an introduction to some races and elements of the universe, give them a read over and don’t be afraid to ask questions!
Here are some quick but important pieces of info:
- You must follow all community guidelines set forth by administrators and moderators. These folks are my friends and they work very hard to keep this site free of toxicity and make sure everyone enjoys themselves and feels safe.
- Don’t be a dick. Being argumentative and disruptive doesn’t do anything but drag down the game.
- Farthest Star is a character driven RP before anything else, which means the game is focused on developing characters and their interactions with other characters and players. Interactions outside of combat and action sequences are some of the most important and meaningful. Consider this when making your character, and remember to make someone who is still fun to write even when they’re just walking and talking.
- Don’t worry if the science behind something about your character doesn’t make sense, as long as it’s cool it works!
- Since the game has only just lifted off, you don't need to worry about keeping up with a lot of backstory and history beyond how humans arrived in the Far Arm. I will let you know if there are any large lore/plot developments, so for now don't worry if your creations like factions, planets, or events mess with the backstory, I'll let you know. The big thing to remember right now has to do with human characters, as Earth is on a whole other galactic arm, the humans in this part of the galaxy are the descendants of colonists and exiles who landed here roughly 200 years ago.
“Do you believe in fate? Does destiny pull at your heart and set you on the path forward? Do you dare tempt it?”
“Have you seen it?”
You awaken on your back, looking up to the evening sky. The pink canopy above shelters you from the lightest rainfall, yet still the gentlest drop kisses your cheek as it slips through the net. You feel at peace, at home in this strange place, and as you rise to your feet, you can’t quite explain it but you feel as if you know this. You had always known it.
The warm summer air fills your lungs as you survey your surroundings, and you feel a pull in your chest towards the edge of the woods, towards a vast clearing. Your feet move of their own accord, pulling you across the path until you stand at the divide between the tall grass and the forest.
An endless cleaning stands in front of you, muted and withered blades of grass sway in the wind, a slow building breeze. The night sky has grown darker now, and the pale light of Etho and Catha, the twin moons are eclipsed by a massive and beautiful oak. Its shadow casts to the edge of the field, lingering at the tips of your boots.
You must reach it, you know this to be true. You step out into the grass, determined to reach this oak. With each step closer, the tree begins to wither and the wind grows and roars. A storm will soon be upon you, but you must reach the tree.
As you draw near, you feel your steps become strained and your boots grow heavy. You look to your feet and find weeds snaring your legs, tethering you as you press forward.
Finally you reach the oak, little more than a dried husk now, defiantly holding fast to its roots as the storm swells above you now, threatening to uproot you both.
The sky grows violet as thunder and lightning light up the sky. The tree begins to give way, and you wrap your arms around its trunk, desperately trying to keep it planted. It groans and cracks as the full might of the storm barrels down upon it, but you pull with all your might. Your body becomes rigid and pain ripples through your shoulders as you double your efforts.
Slowly, the storm begins to pull away. The swell subsides and retreats. You release from around its trunk to gaze upon what you have saved.
You look up only to see the carcass of a once majestic oak, now mangled and tarnished by the storm, Once, such a beautiful, proud thing. Now brought low and abashed. Blood red sap begins to leak from its trunk and stain the soil, pooling around your feet.
After so much effort and pain, the fruits of your labor were pitiful.
You place a hand on the oak and let its sap leak through your fingers, cold and thin. Your heart feels twisted and weak, and before you can regain your strength, the wind rushes through you. Your fading legs, once so strong now fail you and you are thrown to your knees. The storm rips at the oak, tearing down its limbs and spilling its sap all throughout the field. You rise slowly, drenched in red, and step forward to try and once again protect the oak, only to feel the weeds once more pull you back.
In a great cacophony of fracturing earth and cracking timber, the tree is uprooted and lifted high into the sky before being torn to a cloud of splinters and sap that rain across the landscape. Your body stiffens and your lungs grow tense, knees buckle and you struggle to bring in a breath as you fall slowly into the grass.
Once again the sky grows calm and the gentle downpour resumes. The grass grows vibrant and tall around you, and the stars shine proudly upon you as you feel your life begin to fade away. Once more, you feel at peace in this strange place.
You know this place, this home.
You have always known it.
This is home.
Let it take you.
Do you know what it means, wanderer? Do you dare seek it?
Out here beyond the light of Sol, our ancestors chose to build their own future under a new Sun. We may have come from many different paths, refugees, outcasts, and explorers, but we all share the same goal.
We’ll forge our own path, no matter what stands in our way.
Old Mother Earth could no longer hold us, nor did the powers that be want us. There were too many souls, and so little a world.
So we sought other worlds, worlds where we could possibly escape our addiction to destruction. We looked to the heavens and spied new horizons, but the journey wouldn’t be easy.
Before the united world government swallowed up all nations, some managed to give their people the opportunity to leave the Earth on colony ships, sending their best and brightest out to establish new frontiers for their countrymen. Corporations and industrialists, who had made the leap to new worlds possible, organized private voyages with hand picked crew and the finest specimens they could muster.
The same could not be said for those of us who were forced to go. Massive supercarriers were packed tight with the undesirables of Earth. Criminals, revolutionaries, and all kinds of “unwashed filth” that the elite of Earth saw as unwanted were exiled to “unburden the system” as they called it.
Countless ships were lost in the vast emptiness between stars, the reasons were endless; famine, system failure, mutiny, or just venturing too far. Some vessels banded together in great flotillas, while many others who had been exiled due to their differences chose to remain solitary.
The pilgrimage was long, taking generations. The journey had hardened and prepared our ancestors for the struggles ahead. Many ships landed on fringe systems, many of which took decades to tame and colonize. The flotillas established their presence quickly, and would spread to hold and strengthen systems while solitary ships created strong civilizations of their own far from the influence of others.
Travel between worlds was difficult. Much fuel and resources had been expended to reach this new frontier, and many of the ships used to bring them there were nearly falling apart. However, within thirty years they would be able to reestablish space travel, boosted by a new influx of resources and the tools sent with them to terraform their new homes.
Others were not so lucky. Some crash-landed on hostile worlds, or arrived only to realize they had little to rely on to build their colonies and no support from Earth on the way. Many sacrifices were made.
Some even came into contact with new forms of intelligent life. Slowly, through trust and patience, alliances and understanding were formed.
Technology was shared and improved, in time these new cultures and nations would grow and prosper as generations passed, and would come to forget the Earth and those who exiled them.
For a time, at least…
It is the 24th century. We humans of the Far Arm have thrived for nearly two hundred years on their own, with the distance and resources to build the lives we want. We are not alone in our new home, around us are thousands of other races fighting everyday for the survival of their people.
It's a big universe, try not to get lost.
Hey there, space cowboy. Talking to you out of character now, welcome to Farthest Star, a sci-fi, anime inspired, collaborative RP setting. Set roughly 300 years in the future in a distant arm of our Milky Way galaxy where humans are the newest species trying to carve out their own corner of the universe to call their home.
Near the close of the 21st century, the wealthy and powerful elite of Earth began sending hundreds of starships out beyond Sol with little more than some loose astro-navigational data and luck. They did this mainly to remove populations of people that opposed them, as well as to combat the nearly unsustainable amount of human beings in the solar system.
They fully expected these “brave colonists” to die. Miraculously, a sizable population not only survived, but thrived and began building new colonies and nations on uncharted worlds.
Roughly three hundred years have now passed, but only within the last century and a half was system-to-system travel made accessible without extreme dangers. This has led to a new golden-age of expansion on the fringes of the Far Arm, bringing them into contact and occasionally conflict with not only other humans, but new and mysterious alien races.
Here I’ll tell you about some of the rules and important out of character stuff.
The setting is a mix of genres and influences from all the board, encompassing most sci-fi and sci-fantasy adjacent elements. Alien cyborgs and psychic witches can exist next to each other as long as their place in the setting doesn’t feel jarring or out of place. If I see something that seems like it might have some weird implications or universe disrupting elements, I’ll let you know. While I do want to keep things pretty open and free to new ideas, I have the final word on the setting.
I understand that being consistent with posting can be tough, I’ve been guilty of ghosting on putting out posts. This isn’t a job for me or anyone else, it’s a hobby and it’s supposed to feel fun and engaging. Like most people here, I’m not a stickler for post length, as long as it actually has content for myself and other players to work off of, I’m happy. I’d rather have a couple short and sweet paragraphs that lets me lead organically into my next post than a wall of text with no real substance (but of course by all means write as much as you like, I love reading it all.) However, if you’re having trouble staying consistent and it’s beginning to drag down the game, for the benefit of everyone I might need to move along without waiting for you. Usually this’ll mean your character takes a more backseat role, and in some cases if they’re really just standing there without your control, I might write them out of the plot of a bit, so instead of them awkwardly standing silent in the background they can jump out and back in when you can post. Death is also a possibility, which I’ll talk about below.
I don’t like having to kill off a character unless they’re being a complete dick or they’re in a situation where they are totally going to die, but it still happens and sometimes it can add to the tension and stakes of the story. Aside from the examples above, your character won’t be at a threat of just dying from falling anvils at any moment, but death from your own actions, or long inactivity may occur, though I will reach out if you haven’t been posting in a while to let you know.
While there are established factions and races, and you’re more than welcome to join them, feel free to make your own as well! I love seeing people writing characters and lore that they think is cool and making the experience more enjoyable for everyone including them. Below I will give an introduction to some races and elements of the universe, give them a read over and don’t be afraid to ask questions!
Here are some quick but important pieces of info:
- You must follow all community guidelines set forth by administrators and moderators. These folks are my friends and they work very hard to keep this site free of toxicity and make sure everyone enjoys themselves and feels safe.
- Don’t be a dick. Being argumentative and disruptive doesn’t do anything but drag down the game.
- Farthest Star is a character driven RP before anything else, which means the game is focused on developing characters and their interactions with other characters and players. Interactions outside of combat and action sequences are some of the most important and meaningful. Consider this when making your character, and remember to make someone who is still fun to write even when they’re just walking and talking.
- Don’t worry if the science behind something about your character doesn’t make sense, as long as it’s cool it works!
- Since the game has only just lifted off, you don't need to worry about keeping up with a lot of backstory and history beyond how humans arrived in the Far Arm. I will let you know if there are any large lore/plot developments, so for now don't worry if your creations like factions, planets, or events mess with the backstory, I'll let you know. The big thing to remember right now has to do with human characters, as Earth is on a whole other galactic arm, the humans in this part of the galaxy are the descendants of colonists and exiles who landed here roughly 200 years ago.
Magic had always been there, hiding in the dark corners and old places of the world, content to be unseen by the greater population of mortal humans or “Mundanes” as the fae and more magically inclined individuals like to call us. That’s just the way it had been for the last couple hundred years, humans thought little of magic. While there was some interest in the occult, with self-taught witches, mediums, and all manner of occultists popping up throughout the years, most were hacks looking for a quick buck from the frightened and the gullible.
Magic wasn't something you could touch and see, you had to go on faith and look for the small signs and gut feelings. Being a skeptic was a lot easier than confronting what you didn’t understand. It wasn’t until the end of the twentieth century that the world would be faced with the hidden side of their reality. At the dawn of the new millennium magic returned to the Earth. In a single night, a brilliant light streaked across the sky, and when it passed the world was changed forever.
People held out their hands and flames erupted from their fingertips, or heard voices in their heads and would move objects just by looking at them, and many far stranger talents. With magic came the discovery of all manner of mythical and otherworldly creatures, from the recognizable werewolves, vampires, and the undead, to all kinds of beings through magnificent and horrifying.
Many great minds, scientists, philosophers, and paranormal experts began investigating this convergence, but the harder they tried to understand everything, the more questions began to appear. What could be determined was that there was no way to reverse this event, and that magic hadn’t truly returned, instead it was merely amplified or made more visible, but nothing more could be determined for certain. All mankind could do now was simply accept this fact and move on like we had before. Many accepted this, while many others simply chose to live in blissful ignorance, refusing to acknowledge how the world had shifted.
If you ask me, it’s probably for the best that way. When you find yourself staring down a mystery that just doesn’t want to be solved, sometimes all you can do is walk away or else you’ll lose your mind. I should know, being a detective and all.
My name’s Greyson Pendergast, and I’m a paranormal investigator working with New Seraphima Police Department. When I say that, you’d be surprised how many people ask if I’m serious, but if you’ve seen the things I’ve seen, or know even half of what I know, you’d wonder how anyone could think I wasn’t.
The truth is, there's plenty out there to be afraid of. Plenty of things ready and willing to sterilize this planet. We'd seen that back at the turn of the century when the Maiden's Heart first arrived and put that little girl on a rampage across the Midwest. There still isn't much we understand about the Heart, only that it landed on the Earth the same day that the magic returned, and it started looking. A powerful magical artifact capable of granting a reality-bending wish, so long as both the wish and wisher is considered virtuous by whatever metric the Heart decides.
But there's always a price...
A little girl wished and got her mother back, but slowly the heart turned her into an unstoppable reality bender, corrupted by it's influence. The S7, a secret organization dedicated to protecting mankind used their full might to bring her down. We thought it was over, but then again in 07' another young woman in Prague... thought it was coincidence until 2014, at the height of the War of Flowers when the Red Queen emerged in Old Seraphima and turned the city into a crater. All she wanted was revenge, and it poisoned her.
I was at ground zero when she finally came down, the Maiden's Wrath they called it. If people weren't scared of magic before, they had more than enough reasons to be now. I left the service after that, became a beat cop on the streets of New Seraphima once we got it together. Man, the stuff I saw on these streets made the war seem like a playground tussle.
Seven years have passed since the war ended, and every day I wake up and wonder about where and when the Heart will return. All we can do is prepare, and be thankful for each new day.
If you didn’t believe before, you’d better start now. The night’s still young, and every good ghost story starts with a skeptic…
- - - - -
March 25th. Friday.
Seraphima attracts all kinds, it has a funny way of bringing together all kinds of people, mundane or not. Some say it's the residual energy from the Maiden's Wrath and the war almost fourteen years ago on top of the ley lines, drawing people together and churning all kinds of supernatural trouble in that melting pot of a city.
Something has drawn you here, and whether you accept it or not, this is where you're meant to be. The hands of fate can only place the pieces, it is up to you to play the game.
The score doesn't matter. All that matters is the prize and you. Who you are and what you'll do when you've got what we're all wanting; a chance.
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So, welcome to Seraphima Archives: Case 1, Maiden's Heart! I do encourage you to read the write up above for almost all the important information, and of course you can message or ask your questions and concerns below, but I'll still give a quick rundown on the setting here.
Around the beginning of the 21st century, magical forces returned to our world, now in modern day we all try our best to live side by side with all manner of monsters, faeries, and magical humans, and the forces who defend Earth prepare for when the Maiden's Heart (a powerful wish-granting but corrupting artifact from the gods) returns every seven years to wreck havoc. The original Seraphima City was constructed in a region of high supernatural convergence, but was almost completely destroyed after the second wielder of the Maiden's Heart was battled there. Seven years later, New Seraphima stands up from the rubble.
New Seraphima is an exciting and dangerous place where the supernatural forces of the western hemisphere seem to gather and play, and it's where our story begins. Whether you're a resident, on business, or just visiting for the fun of it, something has brought you here and placed you in the perfect spot for a story.
Some quick rules!:
1. You must follow all site rules and guidelines, don't fight the law 'round here. 2. Be respectful to others, harassment isn't tolerated. 3. I have final say on your character sheet. This is mostly to make sure your character and concept fit into the overall theme of the game. 4. While the game is semi-open, please keep in mind that this game does follow a story and too much side-tracking or making a character who really doesn't have stakes in the story might get boring for you and difficult for everyone else. 5. Don't be afraid to ask questions. 6. Less of a rule and more of a guideline. Don't feel like you have to post ginormous text walls each and every time, instead focus on writing a post that is interesting and engaging regardless of length. This should also keep the game relatively snappy and quick.
We were simple creatures, our seeds sowed by the nameless gods of the wilds and the woods. We were born from this soil, and to the soil we shall go at our end, this is our way.
We opened our eyes to behold a world of beauty crafted by the spirits of the land, untamed and breathtaking. We took our first steps into this land of majesty and left to find our own path.
We thanked and praised the old gods, and in exchange for our respect and admiration we were given the gift of magic, the ability to feel the energy that connects all things and allow it to flow through our people into new forms.
In the day, we would ride the Riverland on the soles of our feet, hunt game in the deep forests, gather sweet fruits from the trees, leave offerings and commune with the spirits that surrounded and watched over us, gaining their insight and wisdom.
When night fell, we sought warmth and safety from the beasts by the fireside, looking out across the valleys to see distant fires and found comfort in knowing others were out there in the dark.
But then, we’d look up to see an ocean of campfires, lit by wondrous and luminous beings.
We watched and remembered what we saw above. Remembered the shapes and patterns they made, told each other stories, and learned how to use them. We decorated our skin with their lines and light, begging our gods to let them stay.
We fell in love with the stars, our gift from the gods. For every soul that was born into this world, they placed a light in the sky to watch over us until the day we returned to our creators. All life is only borrowed, and one day we must all return it, to give a new soul a chance to grow.
My people lived this way for many generations in the Riverland between the mountains. As families swelled and joined, clans were formed and our numbers and needs grew. We began to fight each other for game and territory, blood was spilt and poisoned the land. As some clans split away and cast aside the old ways, the chaos attracted the Men, who brought axes and picks and sought to claim what they had forsaken.
As we watched the Riverland change forever, we wept for our home and what we had lost, but some looked ahead. My grandmother’s clan, the River Eyes, gave offerings and communed with the old gods and begged for forgiveness. In return, they were granted a vision of a new home, a sanctuary that touched the sky.
That night they gathered their allies and left the valley, leaving only the ruins of their strongholds to be taken back by the wild. They walked northward until they came to the foothills of a great rolling mountain range, where they climbed and touched the sky. We were children of the Riverland no more, my ancestors became the Fjálfar, the fair folk of the Kirrahe highlands.
I was born here, beneath a blanket of stars with the Prophet's sign watching above. I was educated in the Old Way, as all children of my clan are. I was taught to respect and revere the land, to pay my respects to the spirits and nameless old gods, and when I proved myself ready, I summited the highest peak to speak with my gods between the sky and land. I left my offerings among those of my ancestors, and for three days I focused my will to try and reach them.
I was nearly starved when they touched my mind. I was weakened, my will and faith beginning to wane, when a great storm wrapped around the summit. Thunder crashed in the clouds and the lightning threatened to split the peak in half. The power swirled around me, and in the chaos I felt life as it truly is.
I could feel magic and energy coalesce around me, generated by all living things and strengthened by their bonds. It flowed everywhere, from the mountain to me to the sky, binding the world together. Darkness took me, and my mind strayed beyond this mortal plane. The stars and planets wheeled overhead, and I let loose my crude matter.
The storm lasted only a few minutes, but it was lifetime for me. I was luminous, a star watching over the world below. A brilliant campfire in the sky.
When I finally descended that mountain, I saw the world with new eyes. I sought from that day on to strengthen my bond between the world and myself, to connect with every action I took. I saw my birth stars cycle above nearly a hundred times over when the gods returned to me in my dreams.
They showed me a silver moon above an endless field of water, a city of wealth and chaos built on ancient lands, majestic falls flowing defiantly up a sheer cliff face, and a single word spoken by a chorus of millions.
"Seek."
- - - - -
Name: Firenze Val'lintyr
Age: 117 star cycles have been recorded since his birth.
Race: Fjálfar, known as Highland Elves to outsiders.
Alignment: Lawful Neutral
Background: Hermit
Languages: Elvish, Fae, Common (has difficulty reading common script. Long words are difficult.)
Personality: Firenze believes it is a rare and beautiful thing to simply exist in a universe as wonderous and vast as this, and thus values the small details in everything. To him, the world beyond the mountains are exciting and confusing, but takes his life one day at a time and is always looking for new things to learn and experience. He does not know what he will find when he reaches the coast, nor does he fully understand his visions, but he has faith it is where the old gods want him.
Appearance: Highland Elves are rarely seen, unless you go looking in the northern mountain ranges, but those who find them are either charmed or bewildered. They are a beautiful and wild people who migrated from the southern fjords until they were forced to move northern due to unclear circumstances. All Highland Elves possess antlers, which grow and shed as the year progresses. Most are dark skinned, with deep eyes that are adapted to hunting along the vast distances between peaks. Most clans or families have personal tattoos or markings, which are made more elaborate as cycles pass.
Firenze comes from the Cloud Dancers, who are known as skilled navigators and hunters. Firenze possesses dark skin with geometric star-seer tattoos of constellations marking his shoulders and neck, along with dark green and brown marks that wrap around his arms, the marks of a hunter. He stands quite tall, roughly 6'4, and weighing roughly 200lbs with a toned physique from his physically demanding life in the mountains. In his ears and sometimes laced into his antlers he wears pieces of starsilver jewelry, which are considered sacred to his people.
Abilities: Firenze maintains a strong connection with the power of the nature world and life around him through offerings, communion, and traditions known as the Old Way. Through communion and dreams, he is sometimes gifted with visions or directions from the forces of nature. Acting as a walking conduit for life energy, Firenze can shape nature elements with ease, this is known as druid-crafting in some circles. Sometimes he can bestow limited sentience to plant life, allowing him to communicate with them or form more complex forms for a short while.
His druidic also powers grant him limited control over plant life and the ability to manifest natural phenomenon, like thunder, spontaneous plant growth, weather change, and can also manifest a small flame, although upon entering into more civilized lands he has come to understand that pyromancy is seen as a destructive weapon rather than a tool for survival. As most hunters in his clan, he is also knowledgeable in healing and medicine, and possesses some spells that grant him and others heightened senses or enhanced physical capabilities.
Belongings: "Pack light," his mother said. Firenze takes only what he needs from nature and gives in return, but he does carry some things from his home with him as he walks into the unknown.
- A bag of offerings and mementos. Eagles' feathers, smooth mountain stones, druid-crafted effigies and the like. Firenze ususlly leaves these as gifts or offerings. - Vashira, a starsilver longblade forged by elven smiths in the foothills. In the folklore of his people, meteorites are the fallen stars of brave warriors. The metal harvested from them are gifts to protect the people of the mountains. - His clothes are made up of mostly tanned hide and plant fibers, not much for protection but its light and camouflaging in the right environments. - A short bow, rugged and reliable. He has six arrows left, and will need to find new heads to bless before he makes new arrows. - An obsidian knife, only a hair short of a foot long. While it is more suited for field-dressing game, it could easily open a man if needed. - A sealed bag containing blessed oils and herbs, moss he had cultivated, flowers collected from the burial mounds of his clan, spruce needles, and animal teeth and bones.
For the better part of the history of humanity, we lived short and scared lives. In the day we hunted and gathered what we could catch and find, and at night we hid in caves and huddled close around campfires, terrified of what we didn’t understand in the shadows. It was more than explaining the lights in the sky and how the sun rose and fell, we lived in a world filled with mysteries we would never truly understand. Beasts with the faces of men, things and places that defied what few rules of reality we understood.
To cope, our ancestors dubbed them “demons” and “gods”, we hid in fear, left offerings and begged them to spare us as they preyed upon us. Slowly the world began to shrink, and the unknown began to go back to the shadows and dwindle. Mankind looked out from their campfires and began to raise themselves up, with less to fear the world became easier to understand.
Yet, the unexplained and the undefined could never be eradicated. It has always held a place in the world and deep down it will always put fear in the heart of mankind.
We cannot go back to those caves, we cannot live in fear again.
In days of old we looked to the heavens and prayed for salvation from the horrors of this world. For as long as there have been mysteries in the dark, there have been brave souls who understand the fundamental truth that we cannot hedge our bets on the charity of something larger than us and we cannot hide in ignorance and fear. Since before recorded history, groups have come together to understand and contain the unexplained and dangerous, to protect humanity and to preserve civilized reality as we know it.
Such groups have gone by countless titles and have disappeared without anyone even knowing their names. For the better part of the last millennium, an international network of scholars, investigators, soldiers, and occultists have worked behind the scenes of the civilized world to uphold normalcy and protect humanity. We call ourselves the Bureau, we are the wall against which the darkness breaks.
We must stand together against what lurks in the unknown. We work in the shadows, go beyond government jurisdiction and international law, and never leave a trace. To the public eye, we are the stuff of conspiracy theories and midnight television. Our mistakes are the makings of urban legends and have inspired each and every monster movie and horror story you’ve ever seen.
Make no mistake, to be an agent of the Bureau is to live a life in service of humanity, to touch the unknown and to explain the unexplained. It is also a life of secrecy, outside of the Bureau, no one will know your sacrifice, but their lives will be infinitely better because of it.
Since antiquity, a simple phrase has been the uniting call for those who gather to light the dark for humanity. It has been the creed of thousands before you, and now it is yours.
“We die in the dark, so you may live in the light.”
For the better part of your life, you lived in peace and ignorance. The world made sense to you, the unknown was fascinating, but now you’ve seen the true colors of the world. You know there are things out there you might never understand, and you know that no matter what, mankind needs to be protected from that.
We’ve selected you from the best of the best, from all across the world and for all kinds of reasons. You’re the best that humanity has to offer, and you’re willing to hold the line.
Please submit the following information to your task force representative.
((Feel free to change this CS as you see fit or enter a whole different sheet. Also, if you want to make a non-human/non-euclidian character, go for it, just keep things in scope.))
Name: Please include any titles or call signs here as well, as well as your rank within the Bureau, such as Field Agent, Researcher, Doctor, etc.
Age: In Earth years please, we understand that some extra-dimensional beings don’t experience time like “mortals” but we need a number here or HR is going to tear us a new one.
Gender: Mostly for pronouns, we’d like to respect the preferences of all agents, and avoid the wrath of improperly addressing the living physical embodiment of theoretical concepts.
Race: Usually this section isn’t as important, but now that the Bureau has approved agents with non-anomalous properties and origins, we need your self-designation.
Nationality: Where are you from? Can be as simple or complex as you are.
Properties: Do you obey the laws of physics? (Out of character, this is where you can describe what paranormal abilities or properties your character has if they are not "traditionally" human.)
Fields of Expertise: What skills do you excel at? What fields of research and science are you knowledgeable in?
Greatest Fear: There’s nothing wrong with being afraid, but we must confront it.
Psychological Profile: All active agents require a bi-annual psychological evaluation as per direct order of the Director.
Physical Appearance: Please remember to place memetic hazards in spoiler tabs, some staff prefer living over instant brain hemorrhage.
Pre-Service History: What was your life like before being brought on as an agent? This section doesn’t need to be extensive, just a good understanding of what brought them into the Bureau, but feel free to write as much as you like.
Background Demographics: Male (H. sapiens) Caucasian-Filipino ancestry Born: 04/13/1994, Victoria, British Columbia. North-Western Canadian, no fixed address.
Ian stands at 6', and weighs in at roughly 192lbs. He has dark brown hair and warm brown eyes, and a generally calm and knowing expression. He prefers glasses over contacts and while he can shoot without them, he prefers to keep them on. Keeps him "level" he says.
Properties and Assessment: Agent Rivers holds a Pendleton Reality rating of 2.2. This is to be expected of someone who has had first hand contact with as many anomalous objects and beings as he has. While he has not manifested any abnormal properties, Rivers has noted he experiences abnormal sleep habits recently (paralysis, recurring dreams, the “Hurried Man,”) and has been placed on medication.
(Staff note:Treatment via Pendleton Device may need to be considered if any further symptoms arise.)
Considered to be one of the most efficient agents active in the field. Rivers has been assigned to various Rapid Response Tactical Groups (RRTGs) across the globe through his career, as well as a firearms and small unit tactics instructor at Watchpoint Amarok. Due in-part to his career with the Canadian Special Operations Regiment prior to Bureau recruitment, as well as lengthy on-assignment experience, Agent Rivers has exceptional skill with firearms and CQC battle tactics, as well as the acquisition, handling, and neutralization of anomalous objects and beings.
Pre-Service History: Ian Rivers was born to second generation Filipino immigrants. On his original birth certificate, he is named Ignacio Ríos, however his parents elected to give him a more "Western" name as to avoid bullying in grade school. According to Ian, it didn't help much. His family moved throughout Western Canada through his youth, never seeming to find a place where his parents felt comfortable with setting down roots. This constant change meant Ian struggled through school, with his records and classes being inconsistently transferred back and forth. To keep up, much of his summer was spent in remedial learning.
After managing to pass with sub-optimal scores, Ian sought to impress his family by attending university and placing himself into a good career. However, his mediocre grades meant it was difficult to gain funds from scholarships needed to attend a school with pedigree. However, his chance came from the Canadian Armed Forces, who offered to pay for his classes and living expenses in exchange for service. With no other choice than to return to his family with nothing, he accepted their offer.
After receiving his degree with a major in psychology and a minor in political science, Ian went on to serve his country as an infantryman. Surprising both his superiors and himself, he excelled in marksmanship and ranger training. At the urging of those in his unit and his commanding officer, he decided to volunteer for the Canadian Special Operations Regiment, a division of the Canadian Army that specialized in orchestrating raids of key installations, forward reconnaissance, and clandestine operations in hostile territory.
Rivers served with distinction for four years, at which point the Bureau began looking for potential agents with experience and skill operating in northern regions. From a class of fifty, Rivers was the only recruit to make the cut and offered a chance to step up once more. Now almost five years later, Agent Ian Rivers stands among the best of the best, and serves not only his nation but the world at large.
Most recently, Agent Rivers was on-assignment "lizard hunting" in Cambodia. Last week, he was pulled out and brought back to North America, where he awaits new orders and a new team.
Psychological Assessment:
Upon our first meeting for his bi-annual assessment, I requested a follow-up appointment with Ian, mainly concerning how utterly unremarkable his screening appeared. For someone who has seen the things he has, been where he's been, and somehow walked away, Ian showed an incredible unshakable resolve. While I do not wish to have Agent Rivers removed from the service, I must remain honest and be clear about his condition.
Ian is headstrong, uncomplicated, and eager to please. As his psychologist, it has been hellish trying to break through his soldier's exterior to understand his mental state. No doubt this behavior stems from his childhood, the expectations of his parents and later his senior officers during his time in the armed forces. No complaints, no stress, just ready to get the job done. Now that he has made himself available as a field agent, he is enjoying the same sense of fulfilment, but unable to keep himself in check.
It took nearly two months to break through, but I got him. I always do.
He's been "putting things away" in his words, his stress and objections. The harder it gets, the more of himself he puts into his work and the people around him, whether it be his teammates, superiors, or the handful of friends he holds at the Watchpoints he has been assigned to. Apparently this stress becomes harder while on leave, as he says all he can think about is getting back to what he considers most important:
Helping others however he can, whenever he can. It's not healthy, and he admits it. But knowing someone else without the experience could get killed without him there eats him up inside. If you could see the look on his face when he talks about the times he's done his job right, saved the civvies or kept his squad alive, you'd swear he's glowing. The damn idiot thinks he can save the world.
She was dying. We had poisoned her seas and scarred her surface in our relentless search for more. By the time we sought to change our ways, it was too late - she could house us no longer. So we sought her sisters, any sphere capable of housing a few thousand souls was developed for all it was worth.
But it was not enough, and when she breathed her last breath, billions sought refuge but found no harbor among the overcrowded colonies and stations that littered the solar system. So they sought other worlds. They squared their shoulders and looked to the next horizon for a new home - a new future.
They never would have imagined what waited there among the distant stars - beckoning them beyond that horizon.
150 PE
It has been 150 years since the first humans arrived in the Far Arm. The burning desire to expand fueled the creation of many miracles of science - starship engines that burned a mere drop of fuel an hour, stasis technology that could sustain a being for their lifetime tenfold, true sentient artificial intelligence that could learn and grow as a human would - a dangerous invention to be sure.
Many mistakes and challenges were overcome to reach what was seen as the next necessary step in humanity’s advancement, but even with all our power and all our invention it took the combined might of nearly our entire race to bring them to the closest systems - with long voyages and many sacrifices along the way.
The ability to travel between stars without a very long stasis nap was thought of as impossible until explorers in Alpha Centauri stumbled upon the Pharos Astrolabe - one of countless nodes in an ancient network of orbital stations designed to facilitate travel between star systems hundreds of thousands of lightyears apart.
This discovery left mankind pondering its existence. Initial scans determined it had been there for hundreds of thousands of years. Who had built it? Why was it there? And most importantly, where did it lead?
With time and patience, mankind learned to harness and integrate this technology. Within half a century, explorers from the frontier worlds took the first leap through the Astrolabe. When they emerged on the other side they were shocked to find that they hadn’t just leapt to another star system - they were now in an entirely new arm of the Milky Way galaxy.
While the heavens yielded few answers, they were more than happy to leave mankind with more questions. To begin, they were no longer alone.
This new frontier - the Far Arm as it came to be called, was home to untold hundreds if not thousands of intelligent lifeforms. Some were native, having developed there for billions of years, while others were not unlike humanity - explorers who had discovered an Astrolabe in their system and had found their way to this nexus, a massive expanse densely packed with star systems, each holding worlds that could be shaped to sustain life. All it would take was technology and those brave enough to face the dangers and challenges.
With the technology learned from the Astrolabe shared with those among humanity who could afford it - the Far Arm experienced a massive influx of colonists from Sol and beyond. While many had been sent by their respective factions looking to establish themselves on this new frontier, many were simply looking for a new start in this new “land of opportunity.”
150 years have now passed since this expansion into the Far Arm - time enough to see new nations grow and prosper, new explorers and races find their place among the chaos, and the rise and fall of powers both new and old. One of the largest and most prominent of these occurred nearly 100 years ago with the fall of The Hegemony, which left many sectors open for new power and new ways of life to come into play.
- - -
Our tale begins - but may not end, on the Bazaar. Formerly the Core - once the seat of power for The Hegemony, but after its fall the station has reverted into an infamous lawless free port second only to Halcyon, the jewel of Orion’s Mantle. It is a place controlled by interstellar trading companies, policed by private security contractors, and frequented by all manner of merchants, pirates, mercenaries, pilgrims, and those just looking to get by.
The only law on the Bazaar is the money never stops. While Dantius IV has the security and Halcyon has the quality - on the Bazaar one can always find anything they could ever want, and the things they never knew they needed.
The galaxy is vast and the Far Arm is a exotic and diverse place, home to endless races and factions looking to make their mark among the stars. Who you are and who you wish to become are in your hands - the opportunities are endless. All I ask of you is this, what brings you to the Bazaar - and what trouble finds you there?
{Spoiler}{<-Mecha->}] A blanket term for large mechanized vehicles, typically resembling humanoids or granting the operator full function and maneuverability. For humanity, these machines were first designed to aid in space exploration in hostile environments, such as the vacuum of space or alien worlds, but now they find use in all avenues of utility such as agriculture, heavy engineering, transportation, and yes - warfare.
With so many manufacturers and engineers throughout the galaxy, the ability to create, maintain, and pilot mecha has become a staple of life in the Milky Way. They are also not a uniquely human invention, as many races throughout the galaxy have designed their own machines for many of the same reasons - and many of their own. This overlap in design has led to many incredible masterwork pieces of technology.
{Spoiler}{<-The Sol System->}The Cradle of Humanity. Once thought long beyond saving, the system has seemingly found a second wind - for now.
Earth Still recovering from ecological collapse in the early 22nd century, divided into quadrants and systematically healed. Successful regions have been turned into Revitalization Zones, where cloned flora and fauna are introduced and carefully engineered to replicate a sustainable habitat. This has led to an influx of tourism as travelers from Sol and beyond come to see a paradise untouched by man.
Luna Metropolitan and the seat of the United Solar Vanguard’s power. Lovell City is the de facto capital of Luna as the greatest powers in the system make their home here in the corporate center. Defended by the Artemis system, a prototype laser defense system.
Mars The largest population center in Sol and military nerve center. Once it was covered in massive habitat domes and solar panel fields following a failed attempt at creating an atmosphere, but after the exchange of advanced terraforming technology reverse-engineered from Proxima Centauri, Mars was transformed into a garden world. The surface of Mars is now a half sprawling metropolis and military installation. Massive bunkers, planetary railguns, training camps, and airfields stretch across the red sands just outside the cities, where millions of soldiers live, train, and stand guard for the day they’ll be called to fight.
Phobos Forward operating base for Martian response fleet. Also primary training and testing ground for mech pilots.
Venus Previously the site of multiple failed terraforming/habitat projects pre-Pholus discovery, occasionally used as a hideout by desperate pirates. Currently uninhabited - the ruins of hothouse greenhouses and collapsed stilt habitats litter Ishtar. A couple science stations orbit above, but no serious plans to move closer are considered at this time.
Jupiter Rich in hydrogen and helium, Jupiter’s atmosphere was a rich prize for the many eager prospectors who sought out its spoils. In the modern day, the gargantuan JUNO platform spins in geosynchronous orbit around the gas giant, its kilometer long tendrils siphoning gas upwards for processing amongst the orbital facilities. JUNO was preceded by SAUR, an early version of the High Altitude extraction platform, which due to its shoddy construction and poor oversight lost orbital stability and tumbled into the planet's atmosphere. Now the subject of urban legend, faint signals from the SAUR distress beacons can still be heard from beneath the cloud cover.
Ganymede Largest agricultural colony in the system, prime candidate for establishing a more substantial atmosphere. However the thinly stretched resources of the USV have slowed this operation.
Callisto Industrial capital of the Jovian moons. With gravity noticeably lower than Earth, workers are able to operate much easier here - although the risk of death or dismemberment is still very real. Nearly all heavy-duty equipment or structures are built on Ganymede, either on the ground or in orbit in the Hataka-Llewyn Aerospace (HLA) shipyards.
Io Unfit for human habitation, the cost of terraforming such a world would not be worth the trouble. However, Io has found its usefulness as a production center of power cells for the system, using the high sulfur content of Io. It is incredibly dangerous work, with Io being the most volcanically active place in the system and taking the brunt of the radiation of the gas giant - but the USV pays good money for people willing to endure the horrible working conditions. Those who survive long enough to retire are typically enticed by the generous offer to live on one of the many resorts on Europa, where they live short, wheezy lives.
Europa Impressive sized colony boasting a high quality of life for those who live there. Previously the primary source of water for the Jovian moons, now it provides the “endless ocean experience” to tourists visiting their subsurface ocean resorts. A variety of aquatic life native to Europa are harvested and served across the system as exotic cuisine.
Mercury The largest waste processing center in the system. Built initially to facilitate the disposal of toxic waste after the Collapse, it now serves to launch anything that can’t be recycled or reused into the Sun. Almost completely automated due to danger to biological life.
Cerberus’ Gate (Solar Orbital Defense Grid) A network of roughly eighty defense platforms orbiting the farthest reaches of Sol - the bane of merchant and marauder alike. A series of stealth buoys far beyond the gate tag all incoming traffic, allowing the massive railguns on the defense platforms to lock on until the ship has been cleared for entry.
Pluto Forward military outpost. Supply depot for the Cerberus’ Gate. Pulls double duty as the main port of entry to Sol with incredibly tight security and arguably xenophobic procedures.
{Spoiler}{<-Orion’s Reach->}A swath of territory first touched by humanity, quickly colonized and loyal to Earth and her stewards.
Pharos (Trappist-1f) Considered to be the most viable of the early options for extrasolar habitation, but upon arrival the colonists found something far more promising orbiting the planet - a discovery now dubbed the Pharos Astrolabe, an ancient beacon of a long gone race. It was this discovery that allowed humanity to reach the far side of their galaxy.
Chiron (Proxima Centauri-b) The first and closest colony beyond the Sol system. Upon first landing the colonists who arrived found the atmosphere quite agreeable and began expanding quickly, held back only by a shortage of water. Scientists have determined that Chiron was the site of a very successful terraforming project by a highly advanced race, but was neglected for centuries - causing an ocean which could have covered most of the planet to evaporate.
Pholus (Proxima Centauri-d) Closest orbiting planet of the Proxima Centauri system. Tidally locked. Prospected initially by colonists from Chiron to harvest ice from the half of the planet untouched by the harsh UV rays of the nearby star. However, the ice jockeys found something far more valuable locked in the ice. The remains of a derelict science station left to decay in orbit and crash into the ice. After recovering technology and data from the derelict, scientists on Chiron came to find that the station was a terraforming platform, programmed to evaluate and curate the planets within the system. This terraforming technology was reverse-engineered and shared with Earth.
{Spoiler}{<-The Far Arm->} The new frontier, teeming with opportunity and danger. Home to thousands of races, all with their own outlook on the galaxy they call home.
Halcyon (Capital city: Neo Corta) First established by corporate and economic elements rather than the military or colonists - shaping it into a massive trade hub for human colonies looking to buy and sell from alien races who happened upon the edge of humanity’s colonial frontier. After an economic collapse, it was restructured as a “Terra Nova” style world, catering to the wealthy and elite with high-end luxuries and entertainment.
Upon humanity’s arrival into the larger galactic community, the push to break into the galactic trade stream was immediately recognized by economists and laymen alike. For hundreds of years before humans arrived, Halcyon was a frequent stop-off for facilitating trade between merchants and refueling for ships moving through the outer shipping lanes. Human settlers financed by a Luna corporation arrived in a rather cold period for Halcyon’s traffic - in which time they established the capital city of Corta and a series of slightly smaller settlements. When a scientific exploration team from Alphegor happened upon them, they were immediately fascinated with the comparably primitive spacefarers and were eager to learn and experience more of the human culture and trade.
When word of their encounter returned to Sol, a large number of corporations emptied their pockets to finance fleets of merchant vessels to journey to Tau Ceti and greet their new friends with enough cargo to turn a profit and attract new trade partners. Not everyone made it, but those who did found stiff competition from anyone else who survived the journey. The first wave of human products and media were sold out purely on novelty, but the lack of supply for the severe demand hit Halcyon hard. After a period of financial ruin, the next generation of colonists managed to restructure the planet as a luxury world styled after the high-end resorts of Earth’s past and the production of luxury goods which they advertise to the wealthy and powerful.
Halcyon now stands as one of the most powerful and influential independent human colonies.
Phalanx(Capital city: Freedom’s Bounty) A mix of hyper-libertarianism with a healthy dose of extreme military industrial complex. Phalanx is somewhat a contradiction in terms to classical political theorists. Citizens of Phalanx enjoy democratic process, personal liberties, and the right to private property. At the same time, Phalanx enforces prolonged periods of martial law, mandatory military service, a draconian legal system, and a borderline genocidal foreign policy.
Castoff (Capital City: Port Calico) Zandak station was once a refueling point for late explorers of the Far Arm. By the early 24th century, exploration was no longer a priority and Cali corporation abandoned the project. Zandak quickly became a ghetto station, with its inhabitants devolving into eccentric barbarism and cannibal practices. When Phalanx underwent the Exquemelin reform and began removing malingerers and dissidents, the displaced discontents took refuge in the decrepit remains of Zandak, christening it Calico station. Ever since, Calico has maintained a strict policy of “Don’t ask and don’t tell” regarding the business of travelers who dock there. Such an unscrupulous attitude toward the lower elements has led to tensions between Castoff and their former superiors back at Phalanx, but the threat of alien invasion has kept the fortress planet’s attention away from the suspicious clusters of pirate activity surrounding Calico.
{Spoiler}<-The Hegemony/Xelkos Combine->]The Hegemony, as they liked to style themselves, were a large political alliance who sought to provide blanket control - or at least presence across all major systems in the Far Arm. They were powerful and very advanced among those who called the Far Arm their home, being led by the Xel’kos.
The Xel’kos are an old race, being one of the first to discover an Astrolabe orbiting their homeworld of Xel’shar and using its power to influence much of their technology and culture, leading to a common misconception that they created and spread the Pharos Astrolabes. Despite how much they wish this to be true - it is not.
They were the first to understand the nature of the Far Arm as a nexus and sought to establish dominance over the younger races who had only just begun to harness the power of the Astrolabes.
The Xel’kos however were not tyrants, they did not want to subjugate or enslave these races. Rather they sought to maintain peace through the trade of technology and resources while enjoying the benefits of being the center of all business in the alliance. To achieve this they determined a sector of space with systems that possessed an abundance of resources and declared this the galactic core.
Oddly, rather than center this new “core” around their homeworld of Xel’shar, they decided instead to build a massive orbital space station - one whose size has never been matched, to serve as the center of all trade, politics, and advancement in the Far Arm. They named this station - quite unsubtly, the Core.
For a couple hundred years the Hegemony maintained their dominance over the Far Arm, typically showing their force and might by arriving before a race had time to get their bearings and showing them the wonder of their technology. They recruited those who had the might and technological power to rival them into their newly formed senate, promising equal space to voice the concerns of the many, to alleviate the struggles of the citizens of the Hegemony and build a better civilization.
As the Hegemony grew, so did their problems. As the senate’s numbers swelled, the Xel’kos were forced to pick and choose their crises, and often chose wrong, letting many issues become stagnant and eventually, the Hegemony collapsed.
It was not a quick death, nor was it a catastrophic one - but slowly their presence as the guiding power in the Far Arm was gone, leaving the growing factions to decide their own courses. In many cases the loss of infrastructure and support left many people stranded without the help they needed. Many fragile worlds have only recently recovered.
The Xel’kos persisted, hardly humbled by their fall from grace as the leading power in the region still operated and facilitated trade. The Core still orbits its host world, Mataram, but has fallen from grace and is now a lawless trade hub known colloquially as the Bazaar.
Now more commonly known as the Xel’kos Economic Combine, the driving force of the Xel’kos people, now operate their former senatorial capital as a trading hub. It is hardly the most popular business hub in the sector anymore, with new economic centers sprouting up on worlds like Halcyon and Dantius IV.
If you’ve found this book in your hand, you’re likely one of two people - a young punk thinking they can make it big, or a critic trying to take my book off store shelves. Either way, it makes no difference to me, the fact you’re spending time reading through what might be my legacy means more than you know. So whether you’re here for advice, comfort, or just curiosity - stick with me, you might learn something.
My name is Kaz Okara, I am a mercenary.
I prefer being called a soldier of fortune, it just sounds more romantic. It isn’t too bad of a job, as long as you have the knack for it. I guarantee you’ll never go for broke. The sad truth of this galaxy is that war is a universal constant.
War is hell, I’ve seen more than enough in my lifetime to know - but I’ve come to the conclusion that war can be necessary. I wish this wasn’t our lot in life - but it’s a waste of salt crying over the truth. Wars need warriors, and I provide such a service for a reasonable fee. I’ve made this my life’s work - to take up arms for others. Wherever you are, wherever you want me, I’ll be there with a gun in my hands and a grin on my face - fighting for you and your war.
Some people will criticize and look to call out the cruelty of my work, I don’t blame them for trying - but I ask, dear reader - what’s wrong with being a mercenary?
Is your war not worth fighting? Is your home not worth saving? If it is, why does it matter who fights for you? Am I not imbued with the righteousness of your cause when I take up arms to defend you? If you think your war is so noble and so necessary, why don’t you fight it for yourself? Would you rather your own people die for this cause?
Think on that before you spit on my boots.
“But you fight for money?” No, I’ll fight for you - the money fuels our crusade. Wars live and die off money. Empires rise and tyrants fall when gold changes hands. You want freedom? Peace? I can’t give it to you, but I can give you the skills and manpower to take it - as long as in the end my sacrifice is repaid. When I fight for you, I throw my entirety into combat. Pay me, and I’ll take arms under your flag. Your comrades are my comrades, your home is my home, and your cause is mine. This is my way, others may call it foolish and greedy - perhaps even you, dear reader.
It makes little difference to me what you think. This is the path I walk, and if you want to follow be my guest. It’s a long lonely road that we walk, it’s always better with friends.
Okara, Kazuhira. (3042). Chicken Soup for the Mercenary's Soul. New Voxas: Farthest Star Publishing House.