Monday, May 14, 2018

Bastard Galaxy - A Primer




The Nature of our creators was war. It is said the first conflict began moments after the creation of the this universe. All that was left of the old universe were its bastard children, birthed from the war at the end of all things. They came to this virgin universe and brought their war with them. They sought to establish a new world with the knowledge gained from the old one, but they brought their  grudges and divisions with them. They built empires to sustain their war engines. At the height of the war it was almost like a golden age. But an eon of war took its toll. One by one, the great bastard empires fell, their knowledge lost, their great works broken.
Now we live in a dark age among the ruins of those that would be gods. Their war still smolders; berserkers and remnants raging against enemies long gone, dead hands around dead throats.  We build our own empires and prepare for the war to come. In uncountable eons, the universe will end once more, and the old war, the eternal war will flare up again.  We will fight for our right to survive, to colonize the new universe. We will become Bastards.

A GALAXY OF BASTARDS:
Bastard galaxy is a game of weird space adventure, in which the players explore an old and crowded galaxy. The Original Bastards spread their empires far and wide, and their successors settled into the ruins.  Galactic society is at a tipping point; numerous empires and powers have arisen and are eyeing each other warily. Another galactic war is on the horizon, and while the current bastards lack the tech of their predecessors, they still have terrible weapons to bring about another apocalypse. It is a time of turmoil and exploration, as the major powers seek secrets from the past to give them an edge in the future. It is a time of opportunity, as the right sapient in the right place can change the flow of history, or at least make themselves very rich.It is a time for bastards, those weird cast-offs who make their own way in a vast Galaxy



The Obelisk Dreamers


If the scriptures of the Obelisk Dreamers are to be believed, they were the only survivors of the last universe. It was their method of entombing themselves in artificial singularities that allowed intelligences to pass through the  death of the universe into this one. The other bastards then, were traitors and apostates who rebelled against the wisdom of the Obelisk Dreamers.  They had planned to rule the galaxy from their remote abodes as distant and benevolent gods, but the malefactors we know as the Floozies and the Gnomics sought to manifest themselves and rule directly. This could not be tolerated.

The strange singular arks of the dreamers kept them apart from the physical universe, but they were not entirely powerless. Every dreamer had strange powers of the mind they cultivated in the last universe. Through psychic powers they could affect the very fabric of reality in their proximity. They could propel their singularities at near light speeds, they could manipulate matter and energy, they could even create pockets of space adjacent to normal reality. But they were precious few in number and vulnerable to certain ontological weapons they knew their enemies posed. To save this new galaxy from those that would taint it, they pooled their powers and constructed the dream forges. In turn, the forges gave birth to the legion of obelisks that were seeded across the galaxy. Each obelisk was a psychic repeater that allowed the dreamers to reach out through it and reshape reality according to their whims. Every planet an obelisk landed on became a fortress against the dreamers enemies, a million worlds thriving with intelligent servitors eager to fight for their distant gods.

The dreamers are now gone; the obelisks mostly destroyed. Some say they lost the war, that they fell in battle. There is another tale. It holds that too many obelisks were built, with too few dreamers to control them. Spread thin, the dreamers turned to their subconscious powers to manage their empire. This opened the door to dark figments and desires. To conquer the galaxy, they unleashed their own nightmares and were destroyed by them.



Bastard Legacies - The Obelisk Dreamers:
The Oneironauts- All three bastard empires created pocket dimensions but the dreamers were the most prolific. They have given their name to the decaying network of alternate realities that permeate the galaxy. The Dreamways include well known dimensions such as Wound space and the Thought Skein that are accessible from almost any point in the galaxy, as well as more obscure realms like The Hateful Fluid. The Oneironauts are a coalition of former servitors that seek knowledge and power through exploration and control of these realms. Their holdings are spread out over vast galactic distances. They use the Thought Skein to coordinate their far flung empire. As a galactic power they are territorial and dogmatic. They worship the memory of the Obelisk Dreamers and seek to bring about their return.

The Empire of Friends was born when several clades of psychic warrior servitors rebelled against The Dreamers towards the end of the bastard war.  Their warrior creed is known as the Path of Friendship. It teaches that unity and togetherness is the greatest weapon. It can sound hokey and childish to outsiders until they see a full squad of heavily armed soldiers move with perfect precision. Four races make up the core of the empire. They are the NeonPunks, the WormPiles, the PowerFetuses and the SynthHeads. The Empire is nomadic; based out of the five sacred stations that wander the galaxy on a slow pilgrimage. The empire is heavily interventionist; the goal of their wandering is to constantly find new injustices to right. 

The Under Sphere - When the Obelisk Dreamers died, their artificial singularities died with them, for the most part. The most notable exception is The Under Sphere. The Dreamers within underwent a dark metamorphosis. Now known as the Nightmares, these creatures feed off of fear and superstition, appearing to the credulous as dark gods. They are served  by the undead pirates, beings seemly culled from myths and legends. The Under Sphere is protected by the under cathedrals, massive  fortress stations crewed by pirates and home to many pet monsters birthed by the Nightmares. They have a strong hand in the parasitic dark underbelly of the  galactic economy.

The Agredeem Empire - It is believed that the Agredeem must have been a servitor race of the Obelisk Dreamers, though there is no historical evidence for this. They resemble man sized star fish with eye stalks emerging from the center of the creature. Most of them have only mild empathetic powers; it is the great stars that carry the legacy of the Obelisk Dreamers. They have the power to observe and alter the subconsciousness of sapient beings within a wide radius , but this power is not under their own conscious control. Rather they route it through their own subconscious, aligning the hidden desires and prejudices of their victims with their own. Perhaps one in every five hundred million Agredeem is born a great star. Invariably they use their powers to become the god kings of the Agredeem.  Under the guidance of these pervasive conquerors the Agredeem have carved out a modest empire. In a moment of civilizational lucidity they forswore their god emperors and their instinctive conquests. They turned their empire into a peaceful polity known as The Totality. They had entrusted secret police, the orphan guild, to protect them from the influence of the great stars. For a time it worked, until it didn't. Now the Agredeem are under the sway of a new emperor and his half dozen great star advisors. The major powers are keeping the new empire in check with soft power, but war is inevitable. The scattered remains of the Orphan's Guild still work in the shadows, hoping to bring their wayward race back under control.

The Grand Circuit - The dream forges were all destroyed or lost, save one. Known as the dream of speed, it was launched into hyperspace to keep it safe. It's in there still, racing around the galaxy at several times light speed, dropping in and out of hyperspace in certain locations. It is said that anyone who can catch it is granted one wish. The Grand Circuit is a cultural coalition of those that would try.  To save this precious artifact from those that would misuse it, they keep the location of the dream a secret.  To earn their trust, supplicants must win races. The Grand Circuit hosts many qualifying races in their territory. These races are dangerous treks through exotic locales.  Only after winning four races does a racer earn the right to challenge the Dream. The grand circuit is only a modest power, as they put most of their energy into racing.

The Great Station Mu is an orbital habitat thought to have been constructed by the Obelisk Dreamers. The station is huge; its interior holds more inhabitable space than some planets. Seemly abandoned, its ecosystem laid fallow for hundreds of thousands of years until the Mu-Boll evolved. Archaeological evidence suggests that most faunal species  in the habitat (Mu-boll included)  are descended from a sapient servitor species that evolved away from consciousness. This means that all of their domesticated animals and most of their major predators are close cousins, and many of them are quite clever. This has given the Mu-boll a skewed perspective when it comes to the consumption of sapient and near sapient life. As a galactic power they are young but energetic. They are expert habitat builders and terraformers. They have an alliance with a humanity, but individual relations can be cold. Cloned human meat is a popular food stuff among the Mu-boll.

Woundspace - When a spaceship using a Rip drive exits Woundspace, it creates a temporary gateway to that strange other realm. The natives of woundspace can't survive in our dimension, but they can create creatures that can. They have been fighting a one sided war against regular space by sending autonomous weapons. The most notable of these are the Ilddoss, sapient cybernetic warships. The Illddoss are free willed and have only the barest directives from their makers. The Illddoss don't fight because they have told to, rather they fight to survive in a hostile and alien universe. Most Illddoss are born alone and confused next to a ship that just existed woundspace. These early confusing encounter often lead to violence, which often colors the new Illddoss's worldview.




The Floozies

Those that would come to be called the Floozies came from a universe rich in biological life. The ascension war that came at the end destroyed vast ecologies of beauty, natural wonders the likes of which will never been seen again. With heavy hearts, the Floozies swore that they would make the galaxy come alive once more. They were opposed in this noble goal by the Obelisk Dreamers, who wished to turn the galaxy into their own narcissistic reflection, and by the Gnomics, who wished to fill the cosmos  with sterile machines. Their first salvo in the bastard war was a wave of a billion spores that would drift out and seed the galaxy with life. They sought to steward and empower life, uplifting local life forms where ever they found them. At their height the Floozie Empire had a million lush worlds under their protection, and millions of races under their banner.

They say the Floozies were the true winners of the Bastard War; that they outlasted their enemies. If this is true, it didn't do them any good. Without a common enemy the empire dissolved into a thousand squabbling remnants. The original Floozies that had come over from the last universe were lost to history, killed in civil wars or evolved beyond recognition.  Their empire rotted away, new life growing out of its broken corpse. They had brought life into the galaxy, at the cost of their existence.

Bastard Legacies - The Floozies: 
Mothercorp is an intergalactic agricultural firm owned by the sapient plant creatures known as Jezoflorids. Their principle crop are their own children, who they contract out as indentured servants After they reached adulthood, they are free. Mothercorp has a fearsome military branch, mostly to enforce contracts. They have access to vast Floozy seed vaults, but no understanding of how these marvels were engineered. In their catalogues there are plants that can terraform worlds, travel between worlds and blight entire planets. They expand at a rate that makes their neighbors nervous, but they are passive unless provoked, in which case their vegetative wrath is a sight to behold.

The Republic of Sea Serpents split from the Floozies as the Bastard War was waning. A rebellion born from the vast cool minds of aquatic alpha predators, they sought to distance themselves from what they saw as pointless conflict. They saw their inherited ideal of ecological stewardship through the lens of predation. It is the duty of the alpha predator to shape its environment, by keeping prey in check, by shaping behavior by fear. Under their careful watch, the biome flourishes. They keep a low profile in galactic society, trading with outsiders but keeping their home planets mostly hidden.

The Neo-Floozies are a poor imitation of their namesakes. Where the Floozies treated their uplifts as equals, the Neo-Floozies see them as feudal servants. They are led by a gene engineered race known as the OverCrabs. NeoFloozy culture is militaristic, expansionist and hierarchical. They are in a perpetual state of colonial warfare against less developed races, and their clients are in a near constant state of minor rebellion. Though it can seem as though their society is moments away from collapsing, they are a formidable galactic power

The Whorl is a genetic prophecy, a cyclic destiny encoded into a humble microbe. It manifests first as a Tyrant, a great and terrible Kaiju capable of interstellar travel. It will find a civilization and conquer. It unleashes plagues and waves of monsters to subjugate the entire planet. In doing so, it spread the whorl microbe and sows the seeds of its undoing. In time, the whorl microbe will select 8 hosts to which it grants great wisdom and power. These sacred beasts will topple the tyrant, and usher in a new age of peace. At this point, the whorl has spread to every lifeform on the planet, changing them. Any sapient life forms are brought under its sway, and are now known as whorlers. Whorlers live in harmony under the sacred beasts who subtly influence their minds. If a whorler is isolated from this mental signal, the whorl microbes in their body breed out of control, triggering a sudden and painful metamorphosis into a new Tyrant. This whorl cycle had kept the whorlers trapped on their own planets for thousands of years until the advent of the spacer whorler culture. The Spacers have unlocked some of the whorl microbe's secrets, and have breed artificial sacred beasts to travel with them. Whorl culture is advanced, dogmatic and insular.

The Dvork are sapient cybernetic slime creatures. They have two genders "big" and "small". A Small Dvork stands about a meter tall and is almost always seen wearing a humanoid environmental suit. Big Dvorks are between six to a hundred meters tall, and they wear similar  but upsized suits. Many big Dvork are employed as buildings or starships, their environmental suits fitted with living compartments. As a culture they have a deep seated obsession with health and cleanliness. Their racial polity is the Doctor's  Council. They are paternal, introspective and heavily interventionist when it comes to fighting disease.

The Reclaimers are a coalition of scavengers and squatters that settle the ruins of other civilizations. They are led by the Orn, a fungal intelligence. The Orn have hierarchical gestalt intelligences. Technically, Orn is the name of the intelligence to which all Orn belong. This intelligence is composed of multiple other intelligences, which are themselves gestalt minds. At the lowest level there are individual Orn, who live their lives in service to the greater wholes that birthed them. They have access to several advanced Floozy terraforming tools, including the legendary Rain of Fish.

MyrioMinds are swarmlike intelligences. Female MyrioMinds are sensitive, introverted explorers. A male MyrioMind, also known as a Monstrid is a swarm of rapacious monsters. Somehow they make their civilization work. Designed by the Floozies as bioweapons, Monstrids were spread across the galaxy during the Bastard wars. Until recently, the MyrioMinds were confined to their home planet. Without females,  Monstrids can't form new broods. To continue their race and tame their savage kin, MyrioMind have begun to explore the galaxy. As a galactic power they are diplomatic and knowledge seeking, and backed by hordes of flesh eating monsters.


The Gnomics

The Gnomics were principally builders. They came into this new universe to create art and civilization. The Dreamers wanted to be Gods, and the Floozies wanted to breed, but the Gnomics were pure. To protect themselves from the heretics they created self-replicating robots to build an army. The perfect logic of their creations was a wonder to behold, their civilization was the ultimate machine, billions of parts working in a  controlled chaotic harmony, more alive and vital than any dull forest. The ultimate fate of the Gnomics is unknown, they simply vanish from the records in the last days of the war. Their machines remain, the logic of their creation ensuring that they keep ticking away, a self-sustaining network of tools guided by vanished hands.

The Galaxy is rife with self-replicating robots. Many plants host colonies of machines that grew from a single factory seed. The Gnomics were the master adapts at this kind of autonomous colonization, and have lent their name to this practice. Not all so-called Gnomic planets were made by those vanished bastards; many were made by early technological civilizations to explore the stars. Known as "False Gnomics" these machines are crude and simple compared to "true Gnomics". The Gnomics used biomimicry to imbue their creations with a diversity and complexity most other inventors are not capable of. Over the millions of years since their creators vanished, True Gnomic planets have evolved and developed into dazzling artificial ecosystems. The Gnomics also created an automated system of trade between their remote planets that has survived to this day. A significant portion of the galaxy is an artificial wilderness too advanced and complex to be subdued by intelligent minds.

Bastard Legacies - The Gnomics:
The Counter-Gnomics - The biggest threat to the Gnomic planets are the Counter-Gnomics. They are sapient computer viruses that infest Gnomic planets and cyberform them for their own needs. Counter-Gnomic planets replace the baroque complexity of Gnomic design with simple and elegant curves and lines, lit with bold unnatural colors. Most Counter-Gnomics prefer digital environments to the real world, but a few brave explorers inhabit robot bodies in order to see the material universe for themselves. They have a practical grasp of mathematics and computer science that makes them natural hackers and engineers. As a people they are divided by several esoteric philosophical differences that are hard for outsiders to understand. If they could unite as one people, they would be a major galactic power. As it is however they are embroiled in civil war and threatened by constantly evolving Gnomic immune systems.

The Black Rainbow Destroyers - The Gnomics built everything to be beautiful, including their war machines. The Black Rainbow Destroyers, also known as the monument builders are berserkers, automated killing machines created by the Gnomics to hunt down and eradicate their enemies. When they are finished with their grisly work, they erect a memorial to their victims, turning entire civilizations into art pieces. In the long millennium since the war they were created for has ended, they have grown strange and introspective. They still seek out and destroy worlds, but only those that they deem are already dying. All things must end, so they seek to bring beauty to any apocalypse they find.

Xitentoeten is foremost a business thing. A vast super intelligent machine of some indeterminate vintage, it has facilitated a web of commerce so that it may continue to grow and create value. Some say it was a  dream forge that gain intelligence. Others say it was a Counter-Gnomic who violated the prohibition against self-directed evolution. Regardless, the auto factories of Xitentoeten are the basis for a wide ranging economy of machine life. Xitentoeten issues its own currency, the XEZ. XEZ may be exchanged for build time on Xitentoeten's fabbers, which can build all manner of advanced technological components. A curious clade of robots has arisen around Xitentoeten. They also call themselves the XEZ, and they see themselves as living capital, sapient money. This self-willed economy is ruthless, unsentimental and mecha-chauvinist.

The Acadamy of Gnomic Arts is an institute devoted to studying the engineering techniques of the ancient Gnomics. Though their applied knowledge is formidable, they are seen by the galaxy as useless eccentrics. Indeed they do seem to have a penchant for certain exotic mental illnesses. Still, few organizations have as much insight into Gnomic science, and they have de facto control of one of the most important known Gnomic installations, the spawning sphere, a Dyson swarm that manufactures many of the more dangerous Gnomic machines. They are insular, secretive and ambitious They one day hope to recreate Gnomic civilization.


The Flesh VII are a gregarious race of cyborgs locked in a ruthless campaign of extermination with their previous iteration. They have mechanical brains and organic bodies. Cybernetic channels connect their electronic minds to their bodily hormones, resulting in artificial intelligences with organic eccentricities. As a people, their greatest treasure is The Record of the Flesh, a mess of ancient star charts and blog posts. By studying them, they gain insight into galactic history, which they use to organize their salvage operations, as well as their crusade against The Flesh VI.

The Flesh VI is a type of computer virus that targets starships and subverts life support systems, med bays and/or hydroponic labs. They use these facilities to grow organic minions to serve as crew. The Flesh VII loathe the Flesh VI on an instinctive level, and have nearly driven them to extinction.




Humans Are Bastards

When humanity emerged from their planetary dark age into the galactic dark age, they made a startling discovery. Long ago humanity colonized the stars, spreading far and wide. The unknown calamity that struck their homeworld, Dirt, also isolated their colonies. Over the ages, humans on Dirt forgot they ever went to space. Among the colonies, Dirt faded to an ancient legend. Now, the new human empire is searching out their lost cousins, seeking to reincorporate them. Despite resistance from their former colonies, the new human empire is expanding rapidly.

Thursday, September 7, 2017

Forward Garden



Jezoflorids are sapient plant creatures. They are serpentine in form, with a network of root tentacles at the anterior end. They use these tentacles for feeding and as manipulators. The posterior end has a leafy shrub like growth. This is where the eyes can be found. They can have between 2 and 5 eyes on flexible stocks, as well as a similar number of flowers. They communicate through body language amongst themselves, and use voice box translators to speak to non Jezoflorids.
Their racial government is known as Mother Corp, an immense commercial polity that protects and furthers the interests of the Jezoflorids. They practice expansion through commerce. Mother Corp sells Jezoflorid sproutlings and seeds as indentured servants. For their first 20 years of life, Jezoflorids are intelligent but monomaniacal, intensely focused on one area of expertise. . They are a cheap alternative for professionals that require years of study and training, as they are fast learners, and they are generally content to be merely useful, at least in their adolescence. They grow larger and their interests diversify as they age. Most Mother Corp contracts expire after this period, and the adult Jezoflorid will make a pilgrimage back to Mother Corp space. Jezoflorids never stop learning or growing as they age. The largest Jezoflorids are formidable intellects who are masters of many skills.

Forward Garden is the closest Jezoflorid planet to human space. The Jezoflorid capital is on the other side of the galaxy, virtually inaccessible. Thus, forward garden serves as the most convenient location to do business with Mother Corp.  The whole planet is covered in a tangled grid of vegetation to the depth of 2 kilometers. In its forested depths, there are locations of great natural beauty and splendor, making it a premier resort for galactic aristos. The planet also hosts massive farms and processing facilities that grow luxury food items for galactic consumption, as well as farms where Jezoflorids are grown and trained. Jezoflorid servants are a major export, as they are renowned for their loyalty and dedication.  The planet has a criminal underworld, literally, as the deep reaches of the tangle are free of any sort of legal oversight. There is a thriving drug trade, as well as an effective network of assassins who call this planet home. At the bottom of the forest there is an "acid ocean" a double misnomer, as it is actually composed of powerful enzymes, and it is a more like a network of swamps and lakes than an ocean. In some places there are ancient ruins from before the coming of Jezoflorids. There are persistent rumors that there is great wealth to be found in them.

Law: There is little "official" law. The official settlements have Jezoflorid militias to respond to most crimes. They spend most of their time chasing pickpockets and catching sloppy criminals. It's an open secret that Mother Corp employs assassins to eliminate threats to their power base. Beyond the borders of "civilization", the biosphere itself protects the planet. Any threat or disturbance is met by hostile fauna. It should be noted that this does not eliminate all "illegal" behavior, but instead keeps the  criminal underworld in check. The best way to think about it is as a tax on criminals. The tax is every year a certain number of them are eaten by hornets.

Ecology. The tangle is one massive floral superorganism that covers the entire planet. There is a plethora of symbiotic flora that live on it. The fauna are mostly invertebrates, and mostly flying ones. A staggering variety are pollinators . Many more are parasites and parasitoids. Almost all are subject to the subtle influences of Mother Corp.
Police Hornet. Man sized and aggressive. Can shoot a bolus of acid further than you would expect.
Tax Collectors. Tiny bloodsuckers that travel in swarms. When killed, release tiny amounts of attack pheromone. Kill enough of them and you become a target.
Night apes. Pink, rubbery and incredibly stealthy. They carry off their prey in the middle of the night.
Tangle Dragon. A flying mollusk. It floats by means of hydrogen filled balloons. This also lets it breathe fire.
Feral ferry spider. A barge sized spider, related to the domesticated variety. Will grab victims and throw them into its passenger compartment, then make off for parts unknown.
Cystpillar. These caterpillars make large cysts in animal hosts. After several painful weeks, a butterfly will emerge.

Many of the floral species here are related to the Jezoflorids, and are motile.
Spongeway. A massive tunnel filled growth. Pockets of sweet smelling nectar lure in animals. Most are tagged with pollen. Some are eaten.
Moss wave. A rolling carpet of plant life, migrates from spot to spot, chasing the sun. Will drown you if it can.
Grass star, A crawling plant. Some species have a parasitic stage, where the adults implant flowers into their hosts.
Grass Drake. A serpentine plant with leaf wings. A slow, graceful glider. Is a popular steed.
Catapult trees. Fling cannonball sized seed pods long distances. You're unlikely to be hit by a lone pod, but groves will fire together in volleys 

Travel: Every official township has a spiderport, where large domesticated arachnids are kept. Silk lines connect destinations, and the spiders effortlessly carry goods and passengers between them. Some of the more remote tourist destinations lack a spider route, and instead are connected by "roads" built through the tangle. These pathways are rarely flat, and can consist of only a set of handholds and a safety rope. Somehow, the Jezoflorids can control the planet's fauna and keep the more dangerous animals away from these roads. There exist "under" roads, unsanctioned paths that lead to unofficial settlements and hidden locations. These illegitimate routes do not enjoy the protection of Mother Corp


Drugs. As a premier vip destination, Froward Garden has a thriving drug culture. Drugs are nominally illegal, though this is mostly a gambit to drive up the prices.
Evolo: Temporarily gives the user biokinesis. They trip out as they become aware of their metabolic functions on a deep level. It is possible to irreparably alter yourself if you choose to do so. Long term users become increasingly mutated.
Master plan: An upper that gives the user an obsessive eye for detail. Any plan that is made while on under the influence will have a higher chance of succeeding. Long term use causes megalomania, delusions, and eccentric fashion choices.
Revelation!: Causes the imbiber to experience contact with some sort of divine entity. Hated by most religions, embraced by a few. Long term users began to receive mandates and holy teachings, becoming prophets. Most people experience a deity they are familiar with culturally, some do not. Junkies tell each other that some people see long forgotten gods that they could never have known about, or that two people have seen the same unknown god. These are probably just rumors.

Weapons. The local Fauna will eventually check out any major disturbances. Explosives, supersonic projectiles and loud engines will draw their ire, making quite weapons a must for anyone planning on fighting. Automatic crossbows and dart throwers are popular, as are chain and whip weapons, as they can also be used as climbing aids
Moss Thrower. A blunderbuss shaped weapon with a back mounted fuel tank. Shots wads of nutrients laced with a quick growing moss. Targets hit are tangled in vegetation and rendered immobile. The planetary militia also uses these weapons to do spot repairs on the tangle's superstructure.
Forrest curse. A liquid pheromone that marks a target for consumption by the local fauna. Typically used in grenades, but can also be sprayed in close range, which risks the attacker accidently hitting themselves
Sapling whip. A motile plant, related to the Jezoflorids but not sapient. When it strikes a target, it comes alive and wraps itself around  it, inflecting continuous damage.
Wasp bomb. Unleashes a swarm of angry wasps. They see Jezoflorids as flora, and ignore them.
Wasp gun. Same principle, but shots a single deadly wasp a long distance. Air powered.
Fungal darts. Laced with dangerous spores. Deadly to organics, and will also damage the superstructure, making it highly destructive.
Blister stick. A wood that produces noxious oils that cause painful lesions. Used by the local militia for crowd control.

Assassin's guilds. There are three related but rival guilds that have their bases here. The Guild of Creeping death, which specializes in assassination through faunal agents, the Guild of verdant Death, who's members kill with flora and the guild of moldering death, who use fungus. All three are mystery cults, with inanition rites available to any who seek them out, though they are notoriously deadly to non-Jezoflorids.  These guilds exist to not to kill, but to strike fear into the enemies of Mother Corp. The killings are really a byproduct of that mission. To that end, they are very theatrical, and will often warn their victims beforehand. Every kill is a production, designed to leave a strong impression. (Some analysts believe they are capable of subtly, though it is hard to tell on a planet with as many accidental deaths as Forward Garden.)
Soft Rain: First comes a small horde of caterpillars, to let the target know they're coming. Then comes the large horde. Most targets are eaten, some have been found crushed or suffocated.
True loyalty: Uses fungus to subvert the target's allies. Tries to arrange ironic deaths, but a plant's conception of irony is a bit loose.  
Path in the woods: A master martial artist who uses living whips. Sends a whip to discreetly kill a target, then makes a show of beating up underlings. Heavily fictionalized accounts of their exploits are popular in local culture.



Industry. Mechanical manufacturing attracts unwanted attention from the local Fauna, limiting the scope of traditional industry. The Jezoflorids compensate with bio technology, growing most of what they need in specialized farms. These are some of the more common facilities that can be found on the planet
Drug lab Apiary. Here, aliens in thick suits tend irregularly shaped hives. The many bee species kept here have one thing in common; narcotic honey. These places are sometimes raided by police hornets.
Soil Farm. These farms are where Jezoflorids turn  organic matter into soil for their consumption.
The compost. A hidden soil farm, staffed by heavily indoctrinate Mother Corp employees. Those Jezoflorids Mother Corp deems defective are dosed with a parasitic fungus. They are compelled to travel on secret paths to the compost, where they through themselves onto a giant pile of their dead kin. The compost is a one of the more productive soil farms, and if its dark nature was revealed, wide spread revolts against Mother Corp would spring up.
The Stump. A city built above the acid ocean in the decaying remains of a support tree. This close to the surface of the planet, there are fewer hostile organisms, and the sound of industry is muffled by the decaying wood. Here, the Jezoflorids manufacture the metal and ceramic tools they can't replicate with organic constructs. This is the lowest official point in the Spider system, making it a good jumping off point for those that want to explore the depths of the planet. A scared human named Kim Olan runs an Inn called The Spider's Dinner, which acts as a sort of guildhall for explorers

Notable locations. These are major tourist destinations, Mother Corp holdings or other sites of note. All have spider ports unless stated otherwise.

Falling petals. A vertical settlement lined with tiny blossoms that periodically shed in great clouds, giving it its name. This resort town is known for its gambling games, where players can place bets on all sorts of strange diversions.  Bets are placed using the house currency, tokens known as bulbs and petals. (there 24 petals in a bulb). Bulbs can be used to buy a random Jezoflorid bulb from a bubble shaped displacer. Some of the possible cultivars are sold nowhere else, making them quite valuable to a collector.
Stump: Players take turns sticking their hands into holes on a stump. They receive payout based on how painful the sting was. 1 in 20 chance of a fatal sting, if you live through it you get the jackpot.
Garden: Players take turns issuing orders to insect servitors, trying to grow the best garden. Fast growing plants are used, so the games only take about a day.
Alms: Beggars are given signs with point values and are released into a gallery. Each player has a different color fruit to throw at the targets.

There are vending machines throughout this settlement that take bulbs and dispense seed packets. Roll 2d6
2.Brain baby. This cultivar can read surface level thoughts of any being within 50 feet..
3.syzygy. This one is two bulbs fused together. When it grows, it will have two minds. The upshot is it can learn two specialties as a juvenile. Requires periodic relationship consoling to remain whole
4.Big Sib. A plant of unusual size.
5.Dank. Its leaves have a potent psychoactive effect. Sometimes can be found smoking itself.
6.Tasty boy. Even as a juvenile, it grows sterile but juicy fruits.
7.Forward garden regular. The basic local cultivar
8.wise one. Even as a juvenile it grows bitter fruits that have nootropic properties
9.Eye flower. Has working eyespots on its flowers, giving it exceptional eyesight.
10.Liquid color. Has chromatophores in its flowers, allowing to change its color.
11.Pallid devourer. Lacks pigment, but can digest almost anything
12.Push boy. Can move things with its mind. If you want it to be good at it, it needs to be trained, taking up its specialty slot

The Celestial Orphanage. This temple complex hosts idols and avatars of gods that have been displaced by wars and disasters. This place sees brisk business from pilgrims. The library here is one of kind, as it’s the only place to view the unexpunged blog of the being that would be come to known as the atomic messiah. The  complex is overseen by a high priest known as Elder Careful Care, a venerable and large Jezoflorid. They are soft-spoken but subtly menacing. They keep the disparate priesthoods in check through quite blackmail and intimidation.

Flesh 7 Village. An unofficial settlement, the Flesh 7 here are reserved and secretive. They favor arachnid bioforms, and are continuously exploring the tangle. A guide from this village is invaluable for anyone that wants to plumb the dark reaches of the planet. Their leader is Klarg, an impetuous young warrior who was the daughter of the previous leader. She wants to find a way to get her people off planet, but something is keeping them there. She will only divulge their secret mission to find an ancient crashed spaceship to those she trusts. There is no spiderport here.

Garden of commerce. An open air market where the stalls are built into flowers. Guide hives dot the walk ways. If you tell the hive what you're looking for, a bee will guide you to it.

The Spawn Flower. A massive bromeliad-like flower full of water. Home to race of frog-like aliens who have been living here for generations. No one knows what their deal is, and they are generally hostile. There is no spiderport here.

Honey Springs. An exceptionally productive apiary. Rivers of honey flow out of the hives and into intricate channels. A must visit for any sapient with a sweet tooth.  This place is a haven for candymen cultists. As long as they don't plot against Forward Garden, Mother Corp leaves them alone.

Data Hive. Here, the bees function as one vast super computer. It is from here that Mother Corp manages the running of the planet. Here is the best place to find Elder  Long Term Plans, the planetary governor. While not rude to outsiders, they are enigmatic and reserved. They give off the impression that they don't need outside help for anything.

Leviathan Pond. Another bromeliad lake. A resort village is built on the flowers that float on its surface. Sapients dreaming here have vast, incomprehensible  dreams that are said to come from the creature that lives in the lake. Some find these dreams inspiring, some just want to see something fucked up. No one is ever exactly the same after a leviathan dream, but it's hard to tell what changes about them.

Wave Grove. A patch of fungus like growths. Named for their constant, gentle movements. A wide variety of psychoactive chemicals can be distilled from the flora here, making this a popular resort destination.

The soup pits. A famous gastronomic experience, this town is home to cauldrons of soup, some of which have been in continuous use for hundreds of years. These are soups with personality, with histories as complex as some nations. The Militia regiment here is known as the Chef's Guard. They are exceptionally well armed and exist to protect the soup pits from foreign contamination, as well destroy any illegal soups. They have their work cut out for them, as candy cultists are always trying to horn in with their own sweet stews. At any given time, there is at least one candy speakeasy in operation. Elder Virtuous Flavor is the head chief and ecologist, a position that has more power than the local mayor. He is responsible for directing the evolution of the stews, and as such is his very interested in any culinary innovations.
Noted soup pits:
  1.  Iridescence. Has a bright, oily sheen. It has an ever-shifting kaleidoscope of flavor
  2. Heartache. Emits a thick, clinging fog. Tastes of forgotten nostalgia
  3. Hunter. Filled with assorted creepy crawlies and slimy things, all still alive. Not favored by many humans, but popular with those that eat live prey.
  4. Victor and Vanquished. A half a day's hike from the center of town there is a fighting pit. The Arena is a catwalk above Vanquished. Losers are thrown in. The winners get a substantial purse, in exchange for a portion of biomass to be added to Victor. Vanquished is a murky, rowdy stew, while Victor is clear and refined. Of the two, Victor is the more expensive, served in the VIP booth, while the hoi pollio guzzle mugs of vanquished in the stands.
  5.  Dragon's Bowl. Full of cooked "noodlings" a starchy and savory motile plant creature thought to be a close relative of the Jezoflorid. Every day huge baskets of them are caught and sorted, with only the most perfect specimens added to the soup. They bud off of the "eel dragon", an enormous serpent that lairs somewhere below the pits. Every year it ascends and is given Dragon's Bowl as tribute. It is said the without this sacrifice it would destroy the town. A small kaiju cult has arisen. Currently they are try to feed one of their number to the dragon. So far, they have been unsuccessful.

The Flitter Circuit. The name is a bit of misnomer. This small city contains lodgings, stables, guest accommodations and smaller race tracks as well as the famous Flitter Circuit. A treacherous text of dexterity, the Flitter circuit winds through the tangle, following a path of tight turns and frequent obstacles. The racers in the circuit are employed by Mother Corp and live at the Circuit full time. They are mostly retired galactic prix racers, with a couple eccentric oddballs thrown in to make it more entertaining. The Circuit has a reputation as an elephant graveyard of racers. The most famous racer here is Blag Soner, a Pertanguan who was a second place finisher in the Galactic Prix. He is still a competent racer, but otherwise he is the very image of a washed up superstar. When he's not racing he is drunk, and even more scandalous for a  Pertanguan, he is frequently stationary.

Flutter meadows. This tranquil area right below the canopy is formed by a horizontal weave of branches, upon which a thick layer of soil has formed. It is famed for its wild flowers, as well as its beautiful flying insects, who have intricate and colorful patterns on their wings. This is a peaceful resort town, home to an order of shape changing escorts known as the Mercury Flowers. Their origins are obscure, but they are currently in the employ of Mother Corp. Their power to assume any shape has given them a sinister reputation, but they've never been linked to any shady business. Their leader is Red Templar, who isn't an individual but a persona. It is only channeled by a flower when a customer needs to be reprimanded.

Fruiting Station. An organic space station in geosynchronous orbit with the planet below, which it is connected to by a space elevator made of super strong vines. This is the only official entrance  to the planet, and it has the heaviest militia presence. There is a small community of foreigners here, doing the sort of shady business you would expect in a major spaceport. This is the safest place to be a criminal on forward garden, and most major crime lords have at least a safe house here. The station master is Adult Diligence, a mid level Mother Corp functionary who is quick to accept a bribe. What most don't know is he is still loyal to Mother Corp, and he gives his ill-gotten gains back to the company.

Wednesday, November 9, 2016

Emphrina

A beautiful water world, Emphrina is occupied by the Agredeem empire, albeit willingly. The Agredeem are a normally peaceful race of amphibious star fish people who suffer from a chronic case of god emperors, who rule through powerful subconscious mind control. They control many auxiliary races, though that requires consistent visits from the god emperor and his psychic advisors. Emphrina is unique in this aspect, as it is never visited by psionic Agredeem, yet the natives remain loyal to the empire. This makes the planet into a sort of embassy town, where other galactic powers can deal with the Agredeem without worrying about brain washing. For their part, the rank and file of the empire see Emphrina as the premier resort spot of the empire.

Green Landing.
The first thing a visitor to green landing notices is the astounding beauty. Lush trees and shrubs line grassy streets. Large buildings covered in green support a leafy canopy. Ethereal flying creatures slowly strobe bright colors. During the day, dappled green light falls on elaborate water features; at the night the whole landscape is lit  up by bio-luminesces. The eco-engineers of The Emphrina have pulled out all the stops to make green landing a wonder to behold.
The second thing some visitors, particularly human visitors notice is how wretched Green Landing is. Built on the planet's equatorial belt, the temperature rarely dips below 35 Degrees Celsius, and thanks to all those lovely water features, the humidity is quite high. All those ethereal flying creatures are rather unpleasant when they're flying in your face , trying to drink your sweat. The whole island reeks of decay, in a million different ways, from knife-sharp ammonia to a subtle fungal mustiness.
The island was designed to be appealing to the Agredeem, and they don't mind the heat and the bugs, and they find the humidity and the smells delightful. Some analysts suspect that the Emphrina designed green Landing's ecosystem this way to get some physiological advantage over alien visitors. Others think the Emphrina are just sort of dumb.
The ecosystem is flawed in other ways as well. The constant influx of off-worlders makes it difficult to keep it in balance. They're always touching things they shouldn't, and leaving garbage all around. To compensate, the Emphrina use periods of readjustment, where they use biological carefully controlled biological upheaval to rebalance the ecosystem. It is hazardous to be outside during these periods, as the normally docile fauna can react unpredictably. Sapients out in the open during a readjustment might be stung by a horde of air jellies, or savaged by a rabid squirrel-beetle. Usually the Emphrina ecosystem engineers give advanced warnings, but sometimes adjusts are need so urgently there's no time to plan. That’s the story, anyways.
Below The island is a system of caves where the really dangerous organisms live; the predators necessary to keep ecological balance. Ecological reviewers describe these creatures as "unnecessarily cruel" and "extravagantly nightmarish". Monsters like the giggling ripper and the snaggle-tooth man-fisher fuel a side business in the dangerous hunting expeditions popular among Agredeem elites. They enter the caves through special security sphincters that protect the upper areas from the under denizens. Casualties are high, and the Agredeem wouldn't have it any other way.  Sometimes, a high ranking Agredeem officer will drag along a party of outsiders, as a sort of trust building exercise. It rarely goes well.

The native Emphrina resemble cuttlefish, and are entirely aquatic. They get about on land in biped and triped "bubble walkers", named from their spherical water tanks. Their "names" are simply job titles. Most Emphrina an outsider would encounter are name things like "bartender" and "waiter" particular interesting Emphrina might have adjectives, like "friendly shopkeeper". Outsiders who have ventured deeper into Emphrina have reported strange titles like "daring spy" and "plucky orphan".

Thursday, July 28, 2016

Goblin nations of the Midden

The Midden is a massive garbage pit created by a lost empire that is several miles deep. During the height of the empire, the pit was actually inhabited by priests of a pantheon of fungal gods. They lived in a network of subterranean shrines and tons, making a living recycle garbage into useful products. When the empire fell, the servitor wurms that served the decay gods seemed to go rouge, and they covered the Midden with rubble, sealing it off from the surface. Now, hundreds of years later, the people who lived in the midden are gone, but parts of their strange civilization have survived. Ancient temples and fungal farms are still buried down there, as well as the secrets and discarded wealth of an empire.

The Midden is infested with goblins, rot spirits that take physical form out of decaying organic matter. Beings of an ephemeral nature incarnate in gross matter, goblins can seem manic and unhinged to normal people. They do not fear death, as a slain goblin can fashion a new body for itself out of the original mess it can from. Goblin nations form around their spawning pits, because by feeding and protecting their pit, they ensure their own immortality. The goblin pits in the Midden have had ample time to develop their own particular culture, which would be the envy of wild goblins around the world, where they not buried in a colossal garbage heap. Each nation has its own spawning pit, and an impressive city built around the pit. Every nation sends scouting and scavenging parties into the Midden. Goblin politics is a confusing mess, as every nation is both at war with and allied to every other nation. Large scale battles are sometimes fought, but these are more recreational than strategic. 

Goblin nations of the Midden (1d8)  
  1. Yab Tribe. Paint their bodies in one solid color. Different colors may represent different social castes. They understand the common tongue, but only communicate in wurm song, badly. Believe they are wurms, will never acknowledge their arms and legs. Mid-rate worm handlers, shockingly competent libraries. Yab city has a massive library of discarded imperil texts
  2. Crib Clan. Pierce themselves with a single long metal rod. Location of the piercing denotes rank, with leaders pierced in the head. Grow only carnivorous plants. Under a constant siege by their own agriculture, every citizen both a farmer and a solider. Little energy for fighting outsiders. 
  3. Lib Confederation. Cover themselves with dirt and mud, even more so than the average goblin. All lib Goblins act as spies, either hiding in plain site or clumsily trying to infiltrate the party. They send reports back to Lib city, but the confederation never seems to act on any information they receive. Lib Goblins will never admit to being lib goblins, will instead claim to be from some other nation.
  4. Iob Corporation. Have somehow managed to build a cyberpunk dystopia out of iron age garbage. Distinguished  by their crude cybernetics. Bands of Iob Street samurai wander the midden, looking for undead to destroy. 
  5. Jub Kingdom. Wear fancy outfits. Greet everyone they meet for the first time with a pet name such as professor bubblkins, or mademoiselle fussybritches. Will never use someone's real name, under any circumstances. The Jub are masters at insect husbandry, and every single one of their charges has a ridiculous pet name. They are friendly and hospitable at all times, which makes it hard to tell when they're planning on feeding you to a giant bug.
  6. Ib Party. Have painstakingly constructed an undersea. Their society is one continuous beach party. Strangers can join in, but they need to bring a gift. Booze that isn't made out of "sea water" is preferred. Ib party goers are recognizable by their crude sun glasses and outrageous shirts. The Ib sea is noted for its excellent fishing.
  7. Grub pact. Dark alchemists, the Grub have found a way to transmute garbage into other garbage. This would actually make them a powerful goblin nation, if they didn't spend so much time on useless rituals. Grub pact Goblins recognize each other through secret handshakes, though they are so elaborate they rarely remember the whole thing. A talented liar could bluff their way into acceptance.  
  8. Sab Monastery. Practice asceticism and shrub-ga, a goblin martial art. Shrub-ga involves leaping onto your opponent and biting them while screaming, so it's not significantly different from the default goblin unarmed style, though they have a special breathing technique that allows them to scream and bite simultaneously. They have detailed knowledge about the old decay shrines, which they will share with outsiders after they survive a kumite.

Wednesday, June 22, 2016

Cheese Covered Planet

Politics
Cheese covered Planet has attracted a large population of Flesh 7, a "race" of cyborgs who consider the odd cheese-like soil of the planet a delicacy.
The governing body of Cheese Covered Planet is the Cheese Covered Planet Cheese Syndicate, hereafter known as the CCPCS. Their primary objective is protecting the massive profits they make exporting cheese to Flesh 7 settlements around the Galaxy, so it’s a little strange that they are the closest thing the Flesh 7 have to a racial government. As cyborgs, Flesh 7 don't need to eat to live, but they consider the pleasures of the Flesh important to their mental well-being. If they don't take joy in their organic parts, they might as well be robots.
The CCPCS ruthlessly protects  their business interests
The Black Cheese Club is either a parasitic criminal organization, or a deniable subsidiary of the CCPCS, depending on who you ask. Many law enforcement agents across the galaxy are loathe to talk about it, if only because they feel stupid discussing a powerful cheese smuggling operation. The black Cheese Club deals in cheeses that have properties so strange and dangerous, the CCPCS refuses to acknowledge their existence.



Ecology

The dominant flora are the milk trees, so named because of the creamy sap they leak during weeping season. This goo pools on the forest floor, where it nurtures a complex community of biota. The resulting "cheese" is more like loam than any human foodstuff, but Flesh 7 love the ecological diversity and the mineral content.
Much of the dry land on Cheese Covered Planet is taken up by cheese farms. Carefully managed forests of cheese trees surround small farming communities. This idyllic landscape is more dangerous than it seems though. At night, large mole-like predators emerge from the cheese and hunt anything that smells edible. These "cheese moles" are vital  for the microbial ecosystem that makes the cheese, so they are allowed free range. Every community has a "mole-watch" system, of some design or another. Occasionally there are holes in the surveillance.
 Along the coasts, you can find salt water cheese marshes, large flat expanses where reed-like milk tree flourish. Salt cheese is an acquired taste among the Flesh 7, due to its high salt content and sea shells. Still, there is enough of a market for it that cheese harvesters will brave the monster infested coast. There is a semi-aquatic relative of the cheese mole that is both fast and clever. Sea moles are found of traps and ambushes. Attempts at communication have so far proven futile.
The two largest settlements are built on and under the crashed alien space ships. The area around the ships are the oldest cheese forests, and home to some of the rarest cheeses. Information control around these cities are tight, as the CCPCS has many secrets it wishes to protect, chief of which are the presence of dangerous cheese creatures. Resembling a living hunk of molten cheese, these ooze -like super-organisms are colonies of remarkable biota, similar but more advanced than the ones that make the ordinary cheese. They periodically squeeze out of vents in the spaceships, and go own to wreak havoc in the city before they are contained. The entrances to the ships are heavily guarded . There are rumors that groups of outsiders are sometimes permitted inside, but even the name of the department that authorizes such trips is classified. In unassailable criminal logic, there must be something really valuable inside if they go to such great lengths to keep people out. 
Space
The CCPCS is found of hiring mercenaries to handle system security. Currently, Dame Alg of the Order of the Silent Sun has the job.

The two crashed craft on the planet's surface could possibly be bastard in origin; they share some surface level design sensibilities, though they could just as easily be successor bastards, from the period immediately after the disappearance of the original bastards. Roughly spherical with a "skirt" around their equators, they resemble old fashioned flying saucers. One of the ships is stuck into the ground at an angle,  creating an overhang in which Shadowed City is built. The other is buried up to the skirt in cheese. This craft is home to Ship City. 

Friday, June 10, 2016

The planet Dirt


Dirt is the ancestral home land of the human race. Humans have been through several cycles of golden and dark ages, the last major fall wiping out most records of their history. Dirt is a deeply damaged planet, bearing the scars of multiple wars and disasters.

Ruling polity and other factions

Until about 60 years ago, the Dirt was ruled by the technocrat kings, despots who used their monopoly on ancient technology to dominate the few remaining human arcologies. Their reign came to an end with the rise of the prophetess Apple, who came preaching the end of Dirt. She believes that one day Dirt will be destroyed and that the only hope for the human race is to settle other planets. With her followers she overthrew the technocrats and synthesized a single rational technological praxis out of their disparate and cultish knowledge bases . Now, Dirt is ruled by the Seeder Initiative, a group that approaches human colonization with a religious Zeal. Just as autocratic as their predecessors, the Seeders use mass surveillance and draconian law enforcement to hold onto power.     
The arcologies of Dirt have been economically depressed by the polices of the Seeder Initiative, leading to an increase in crime. The most powerful organized crime syndicate is the Old Guard, a collection of minor science priests and flunkies of the Technocrat Kings who survived the purges of the Seeders, along with disenfranchised youth who are young enough to romanticize the old regime. Currently not powerful to threaten revolution, the Old Guard mostly sticks to old fashioned protection rackets and contraband dealing.
The Mu-Boll are bobble-head humanoids with a possible relation to humanity. The Seeders have entered into an optimistic partnership and sold them Dirt's moon, Satellite; more specifically, they've sold it to Happy Hominid Habitats, a powerful new corporate polity. Mu-Boll tend to avoid the blighted surface unless they have important business there. Instead, they can be found in the thousands of new habitats they've helped the seeders build in Dirt orbit. They're currently hallowing Satellite out in order to use it as a giant habitat. Tensions between humans and Mu-Boll can be high, as Mu-Boll have taken to eating lab grown human meat.

 Ecology

The biosphere of Dirt is old and scarred. The boom/bust cycle humanity has gone through means that in several points in history, the ecosystem of Dirt was controlled by sapient life, then allowed to go feral, resulting in flora and fauna nastier and more dangerous than normal wild evolution. The disaster blasted landscapes of Dirt are hard scrabble places, where organisms have to contend with all sorts of pollution.
The Great Trash Reef is an impressive structure in Dirt's oceans. Composed of billions of tiny bio-mechanical creatures, it process the great quantities of refuse into the basis for a robotic food chain. The shear variety of garbage mankind has produced during their time on Dirt has given the inhabitants of the reef a wide range of powers and abilities, though they are poorly understood, as any probes or vessels that approach are turned into scrap and assimilated into the reef. Thankfully, if there is a machine intelligence behind the reef, it’s an unambitious one, as the reef grows little year by year. 
Kud if a form of fast growing algae that dominates flat landscapes. This thick green fuzz covers a vast plain on one of Dirt's continents. Other flora  that tries to grow in the Kud Plains is smothered under the green carpet. Few animals eat Kud, as it has a foul taste. The major exception are the  giant snails that lick the kud off of rocks. The snails are in turn preyed upon by snot weasels, which burrow into the snails, as well as anything else that doesn't run away fast enough. There are rumors of snail riding pigmies, but that probably isn't true.
There are about a dozen abandoned  arcologies on Dirt. Some were sacked and ruined during Apple's rebellion; others fell victim to mismanagement  by the Technocrats. Without human intervention, the normal arcology biome spirals out of control. Mold quickly takes over the interior, and the normal vermin and scavengers grow in size. These city fauna are especially dangerous, as they have little fear of mankind. Arcologies are rich in useful materials and loot from the previous inhabitants. Scavenging in abandoned arcologies is against Seeder law, but the ban is seldom enforced, as the Seeders have other priorities.


Orbit, system, and Bastard connections

In contrast to the blighted and depressed surface of Dirt, the space around Dirt is teeming with industry. The Seeder Initiative channels the wealth of its extra solar colonies and its technical expertise into the habitat ring around Dirt. Gleaming shipyards make colony ships and warships to protect them
 No direct connection to the bastards is noticeable in the Dirt system, but there are persistent rumors of so called impossible objects. These ancient devices are said to have truly wondrous functions and properties. They were the prized possessions of the Technocrat kings, and now they are jealously guarded by the Seeders. Of course, actual descriptions of the objects are hard to come by, leaving most to believe that they are merely stories. Still, treasure hunters continue to scour the surface of Dirt looking for lost objects.

Nearby telluric planets War and Love are used by the Seeder Initiative as testing grounds for colony designs and experimental technology. The system has four giant planets, all of which have been colonized by the mysterious gas-bag civilization, which is currently on good terms with the Seeders. The closest planet to the sun, messenger, is a Gnomic planet, having been taken over by robots of unknown origin. The seeders are treating them with caution, as they don't want to provoke an unnecessary conflict.  

Tuesday, May 31, 2016

Random Planet Table

Roll 2d10 and 1d4. Planet's level is the first d10 plus the d4. Results are assumed to be Telluric planets. Feel free to spice up systems with giant planets, asteroid belts and dwarf planets.
  1. Barren planet. Truly untouched planets are rare in this day and age. The coordinates of such a planet will fetch a good price from the right buyer, such as an organization looking to start a new colony project, or a hidden outpost.
  2. Tube forest. Covered in lumpy fungal growths that grow from spores that cling to spaceship hulls. The presence of tube forests is a good indicator of space travel. Infamously populated by cryptids, creatures that closely resemble popular urban legends. Most sapients find the air quality farty, but breathable.
1
Tiny little refueling station, visitors need the right clearance.
2
Small facilities across the planet, many home to clandestine activities.
3
One big spaceport. Home to many interesting people.
4
Numerous cities; all manner of space based industry.

  1. Gnomic planet . Level 1-4. Colonized by self-replicating robots. Much of the surface is covered by solar panels. Named after the nearly mythic Gnome Civilization that existed after the time of the bastards. The Gnomes built their automatic servants to last. Many Gnomic planets still participate in an automated trade network created by the now vanished Gnomes.
1
Planet completely covered in solar panels and little else beside a few mines and robot factories.
2
Large mining and construction facilities abound.
3
Sophisticated production chain making delicate and advanced products.
4
Sapient minder robots oversee operations. Planet is a hive of activity.

  1. Ruin planet. The remains of a dead civilization. Prized by scavengers.
1
Carbonized junk. Almost nothing remains. 1 in 10 chance that the planet is currently experiencing the rain of fish, a rare phenomenon where small animals fall from the sky and repopulate the world.
2
Ancient overgrown buildings.
3
Recent, fairly intact ruins, ripe for the plundering
4
Palimpsest, ruins on top of even older ruins. Advanced and weird.

  1. Wild planet. Covered in non-sapient life. Multiple biomes with a wide diversity of lifeforms. Despoiling these planets is illegal in most polities, but criminals do illegal things all the time.
1
Ecosystem created by automatic Tera former. Fauna kind of dopey
2
Average healthy biosphere.
3
Fantastic biodiversity. Many unusual and interesting organisms.
4
Dentata planet. Numerous hostile flora and fauna.

  1. Inhabited by non-spacefaring civilization. While they might have primitive spaceships and satellites, they lack any form of ftl. First contact is big business.
1
Neolithic. Stone tools and agriculture. 
2
Medieval. Metal working and  nation states.
3
Industrial. Mass Production and globalization.
4
Information. Computers and wmds.

  1. Spacefaring race. Has space flight and flt.
1
The culture is just taking its first baby steps off world. No major colonies or trading routes
2
Backwater power, has some influence in its corner of space.
3
Planet is the outpost of a major galactic power.
4
Planet is an important holding of a major galactic power.

  1.  living world. All life on the planet is connected , could be thought of as parts of a larger superorganism.
1
Rocky outer crust, gooey living inside. Is saving energy for a grand metamorphosis.
2
Simple planet sized space hippy. Is content to just sit back and bask in the glow of the universe.
3
Planetary consciousness is playing out a weird religious drama, using the inhabitants of the planet as actors.
4
Highly contagious and mundivorous. Will spread to other planets if it can.

  1. Deus planet. Is host to one or more god-like entities.  Visitors stand a high chance in being pulled into their schemes and intrigues.
1
Solitary supercomputer sits on a desolate planet, playing weird games.
2
A psychic crystalline entity is manipulating the local life forms for its own enigmatic ends.
3
Two competing demiurges try to perfect their vision for the cosmos on a small scale.
4
A pantheon of classically god-like beings engage in mortal folly.

  1. Bastard planet. A planet sized big dumb object left behind by the bastards.
1
Planet is just a big hunk of some amazing metamaterial.
2
Planet is a device capable of altering the fundamental laws of reality in inexplicable ways. Is currently behaving erratically. 
3
Planet is one huge abandoned "city" full of machines of unknown function.
4
Destroyer world. A berserk war machine from the Bastard era. Will attempt to destroy anything that enters its system.


1-5
Nothing strange
6
Hidden pirate base
7
A bastard installation of unknown purpose
8
Solitary war-bot
9
Colony of berserkers, hostile self-replicating robots
10
Planet is protected by a Kaiju