
| Level | Card | Campaign Type |
Range |
| I | The Magician | New Frontiers discovering FtL technology, a culture discovers a bright shiny new Cosmos to play with. But have they been here before? Or is it some very humanoid alien species? | Local Backyard (Less than 21 lytes.) |
| II | The High Priestess | The Great Explosion (Culture in Flight) discovering FtL, a planetary culture splits into a multitude of memes. Each colony world becoming culturally unique. The problem: how to weld these disparate factions into a Federation. | Local Neighbourhood (Less than 210 lytes.) |
| III | The Empress | Star Rush
there's a Fortune (or at least a Reputation) to be made out there. The
Rugged Prospectors; Trader Teams; Intrepid Explorers; and other bloody
minded individualists rough it out on the fringes of civilisation. |
InterStellar (Greater than 210 lytes.) |
| IV | The Emperor | Controlled Expansion FtL is tightly
controlled by the
Military, MegaCorps, Planetary Governments,... |
Intra-Arm 1 ~500 lytes |
| V | The Heirophant | Static Either the Homeworld has
exhausted its
pioneering spirit or the Over-Government, in
order to consolidate its gains, has called for a respite. |
Inter-Arm ~1000 lytes |
| VI | The Lovers | Second Diaspora After a Collapse the
Culture re-emerges to
rediscover Lost Territory. Not necessarily from the original Homeworld. |
Galactic Sector 10,000 lytes |
| VII | The Chariot | Controlled Disengagement The
Authorities are in the
process of
retreat, naturally masquerading as 'redeployment'. Either in the face
of a powerful xeno-culture, homeworld unrest, colonial revolt, or just
because the
Universe is too Big! (Cosmic Catatonia.) Colony worlds are being abandoned, left to their own reserves... |
Intra-galactic 100,000 lytes |
| VIII | Justice | Post-Colonial pocket empires/federations compete to discover and influence other star-faring cultures. After the dust settles, the Stellar HyperPower is attacked by a race of vicious xenophobes! | Galactic Backyard (Satellite Clusters and Dwarf Galaxies) |
| IX | The Hermit | Imploding as VII above but no attempt to
hide the Collapse |
Galactic Neighbourhood (Local Group:
GMC, LMC, Andromeda and others) |
| X | Wheel of Fortune | Ouroburos a diverse Star Culture
expands bilaterally right
round the Galactic Disk and
discovers itself coming the other way. The question is... do we
recognise each other? |
Inter-Group2 |
| XI | Strength | Galactic Hegemon a single stable
HyperPower rules the
Galaxy with a Neutronium Fist. (Presumably some sort of Precursor
Artifact!) |
Intra-Group |
| XII | The Hanged Man | The Galactic Milieu stable,
static, stultifying, shallow, stagnant and other statistics beginning
with 's'. Until a group of AAs come along to stir things up. |
Intra-Association Galactic Groups are grouped into Associations. |
| XIII | Death | Cultures in Flight from a Galactic Catastrophe or a race of vicious xenophobes, a Great Diaspora reaches across a Greater Rift... to rediscover their origins! | Inter-Association |
| XIV | Temperance | Galactic Con-Sapiency
an even handed 'democracy' with elected officials behaving like
autocrats. Naturally some Sapients will be more equal than others. |
Intra-Cloud Associations into Clouds. |
| XV | The Devil | Galactic Con-Spiracy on the surface: just lots of Cultures "just getting along with each other"; in the depths: a subtle OverGovernment, pulling on the Super-Strings, manipulates the masses. | Inter-Cloud |
| XVI | The Tower | Stellar Relocation from simple
regularisation of stellar distances - Star Hubs:
synthetic close packed clusters of stars and cultures. To stellar
caravans: stable groups of stars setting out at sub-light speeds for
galaxies anew. |
Intra-Cluster Clouds into Clusters. |
| XVII | The Star | Galactic Reengineering a galactic sized Dyson Globe, a Galactic Disc and other such HyperScientific fancies. | Intra-SuperCluster and so on |
| XVIII | The Moon | Meta-Temporal The barriers
between temporal dimensions are
broken. First to fall: access
to the impossible realities. The meta-worlds of myth and fantasy. |
|
| XIX | The Sun | Para-Temporal Access to
the parallel worlds of increasing
improbability and decreasing divergence. |
|
| XX | Judgement | Ortho-Temporal 'Normal'
time travel up and down "The Line"
with all the causal ramifications on your campaign! |
|
| XXI | The World | IntraSystem
here the inhabitants of a planet find an ancient (alien) starship or an
enigmatic stargate lurking in a remote orbit. The culture bootstraps
itself from a stone age, ...medieval, ...steampunk, ...contemporary,
...interplanetary society into an interstellar one.
Discovering a vast array of mysteriously deserted but habitable worlds. |
|
| O | The FOOL | Out of the (game) system! |
|
| Notes: 1 The Voids between the Arms are still a barrier either for technological or psychological reasons! 2 A true Galactic Milieu, reaching out between the Galactic Void to the next nearest Group. The Temporal, Para-Temporal and Meta-Temporal remain firmly out of scope for the typical Serfs' Up Campaign. But a routine fact of life for weary Arcane Adventurers! |
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