
|
Minor
Arcana
:
PEASANTS *Cultures
(u.i.) in addition to the 21 Intra-(Sol)System
and 21 (Local)
Inter-Stellar
'Nationalities' provided for a Terro-Centric Campaign in the Local
Bubble; the D/M should consider Large Scale Interstellar; IntraArm;
InterArm; Cis- and
Trans-Galactic Cultural Collectives all espousing a common
heritage or cause. These *Cultures could be: 'timeless'
multi-cultural/social/ethnic
structures that will fit in with any Galactic Milieu from Planet bound
(post
collapse) cultures to those that have conquered both space and time! Or
highly specialised *Cultures with specific ties to equally
specialised *Guilds, *Sects and a unique set of Noble *Houses.The ConFederacy "The Protectorate" Dynamic hegemonists dedicated to maintaining the status quo by interfering in everybody else's business. ConFeds like to think of themselves as an Interstellar Police Force but more often as not "The Protectorate" is just a thinly disguised protection racket.
Theme: Contemporary Geopolitics.on an Interstellar Stage.
Technic League "Heinleiners" Hard headed, hard nosed, hard science. Heinleiners tend to hitch their umbilicals to any passing star wagon. They would build log cabins on an asteroid if they could find the wood! Heinliner worlds use their brains to outwit duller opponents and always have access to the cutting edge of whatever technology is going. Rugged individualists the Technic League is a cooperative that comes together whenever the safety of an individual member is being threatened.
Theme: The Wild West(ern Spiral Arm)
El- Qalifa "The Kaliphate" An enlightened and tolerant interstellar Islamic culture still praying to Mecca even though the homeworld of The Prophet (Peace be unto him.)is filled with abominations ...if not lost forever amongst the stars! Infidel (principally Heinleiner) Technology is strictly monitored for the antithetical. Genetic Manipulation, cloning and Transhumanist works contrary to God's plan are generally banned.
Theme: Sinbad the Star Sailor and other mythic adventures.
The Realm "Sword Worlds" An aristocratic (decadent) * Culture living on past glories. Or a glorious experiment in neo-feudalism and a return to an honour based society. Try not to get involved in the court intrigues... and watch out for the Space Vikings!
Theme: Piracy and Swashbuckling on the Stellar Seas...
Sirius Ships [ConFed] are primarily a civilian outfit and outfitters; providing the most agile *Craft in Known Space. The Elver range (+14/+4) of StL pleasure craft can be found flitting with superior agility between the planets in systems across the Arm. The Eel class (+13/+3) of Armed Merchants are the most sought after in the second hand market; whilst their ubiquitous Shark class (+12/+2) Luxury Ftl Yachts have a multitude of head turning configurations. Finally the massive Manta Class luxury liners (+11/+1) are naturally the most graceful *Craft in the Galactic Milieu.
Alas for all that, the ConFed utilise the Sub-Space Drive which may be the safest but sure is the slowest...
However their reseaarch into taming the n-fold Drive is by far the furthest advanced!
Athena Yards [Technic League] Have the largest range of contracts for exploration, research and survey vessels specialising in high levels of sensor-cybernetic integration. Needless to say the shipboard A.I.s are the most stable in KS. Essential if the entire crew is suffering from Phase sickness! Most are custom configured for a particular task or mission but four generic types are often found in salvage yards and odd back water planets beyond the explored limits:!
(just hope that your ship uses compatible parts and spares!)
Cetus Corp manufacture, through closely guarded processes, the strongest hulls in KS. These spherical hulls ranging from the 10 metre diameter General 'Porpoise' Hull (+1 +11) through the 100m 'Pilot' (+2 +12) and 1000m Orca (+3 +13) classes to the massive 10 klick Blue Whale class colony ship. Interior fittings and purpose is left to the buyer. Prime contractor to the Fedayeen Navy for their nazca "Meteor" Class Kutters, kôkab "Planet" Class Kruisers, nidgima "Star" Class Karriers and infagar "SuperNova" Class Krushers.
Whilst Kaliphate *Craft efficiently utilise the pre-eminent Phase Drive elsewhere in the Known Universe, inside Kaliphate Space the Umma have the most advanced *Jump Network of all the four Humanoid *Cultures
Sword Industries [Sub-Space Drive] the primary Imperial manufacturer of Military spacecraft for The Realm with 'state of the art' Combat systems; ranging from the Dagger Class Interceptors: Stiletto; Poignard; Misericorde, MainGauche,
...to the varients on the Broadsword Class (+14/+4) Destroyers: Claymore, Katana,...
TechnoPagans - a collective of off-planet nature (cosmos) worshippers whose remit now extends to astral intelligences [AIs] and the 'Songs of the Stars'... Appeals and incorporates the philosophies of other dynamic alien cultures. The more obscure the better!
The Path of Universal Truth - an umbrella organisation whose tenet is 'self knowledge' using techniques taken from Hindu scriptures, Buddist philosophy,.. and even Gnostic writings. Naturally incorporating the various xeno-philosophies encountered to date. Appeals to all rational minded sophonts. Many of whom have similar teachings...
The Host - a (con) fusion of the various Christian teachings from the Coptic to the Christian Scientists!
The Umma - a post reformation union of Islamic (Sunni and Shia) teachings wedded via Sufistic philosophy.
Fringers a polycultural amalgam of hardy pioneers, explorers and general malcontents; who just want to keep pushing the envelope. Both culturally and physically. If not promoting some new revolutionary agenda on the HubWorld; they are becoming dissatisfied with the 'good life' provided by some god(s) foresaken outpost. And preparing to up roots and move out there... somewhere!
Usually saying: "A rock under thrust gathers no sunflowers!"
The Sophististate prizing knowledge and its dissemination, above all else, this collective recruits its collegiate from the advanced centers of learning in the Hub to 'primitive' cultures on the Rim. Although not everyone can be pure intellectuals the Collective insists on self improvement and training at all levels of intellect.
Usually saying: "Even the dimmest lume provides a degree of illumiation!"
The Corps with the trappings of a military esprit, this extended multi-species clan provides expert mercenary services to planetary governments and private individuals alike. Various 'gens' within The Corps specialise in propaganda, logistics, combat engineering as well as guerilla tactics command, control and communications.
Usually saying: "Sir Yes Sir"
The Volk A strange amalgam of outcasts, pariahs, xxx, and unpersons lost between the stratified layers of the Cosmopoli. Tracing their roots back to gypsies, vagrants, hobos and itinerant wanderers of the dim past. They have developed HiTech solutions to smuggling themselves and others across the interstellar void merely to see what lies on the other side. In settled communities they make a surprisingly good living from the cast-offs and surpluses of the modern consumer society.
(These are not to be confused with the more feral gangs inhabiting the average Undercity. The Volk are largely decent people who will merely charge a fee to return you to where you should have been in the first place.)
Usually saying: "Hey Rube!"
EXOTICS
usually the
province of the D/M| MiA
Suit |
'Aberrations and Abominations' Trans-Human Abilities |
| Chimerae: 21 adaptations to planetary extremes | |
Pentacles |
Psi-tanists:
21 levels of skill (q.v. Grammarye) |
Cups |
C60hanglings: 21 'mutant' powers |
Swords |
Noomancers: 21 encephalo-enhancements |
| MiA
Suit |
Astropolitical
Relations |
Notes |
| Planet bound 'Protectorates': subject (slave!) races | These
may be
pre-intelligent spp. sequestered by an enlightened *Culture
from cultural contamination. At the other extreme entire planetary
populations may be Uplifted into slavery, leaving the planet for
rapacious exploitation... |
|
Pentacles |
Space going but non FtL capable 'Clients' | The
capability for orbital
travel generally goes 'hand in tentacle' with the ability to lob
Nuclear Bombs on your global enemies. Such races must be exploited with
more care and encouraged to disarm first! Races occupying entire solar
systems are even more difficult to conquer... |
Cups |
FtL capable 'Neutrals' (when it suits them!) | With
FtL comes respect and, in
some cases, recognition! |
Swords |
FTL capable 'Rivals' | Once
the race has gathered a
power grouping of their own the real planet trading can begin. Rival
*Cultures are more likely to sit down at the FtL communicator than
fight an Interstellar War and warfare by economic means is always a
viable option. |
| MiA
Suit |
Epithet |
Notes |
| Plasmoid |
Bound
by coherent energy, these
beings: graze on the surfaces of stars; dance in the chaos of stellar
nurseries; infest the gravitational whirlpools of stellar black
holes and other such implausibilities... |
|
Pentacles |
Gas
Bag |
Evolving
in the metal poor but
hydrogen rich atmospheres of the very first planets, the Gas Giant Gas
Bags are a Carbon based life form but not as we know it! |
Cups |
IceBaller |
These
cold chemistry races
evolved on the moons of the early gas giants breathing a range of
atmospheres and utilising a range of solvents from liquid methane
to liquid helium! |
Swords |
Lavaballer |
These
hot chemistry races
evolved on the inner worlds with a similar range of conditions.
Some even eschewing Carbon based chemistries for those based on
Silicon, Sulphur and other elements capable of forming long chain
polymers. |
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Wands | Hell Ball
generally a cis-solar
planet located in the Pyro-Shell or GoldShell. A Rockball with a
gravitational well sufficient to retain a thick atmosphere. Also
included in the
category are the smaller Lavaballs with a dense volcanically outgassed
atmospheres. Super-volcanos, earthquakes and other tectonic events are
countered by the high pressure chemistry and corrosive weather. Earth
falls within the category! |
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Pentacles |
Ice Ball generally a moon of a Gas Giant located in the Cryo-Shell but sometimes freely orbiting planet. Ice Balls generally have a Methane-Ethane hydrosphere and active Ammonia-Water driven plate tectonics. Although there are more exceptions than examples... |
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Cups | Snow Giant an outer Gas SubGiant to
HyperGiant with a deeply cold atmosphere. |
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Swords | Steam Giant a Gas SubGiant -
HyperGiant with enough heat to support life but not
enough mass to become a Brown Dwarf. |
