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Mysteries of the Rim

Started by Matt Larkin (author), November 05, 2006, 01:51:38 PM

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Matt Larkin (author)

Mysteries of the Rim
[ooc]While Kishar remains my main focus, when my group completed our last long-running campaign they voted for some sci fi for a change of pace.  To this end, I whipped this up and we just started it.  I haven't had long to work on it, but I think it's turned out fairly well.  I welcome comments.  Feel free to post on this thread.
I run the game using a modified version The Riddle of Steel, though I am interested in feedback on the fluff independent from the crunch.[/ooc]
[ic=Introduction]Welcome to the 26th century.  Allow me to guide you thorough the world you now inhabit.  At this point, nearly 70% of the galaxy has been charted.  Yet, always, we press onwards, expanding the Rim of known space, searching for answers to questions not yet asked.  There, lying on the edge of the unknown, one can find the strange, the wonderful, and the terrifying.

Most of known space is now divided amongst a handful of powerful organizations, with many smaller organizations trying to retain their independence.
-Remy Naquin, Sentinel science officer
[/ic]

HISTORY OF THE SYSTEMS ALLIANCE
This account is taken from a brief primer I give to those unfamiliar with the SA.
21ST CENTURY
Most accounts of the Systems Alliance begin with Earth.  They say that humans have a natural tendency to change the world around them.  Perhaps we did, though we did not do so alone.  By the late 21st century, manned exploration of our solar system had begun in earnest.  Permanents bases had been established on Earthâ,¬,,¢s moon and on Mars, and the people of Earth hoped the universe would open to them.  All attempts to research faster-than-light technology had met with little success, however, so humanityâ,¬,,¢s hope of exploring the greater galaxy seemed a far-off dream.
The various nation states persisted in their intrigue and their wars, unable to set aside their petty differences.  As it would turn out, someone was willing to do that for them.  

22ND CENTURY
In the early 22nd century, the international colony on Mars was destroyed.  Ships were launched to investigate, and they too fell prey to the strange new invader.  As Earth itself came under fire, humanity was devastated.  We had dared to think ourselves alone in the universe.  We were wrong.  We never learned the name of our attackers.  For the death they brought, we called them Reapers.  Records are sparse of that time, but we believe that some four billion humans died that year.
The common foe united the people of Earth.  We sent everything we had at the Reapers, but their technology was far superior, and we made little progress.  Through a long, bloody process of attrition, we drove them back as best we could.  Still, I think we would not have defeated them if not for the interference of another alien race, the Traln.  We did not know who they were at the time, either, for they attacked the Reapers, but when it was over, they fled before we could make contact.
With the Reapers gone, the fragile alliance humanity had formed threatened to collapse.  Many moved for a world government, but many more could not let go of the old hatreds, the prejudices.  A charismatic leader named Michael Tolman is credited with being the voice that ultimately convinced all governments in the world to join the new government of Earth.  The new Earth government began massive plans for establishing off-world colonies on the moon and on Mars, and adopted a renewed interest in space exploration.  Orbital defense weapons and long-range detection satellites became top priority.
There was, however, another change in humanity.  We had been brought to the edge of extinction in a heartbeat.  As a people, humanity vowed it would never happen again.  The new Earth government would have a special branch of soldiers who would be better than any foe.  Everything that that the violent history of humanity had taught us about warfare, these soldiers would learn.  Moreover, the events of the war led to an even greater rise in what would come to be called übermench technology â,¬' genetic engineering, cybernetic implants, and the occasional bio-chemical augmentation.
In this atmosphere, humanity first discovered a Meron trade ship.  The ship responded to our signal.  It was part of a small trade conglomeration.  Once they had gained understanding of our language, a meeting was arranged on Mars.  There we learned that they had noticed our system because of the activity during the war, but would not travel here until it was clearly over.  They chose not to involve themselves in military matters.  They did not know who the Reapers were, but they did believe, based on our descriptions, it had been the Traln that had aided us.
While Earthâ,¬,,¢s comparatively primitive technology left us little to trade the Merons, we did manage a few arrangements for some slightly more advanced technology.  From them we learned the primary means of interstellar travel used in the galaxy was hyperspace.  They also agreed to set up a meeting between ourselves and the Traln, with whom they had some limited contact.  Though the price was high, they also agreed to sell Earth a derelict ship with a hyper drive, though much of the other technology was stripped.
Eventually, the traln agreed to meet with humanity.  Though the merons were surprisingly similar in humans to physical appearances, the traln were quite different.  The people of Earth expressed their gratitude for what was done for us.  Though the negotiations must have been difficult, the traln agreed to maintain formal relations with Earth, though not to open trade or alliance.
So humanity used the technology they backwards engineered from the merons to begin exploration of the galaxy.  In this time we discovered many wonders.  The galaxy had many races older and more powerful than ours, and many more that were still at or behind our level of progress.  Conflicts invariably arose, we fought, we learned, and we suffered losses.

23RD CENTURY
Things progressed along these lines for nearly a century, until we learned the traln themselves were now under attack.  The Earth government had heard reports of their aggressor â,¬' the spyrians â,¬' but we had not had contact with them up until this point.  Though they were not asked to do so, when an earth exploration ship found a traln ship under attack, they rushed to its defense, destroying the Spyrian ship. The traln were grateful for the assistance, though they feared Earth had placed itself in the way of a superior foe.  They were correct.  The spyrians were unrivaled in their mastery of robotics and cybernetics, and had far more advanced ships than Earth.  Earth found itself embroiled in another war.  Together with the Traln government, however, they drove back the spyrians and forced a cease-fire.
This alliance would soon lead to a new understanding between the traln and humanity.  Meanwhile, however, the spyrian peoples fell into civil war and lost most contact with the other races of the galaxy.
Though it took years of progress, the alliance between Earth and Traln would eventually lead to the merging of governments with the signing of the Systems Alliance charter.  The Systems Alliance (SA) was literally an alliance between the Sol system and the Traln system, with provisions made for the admission of other systems later.  The SA would be protected by a military and police force known as Sentinels.  The Sentinels would receive the best training, finest weapons, and all the support the SA could offer.
SA research and traln first-hand experience both indicated that large-scale interference with the natural evolutionary process could be detrimental to a species.  In fact, we have come to learn many advanced societies have similar laws.  By this time, however, almost every human would be descended from someone with some degree of genetic engineering.  The so called anti-übermench law, the Evolutionary Integrity Act, prohibited further large-scale genetic engineering except as medically needed for correcting defects.  It was also at this time that drastic alterations to the body such as cybernetic implants fell out of use in the SA and came to be seen as distasteful.
Another problem was brewing within the SA, however.  A large portion of the traln population consisted of telepaths, and as these telepaths became more and more accustomed to human minds many humans felt their privacy was being violated.  To avoid conflict, the SA passed the Free Thought Act which stated a telepath could not read any SA citizen without their permission and any information gained through an illegal (and hopefully accidental) scan should be disregarded since a personâ,¬,,¢s thoughts could not be held against them.
Shortly thereafter, the SA made contact with a new race: the drayzons.  The drayzons were adapted to arctic living having come from a frozen world.  They had colonized a fair number of similar worlds.  Early estimates indicated drayzon technology to be nearly on-par with SA technology, though they lacked any central government.  Each individual world seemed to have its own government.  Contact with peaceful, and trade relations began.
Some years later, the spyrian civil war ended and the Spyrian Confederation formed in its wake.  Now united, the spyrians had quickly become a major power, though they would spend years picking up the pieces of their many war-torn worlds.
As peace was dawn on the spyrians, war erupted on the SA.  The Barkonian Empire, long-term antagonists to the traln, launched a surprise attack on an SA system before officially declaring war.  A bloody war drew on for three years before a cease-fire was finally declared.  Some borders were redrawn and the barkonians withdrew back into their own domains as the century was ending.

24TH CENTURY
With the Barkonian Empire no longer assaulting our borders, the SA resumed exploration of space.  In 2313 it received an official request for aid from Tureli 4, a drayzon world under attack.  When Sentinel ships arrived they found the Spyrian Confederation had captured most of the world and the drayzons had retreated deep beneath the surface.  After twenty years of reconstruction, the Spyrian Confederation was now looking to expand territory.  After skirmishing with SA ships, however, they withdrew and Tureli 4 extended its eternal gratitude.
A few years later, the SA encountered ships from the Holy Kulsani Empire.  Though the traln had reported the existence of the Empire already, this was the first contact the SA had had with them.  The Kulsani were a fierce race that believed it was their manifest destiny to rule, which led to some tense relations and minor skirmishes with the SA.  War was avoided, but always remained a threat on the horizon.
After years of prosperous relations, the Tureli system officially requested membership in the SA.  Once approved, it became the first drayzon system to join.
In the mid 24th century, research into human psionics intensified as signs of psychic ability became increasingly common.  When researchers released a report confirming definitive psyhic abilities in a small number of humans, panic began to spread.  Some embraced the change as the next change in evolution, while others feared their neighbors could no longer be trusted.  Rising tensions would eventually lead to the replacement of the Free Thought Act with the Metafaculty Regulation Act.  Stricter than the Free Thought Act, the MRA also required all psychics be registered with the newly created Metafaculty Oversight Committee (MOC).  This law also made use of psionic ability against anyone (even non-SA citizens) illegal without their express permission.
Even as tension was finally subsiding between psionic individuals and non-psionic ones, the Sentinels encountered another new advanced race in the galaxy.  The okeni had colonized many worlds, but specialized in undersea exploration and excavation of undersea resources.  Early contact went surprisingly well.  Okeni rarely claimed worlds, but within a few decades, most of those they did had joined the SA.  Many private okeni exploration parties (or mobile colonies as they were sometimes called) had also petitioned for citizenship.
The positive atmosphere of the next few decades was broken towards the end of the century by the blood AI Revolts.  Androids and other artificial lifeforms had become fairly commonplace, much of the technology purchased from the spyrians.  Finally tired of being property, many androids resorted to terrorism.  Several years of destruction followed.

25TH CENTURY
The AI Revolts ended with destruction of most of the rebelling androids, as they could not reproduce themselves.  Within several years, the Universal Sentience Recognition Act was passed.  This law stated that all sentient beings, regardless of their nature, should receive the same basic rights and treatment.  The Spyrian Confederation had no such law and continued to use service androids, while Parkini Industries has since made fewer android sales to the SA.
Soon, the Holy Kulsani Empire returned with a vengeance, and tensions rose quickly between the Empire and the SA.  After a cold war of nearly forty years, a non-aggression pact with signed.
Some years later, Quasar Industries invented the teleporter.  A major accomplishment, yet many felt the device too dangerous to use.  Early sales to the SA were limited, but as the spyrian confederation bought more units, the SA began both to trust the device more, and realize the need to keep up.  The early models did have significant troubles, and newer, safer ones were developed on a regular basis.
Around the end of the century, a terrible nanovirus devastated the spyrian system of Holaris.  The cybernetic implants many spyrians seemed make them especially susceptible.  The Sentinels sent humanitarian aid and managed to help many of the spyrian people.  This would lead to improved relations with the Spyrian Confederation.

26TH CENTURY
Perhaps inevitable for two aggressive powers, the Barkonian Empire and the Holy Kulsani Empire erupted into a brutal war that would devastate both species and last for seven years.  Following the war the kulsani retreated to rebuild their forces.  The barkonians entered into a period of isolationism, cutting most contact with other races.  The SA heard little from them for the next several decades.
Attempting to master a quantum gravity reactor, Quasar Industries went too far.  The experiment went terribly wrong and the entire Meij system was destroyed.  It was largely QI that suffered losses because of it, but the SA, Spyrian Confederation, and several meron worlds were all aghast and leveled sanctions against QI demanding such experiments cease for the indefinite future.  Though QI technically is independent and thus not bound by the laws of any government, they respected the demands of their customers, at least as far as we know.
A decade after the end of their war with the Barkonian Empire, the Holy Kulsani Empire was back after territory again.  When a Sentinel ship would not back down, a skirmish was launched.  The Sentinel ship crippled the HKE ship, but did not destroy her, which is perhaps how peace was restored.
The SA began receiving reports of another great power somewhere out on the Rim, as well as reports of the total destruction of a spyrian colony near the Rim.  The mysteries that might lay out there spurred greater exploration, though the SA felt some tension in fear of a new hostile power.
As exploration continued, the SA first encountered the ulolians.  A highly advanced civilization from the edges of the Rim, the ulolians were a great mystery.  Contact with them has been peaceful, though fleeting.
The political situation in the galaxy would soon change.  A new charismatic leader named Ragus Tereon became leader of the Barkonian Empire.  Tereon launched the Empire into a new day of expansionism.  Many worlds were welcomed freely into the Empire.  Those that would not join by choice, were conquered swiftly.  Many in the SA came to consider Tereon a megalomaniacal madman.  There was no question, the Barkonian Empire was back and more powerful than ever.  The SA remained reluctant to interfere as long as they were not directly threatened, perhaps because the quickly growing power of the Empire.  This situation persists to this day.  Most fear war is inevitable.

POLITICS
While many smaller organizations, colonies, and regional governments exist, most of known space is divided amongst the governments known as the Big Five.  These governments â,¬' the Systems Alliance, the Barkonian Empire, the Holy Kulsani Empire, the Spyrian Confederation, and the Ulolian Republic â,¬' hold the most power, control the most territory, wield considerable influences on everyone else.

SYSTEMS ALLIANCE (SA)
The Systems Alliance is literally an alliance between many different solar systems.  While each system retains its own sovereignty as in a commonwealth, an elected counsel governs the entire alliance.  The SA currently consists of nearly a thousand star systems, though not all are inhabited.  The SA is protected by the Sentinels, who serve both as military and police, and are also usually the ones doing deep space exploration the name of the SA.  Most Sentinels are human, though some other races have also joined.

[ic=The SA]One of the major powers of the galaxy, the SA has come into its own.  The SA continues to grow, new systems petitioning for admittance, while other major powers begin to press upon our borders.[/ic]

BARKONIAN EMPIRE (BE)
The massive government of the Barkonian people, it encompasses many conquered territories, less advanced species, and far-ranging colonies.  Emerging from a period of isolationism with the rise of the new emperor, Ragus Tereon, the Empire now spreads its grasp again and has begun expansion and conquest with renewed vigor.

[ic=The Barkonian Empire]The SA has tried hard to avoid conflict with the Barkonian Empire.  Our people do not want another war, yet many fear the Barkonian Empire is the greatest threat the SA has ever faced.  With massive territories, advanced technologies, and superior numbers, the threat continues to grow with each passing day.[/ic]

HOLY KULSANI EMPIRE (HKE)
The Holy Kulsani Empire is the theocratic regime of the Kulsani people.  According to their holy doctrines, they are the pinnacle of the Lordâ,¬,,¢s creation, and thus possess a divine right to rule other lifeforms.  This has been a point of contention between them and most other governments.  They are militaristic, powerful, and technologically advanced.

[ic=The HKE]The Kulsani hold a tenuous peace with the SA.  Everyone understands they only make peace out of the understanding that a war would be too costly at the moment.  Their belief in their own superiority will almost certainly lead to future conflict.[/ic]

SPYRIAN CONFEDERATION (SC)
Consisting of many member world settled by the spyrians, the Spyrian Confederation holds sway in part because of the advanced robotics and cybernetics technology of its people.  The SC uses a number of androids as part of its military and is known for having â,¬Å"killing machinesâ,¬Â to set upon their enemies.  Currently, the SC remains neutral in most matters, avoiding the conflicts between other governments.

[ic=The Spyrian Confederation]Current relations between the SC and the Systems Alliance are better than they have been for most of our history.  The SA has had a rough history with the SC, but everyone hopes peace will last.[/ic]

ULOLIAN REPUBLIC (UR)
The territories of the Ulolian Republic lie on the edge of known space.  With highly advanced technology, they are a major power, though their somewhat isolationist policy has led to them having limited contact with other civilizations.  All of the major governments respect their desire for privacy and generally try to avoid provoking the Republic.

[ic=The Ulolian Republic]Little is known about the Ulolian Republic.  Contact with their civilization occurred only relatively recently, and further contact has been limited.  Our best guess is that their civilization is fairly ancient.  Their exact level of technology remains a mystery, but our estimates is that they are several centuries ahead of SA technology.  Because of their technology, some speculate the Ulolian Republic may be the most powerful political entity in the galaxy.[/ic]

MAJOR RACES
These are the races that have the greatest impact on the galaxy.  Other less advanced or less common races are found, but these races are often left alone or simply conquered depending on the political entity in question.  Each race receives one or more free skills; if you receive a skill you already have, this lowers the SR by 1.

HUMAN
Much of humanity is now incorporating in the SA, as most human systems have joined; in fact, the Sol system was one of the founding systems.  Other human worlds and colonies fiercely maintain their independence, though more and more of these are falling to the Barkonian Empire.
Humanity is a major player in the galaxy, especially within the SA.  They are driven to explore, learn, and adapt.  The majority of the Sentinels are human.
Physical Description: as normal
Modifiers: None
Skills: Any 1
Psionics: One in 20,000 humans has psionic potential.

BARKONIAN
The Barkonians are militaristic, cunning, and ruthless.  Physically less powerful than humans, they make up for it with drive and tactics.  Beyond the mighty Barkonian Empire, many independent Barkonians have become space pirates.  Barkonians believe cunning is one of the greatest traits one can have.  They attain their positions through skillful political manipulations.  They are extremely opportunistic and their personal loyalties stretch only so far as pragmatism demands.  Loyalty to the state, on the other hand, is often extreme if not absolute.  Those that are members of the Empire believe in its ideals and work to ensure the greater glory of the Empire.  Through the Empire they believe they can take control of the entire galaxy.
Ostensibly Barkonian society is stratified by a caste system dividing warriors, scholars, and labourers.  The warrior caste is always the ruling caste.  However, one can achieve social mobility by upstaging one's superiors in complex plots.  While outmaneuvering one's enemies is the prefered method of advancement, assassin guilds are prevalent throughout the Empire and are often employed to expedite advancement.  While most assassins come from the warrior caste, the assassin guilds technically exist outside the normal clan structure, so it is possible for anyone to gain power (if not political prestige) that way.
Physical Description: Barkonians are a humanoid race with skin tones varying from deep crimson to light tan; they typically stand between 165cm and 180cm.  They have pronounced brows and cheekbones and ridges along their arms and spines.
Modifiers: -1 ST, +1 Wit
Skills: Intrigue
Psionics: One in 50,000 barkonians has psionic potential.

DRAYZON
Drayzons are an ice-world people, adapted to living in arctic climates.  Many are members of the SA, while others maintain independence.  The drayzon peoples were scattered when their homeworld was destroyed centuries ago in a nova.  Now they wander the galaxy, mining resources, settling worlds too cold for the tastes of much other races.
Drayzons have strong culture of hospitality.  They believe it is important to offer gracious hospitality to any that come to their doors.  In exchange, they expect respect from their guests, and if resources are used, some form of remuneration.  They also have a strong sense of honor and personal duels are sometimes settled with ceremonial knives carved from special crystals.  
Many drayzons believe in a trasncendent divine figure whose will can be seen in the workings of the universe.  Traditional drayzon doctrine tells that the hardships a people undergo are all part of a test to see if they are worthy to reach enlightenment.  Those that fail short of this goal may be reborn into a future generation to learn more.
Despite physiological differences, drayzons are similar to humans in many regards, enough so that genetic alterations allow crossbreeding.  While the practice is unsual, some humans have been known to marry drayzons and produce offspring.  In the SA the hybrids find more acceptance than outside where they remain caught between worlds.  Physiologically, the offspring are usually closer to humans than drayzons.
Physical Description: Drayzons are similar to humans in appearance, with very fair, almost white skin, and pale eyes.  Hair color is usually silver, yellow, orange, or red.  They have a second heart which creates greater endurance and keeps them warm.
Modifiers: +1 EN, +1 HT, -1 AG, -1 MA
Skills: Cryogenics or any 1 engineering skill other than Aquatic
Psionics: None

KULSANI
The Kulsani are a reptilian race with an absolute devotion to duty.  They believe strongly in firm military discipline, in the absolute truth of their faith, and in their superiority to all other lifeforms.
Kulsani religion states that the kulsani are the pinnacle the Lord's creation, and thus possess a divine right to rule other lifeforms.  Their holy texts are written across three great books, which, taken together stretch for nearly 10,000 pages.  The texts tell of how the kulsani god defeated and subjegated his rivals, then created the universe and the kulsani above all others.
Kuslani are very disciplined, physically and mentally.  To be weak is a terrible failing in their eyes.  They are expected to remain in peak condition throughout their lives.  If they reach a point in which they are no longer capable of keeping up with their duties, they typically end their own lives.
Kulsani are aggressive and competitive, though never to the point of interfering with their military duties.  All kulsani males are required to serve in the military for at least 6 years, but many stay in for life.
Kulsani have no mercy for those that get in their way.  They will take great offense at those that question their culture, beliefs, or innate superiority.  Their technology is focused on destructive weapons, many of which the SA considers to horrible for use against sentient beings.  They get along with other races only grudgingly.
Physical Description: They have mottled green-brown skin and yellow eyes.  Males typically stand between 190cm and 199cm weighing over 135kg, with females somewhat lighter and shorter.
Modifiers: +1 ST, +1 TO, +1 EN, -1 Wit, -1 MA, -2 Soc
Skills: Tactics or Biochemistry, Interrogation
Psionics: One in 100,000 kulsani has psionic potential.

MERON
Merons originally come from the planet Mer.  Some Meron systems have joined the SA, others have been conquered by the Barkonian Empire, and some retain independence, as does Mer.  Merons are well-known as the merchants and inventors of the galaxy, and it was they that gave rise to expansive Quasar Industries.
Merons are very pragmatic.  They place little value on keeping old things for sentinmental reasons.  Meron cities are constantly being renovated, designs constantly improved.  Few buildings last more than a decade in their original form.
Merons are also extreme capitalists.  Much of Meron society is broken up into corporations which often wield far more power than any planetary government.  They see status as a measure of wealth and success withint the corporation.  Everything is about business, but they avoid exploiting their customers.  They believe that by dealing fairly with their consumers they ensure a better long-term relationship.  They make significant efforts to remain decidely neutral in political matters.
Merons are intelligent but rarely introspective.  They have long since abandonned any spiritual beliefs, dismissing them as primitive superstitions.  They believe in treating others with respect, but do not pass up an oportunity for profit in their dealings with them.  They are intensely curious and rigorous in their scientific research.
Physical Description: Merons are physically very similar to humans.  They have frilled ears, pronounced chins, and slightly smaller bones, creating slimmer frames.  Their hairlines tend to start higher than human ones.  Most wear their hair long, but tied back in neat ponytails.
Modifiers: -1 ST, -1 EN, +1 MA, +1 Soc
Skills: Computers or any 1 engineering skill, Negotiation
Psionics: One in 20,000 merons has psionic potential.

OKENI
The okeni are a race known for aquatic exploration and engineering.  Many have now joined the SA.  Others wander the galaxy searching for their home or new worlds to colonize and new oceans to explore.  While they often find a home in the SA, they have frequently been exploited by other governments.
According to okeni legend, they once came from a single world they fled long ago when faced with the Great Disaster.  They have spent many years searching ocean worlds of the galaxy for clues to the location of their lost homeworld.
The okeni have a deep love for culture, including literature, art, and especially music.  While not violent, they have no problem killing their enemies, believing it part of the cycle of life.
Because the okeni are so scattered, it is difficult to pin down a definitive okeni culture, there is much variety between colonies, and even individual colonies can change a great deal over a short period of time.  The nature of their existence forces the okeni to be flexible, and they constantly struggle to hold with what traditions they have while adapting to new situations.  Okeni have many variants of faiths, but most center around spiritual enlightment, a search for metaphysical answers, and a way of living.  Some okeni worship gods or guardian spirits, others see these beings only as metaphors.
Physical Description: The race has limited amphibious capabilities granted by having both gills and lungs, though their bodies cannot take the pressure of the deep sea, so they still require pressure suits.  Their arms and legs have small fins, but their bodies are otherwise sleek and hairless.  They have small ears but wide eyes, with blue-green skin tones.
Modifiers: +1 AG, +1 EN, -1 TO, -1 Wit
Skills: Aquatic Engineering
Psionics: None

SPYRIAN
Spyrians hail from the planet Spyrus.  Most are members of the Spyrian Confederation, though a few independent states do exist.  They are known for their knowledge of robotics and cybernetics.  Unlike most other races in the galaxy, spyrians still favor cybernetic implants, which gives them an edge.  Even spyrians will look down on someone that has sacrificed too much of their body to cybernetics, however.
Much of spyrus is covered in desert, so the spyrians are adapted to harsh enviornments.  Water is a precious commodity where they come from, though they require less water than humans and many other species.  Their world has long days and long nights, with less seasonal change than many inhabitted worlds.
Spyrians are practical and scientific.  They typically have little interest in most aspects of "fine culture" that some other races value, other than music.  They have a great interest in music which they feel cultivates the mind.  Spyrians drive for scientific advancement far above cultural interests.
While no more inherently aggressive than most species, they are constantly searching for more resources and this leads the SC to continually expand its borders.
They have had frequent relations with the merons over the years and this has even lead to some adaptations of the meron culture, including the rise of some spyrian-born megacorporations.
Physical Description: Physically, they are similar to humans.  They have orange eyes, and vibrant hair colors such as green.  Their skin tones are similar to those of humans, though they are generally freckled with dark spots.  They have slightly flatter faces than humans, with small noses giving them a weakened sense of smell.
Modifiers: +1 MA, -1 Per
Skills: Robotics or Cybernetics
Psionics: One in 100,000 spyrians has psionic potential.

TRALN
The traln are almost entirely members of the Systems Alliance.  They are one of the oldest space-faring races and possessed advanced technology longer than most of the other races except perhaps the ulolians.
Traln are introspective, philosophical, and more interested in the advance of knowledge than the gain of territory.  Especially in modern times they tend to be sedentary, prefering to leave exploration to their human allies.  Few ever join the Sentinels, though many work as civilian science consultants far from the front lines.  The traln avoid violence whenever possible, considering it primitve, though they respect the need for military power for defense.  Traln are usually very private people, rarely sharing their deep thoughts, even with each other.
Despite being one of the founding members of the SA, the traln remain secretive about certain things, especially their own early history.  Since, upon the formation of the SA, they freely shared their technology and scientific knowledge, few gave any real concern to why the traln would want to keep their history to themselves.  Some fear they hold some dark secret, others claim that any race has moments in its history it is not proud of.
Physical Description: They stand between 150cm and 167cm with differences between genders under-pronounced compared to other species; this has, in fact, led to some social blunders as some have a hard time telling male from female.  They have light tan skin, large, deep oval eyes with no irises, and are completely hairless.
Modifiers: -2 ST, -1 TO, -1 EN, +1 WP, +1 Per
Skills: Computers or any 1 engineering skill
Psionics: 40% of traln have psionic ability.  A traln that takes the Psionic Ability boon automatically receives the Telepathy Talent boon.

ULOLIAN
The ulolians only made contact with the SA a little over a decade ago.  They are a mysterious race from the edge of the Rim, known for their cryptic ways and advanced technology.  They prefer to remain neutral in most dealings and keep contact with other races fairly limited.
They are perhaps the oldest of the known space-faring races.  Their technology is estimated by SA scientists to be somewhere between one hundred and one thousand years ahead of that possessed by the other major races of the galaxy.
Some believe the ulolians are at war with some unknown enemy beyond the Rim and this is the reason they are so rarely seen.  It is unknown how far the Republic stretches, many believe it reaches far into the Rim.
Ulolians are highly intelligent, deeply philosophical, and usually cryptic in their choice of words and sometimes their actions.  Other information on their psychological makeup is not currently available.
Physical Description: Though humanoid, ulolians are rarely seen outside full body armor, so their appearance is not widely known.  They hold roughly the same height and build as humans.
Modifiers: +1 HT, +1 WP, -1 EN, -1 MA
Skills: Any 1 Engineering other than Aquatic
Psionics: One in 10,000 ulolians has psionic potential.

ECONOMY
Most of the races of the galaxy have agreed to use a standardized system of currency known as credits.  Credits can be directly deducted from the userâ,¬,,¢s account, or prepaid credit chips can be purchased and exchanged directly for untraceable transactions.

PARKINI ROBOTICS
Parkini Robotics is an independent mega corporation originally founded by spyrians before the founding of the Confederation.  It has retained its sovereignty from the Confederation and continues to sell its products to many governments.  It has many major contracts with the SC, however, and the SC accounts for most of its business.

[ic=Parkini Robotics]The SA rarely buys much from Parkini, though the Sentinels have occasional purchased some defense systems.  It is common knowledge that Parkini only deals fairly with the Spyrian Confederation, highly exaggerating prices to others.  Such arrangements are actually probably in their contracts with the SC.[/ic]

QUASAR INDUSTRIES (QI)
Quasar Industries is the preeminent developer and produce of most forms of technology in the galaxy.  Their various departments research and develop everything from new weapons technology to engine design.  They are an independent trans-galactic mega corporation.  In many weapons, QI has the rights of a major government, including holding its own territories.  It will generally sell its products to any consumer, offer free trade as part of its continuing treaty with all major governments.

[ic=QI]Founded nearly five hundred years ago (2073) by the Meron Arthus Mulsi, Quasar Industries originally consisted entirely of Meron employees.  As times changed, however, more species were allowed to join.  Now only two-thirds of the employees are Meron.  Most of the rest are human, though some members of other species also make up their ranks.  The SA has its own R&D people, but we still buy a large quantity of our technology from QI.[/ic]
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Technology
[ic=Technology of 26th Century]High technology has eliminated hunger, poverty, and most disease from core SA worlds.  Independent worlds and border colonies do not always fare so well.[/ic]

ENERGY
Most of the known races utilize either fusion reactors, or anti-matter reactors as their primary power sources.  Some less advanced races also use fission reactors, solar cells, or other power sources.

[ic=Energy Sources]Currently the Systems Alliance uses fusion reactors for standard power, and the more expensive anti-matter reactions when extreme amounts of power of required.  Anti-matter reactors are much newer technology, and can be somewhat volatile, requiring talented engineers.  Powerful ships and stations may actually feature several reactors, possibly of more than one type.
Fusion reactors create fusion in much the same way a star, and these nuclear reactions produce energy.  Anti-matter reactors combine matter and anti-matter creating the explosive annihilation of both, creating high-energy photons.
It is believed some more advanced races may have already perfected other forms of energy generations such as quantum gravity reactors or even zero point energy drives.  As yet, the Systems Alliance has not managed to successfully implement such technologies.[/ic]

ENERGY RESERVES
Machines need energy to power them.  While most cybernetic implants rely on bioelectric energy generated by the user, other machines, including mechs, androids, powered armor suits, and many devices most rely on an energy reserve.  The amount of power in the energy reserve is referred to as Energy Reserve Points (ERP).  An energy reserve almost always has a generator (power source may vary) that continually replenishes lost energy.  This means unless the generator is damaged or shutdown (usually by an EMP), simply ceasing to use energy-draining features will allow the unit to recharge to maximum fairly quickly.
Except for features that note otherwise, the energy cost of powering features is negligible (average 1 ERP per minute), and so only becomes an issue if the ER is completely depleted or damaged.

GRAVITY TECHNOLOGY
The most common form of gravity-based technology is artificial gravity (AG), which prevents weightless normally found in space.  Most systems capable of generating artificial gravity could theoretically be set to varying degrees of gravity, creating several atmospheres if desired.
Gravity Dilator: This device inhibits the gravity field locally around the user (it is almost always a personal device) when activated.  This allows the unit to make leaps as though on a low-gravity area (.16 gee).
Gravity Relativizer: When activated this unit creates a gravity field relative to the user, allowing the user to walk on walls or ceilings of most surfaces.

[ic=Gravity Tech]Generally, artificial gravity is generated by energy fields projected through a ship or space station.  Any SA ship larger than a fighter will have an AG generator.  Some less advanced designs rely on rotation to provide gravity.
Gravity dilators (GDs) and relativizers are less common, but still popular among some special forces.
Gravity technology should not be confused quantum gravity power generation technology, which is much more advanced.[/ic]

HYPER DRIVES AND HYPERSPACE
A hyper drive (or ID Drive) creates a spatial distortion field which shunts a vessel into hyperspace.  This form of inter-dimensional (ID) technology thus allows faster-than-light (FTL) travel.  Hyperspace is an extra-spatial dimension where the laws of physics differ from its conjoined universe.  Hyperspace allows fixed points in normal space to exist in a greater curve, creating a more condensed space, thus allowing the space traveled to exceed normal limits.

[ic=ID Tech]ID technology opened the gates of the universe to us.  No matter how frightening or dangerous the technology may seem, it alone allows us to travel between stars.  Some speculate a higher hyperspace may yet be reached which would even allow timely intergalactic travel.  In simplest terms, hyperspace is a form of condensed space that allows faster than light travel.  Courses must be carefully plotted, however, to ensure reemergence in normal space in the appropriate area.[/ic]

INERTIAL COMPENSATOR
An inertial compensator (IC) counteracts the forces of extreme acceleration within a ship.  It is thus necessary for sudden jumps in velocity, in order to protect crew and cargo.

[ic=ICs]Any ship capable of rapid acceleration must be equipped with an IC.  Especially, the sudden acceleration right as a ship jumps to hyperspace could easily kill the occupants of a ship with a working IC.  Usually even fighters not capable of jumping will have ICs to help pilots deal with the G-forces creating in their maneuvers.[/ic]

SHIELDS
Shield technology protects a vessel, base, or other structure by projecting an energy barrier around the object as a second skin.  Some races have been known to create shield bubbles, rather than skins, but this is less efficient.  Shields deflect or distribute attacks.  The types of attacks that can be negated vary based on shield design.
Absorption Shield: This shield unit does not distribute energy like other shields, rather it directly absorbs energy.  This means it is less efficient and wears down much more quickly, but offers complete protection while active.  Such shields have only ever been created on starships and facilities large enough to have powerful generators.  The rating of the shield determines the total number of points of damage the shield can absorb before giving out and requiring repairs.
Energy Shield: This unit absorbs and distributes energy from energy weapons.  This adds its shield rating to AV against energy weapons, explosions, and non-projectile, non-melee weapons.  Energy output varies based on the size of the shield.
Kinetic Shielding: This feature distributes kinetic energy offering added protection against projectile weapons.  This adds its shield rating to the AV against projectile weapons.  Energy output varies based on the size of the shield.  On personal shields, this feature also distributes damage from falls, reducing total falling damage by the rating.
Force Field: A less common form of shield, a force field creates an energy barrier to contain atmosphere, energy, or gas.

[ic=Shields]Shields come in several forms, but are almost exclusively limited to protecting major assets of the major governments.  Generating a shield requires a great deal of energy, constant maintenance, and, of course, the technological advancement to create one in the first place.  Most large Sentinel ships have shields, and even some fighters and personal armor suits have limited shield capability.
While similar to shields, force fields have not come into widespread use because the energy requirements to maintain stable barriers are usually high.  While the SA has put the design to use, few other races have.[/ic]

TELEPORTATION
A teleportation unit can instantly transfer matter from one teleporter unit to another.  Most have a limited range of a few thousand kilometers.

[ic=Teleporters]An outgrowth of ID technology, teleporters create small wormholes which transfer matter from one unit to the next in a continuous stream.  The technology is relatively new and somewhat dangerous.  Some speculate that long-term use may have medical side effects, but none have been positively proven.[/ic]

NANOTECHNOLOGY
Nanotechnology (or Nanotech) is the use of nanoscale machines.  Generally, the technology is used in medicine for cellular repair, but has also seen some use in some cultures in construction or starship repairs in areas where people could not easily reach.

[ic=Nanotech]While nanotech has been in use for centuries, outside medicine, the SA makes only limited use of it.  Even in medicine, it tends to make some uncomfortable.  The truth is, the use of nanotech has not exactly been without incident, either.[/ic]
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Matt Larkin (author)

Quote from: 26th Century Slang[/b]augur: n. Psychic with ESP.
blitz: v. To use or be under the effect of blitz.
blitzer: n. A person addicted to blitz.
bot: n. Derogatory.  A person with so many cybernetic implants they are compared to a robot.
bugeye: n. Derogatory term for traln.
crunchy: adj. Awesome.
def mech: n. Defense mech.
ghosted: v. To be a victim of machine possession.
hardware: n. A weapon.
icy: n. Derogatory term for drayzon.
kenny (also Teek): n. Telekinetic.
lizardbrain: n. Derogatory term for kulsani.
path (also Teep): n. Telepath.
phantom: n. Special forces operative, especially for the Sentinels.
scrapped: v. Killed.
smacked: adj. Stunned or defeated.
Space Police: n. Derogatory term for Sentinels used by some aliens.
Splicer: n. A member of the Evolutionary Assistance Program (someone whose genes are spliced).
spooned: adj. Derogatory.  To be spoon-fed, i.e. living a sheltered life and having no idea what is really going on.
spread: adj. popular, fashionable.
übermench: n. A person with heavy genetic engineering or cybernetic implants.
vrod: v. Popularized meron curse referring to sex.
Latest Release: Echoes of Angels

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CYMRO

Is this setting for d20 Future?  Whatever the system used, you should prominently mention it from the get-go.

The background info needs a makeover.  Too many frankly boring contradictions.  If humans of the 22nd century were united in a desire to not be exterminated, and if it was such a close run thing, why hammer home how restistant they were to a unified government.  Logically, there would not be too much friction there if 4 billion people died in a year.  


Since when has tech being on par had any effect on trade?  High tech societies love low tech trading partners.  It is the natural order.  Seems these merons would have made quite a tidy profit "developing" earth's natural resources.  

The anti-psionics and anti-bioengineering stuff is a little too hackneyed for my taste.  



QuoteWhere should I begin? Technology seems to have solved the many problems of society, and yet new problems arise. Our machines become so complicated, they seem like magic to the uninitiated.

Why?  If one grows up around technology, there is no logical reason, even if you are technically inept, to confuse it with magic.  This is cliche.

Develop your races more.  Give us a little more background on how and why they act the way they do.  How are they alien.  How are they not?

QuoteMost of the races of the galaxy have agreed to use a standardized system of currency known as credits. Credits can be directly deducted from the userâ,¬,,¢s account, or prepaid credit chips can be purchased and exchanged directly for untraceable transactions.

Since you have some real isolationists here, and some bitter conflicts brewing, why would they put their wealth into a system that might easily be manipulated against them?  I understand why the SA would use a universal currency, but why would those outside the SA agree to such a thing?


Matt Larkin (author)

Quote from: PONTIFEX BRASSICUS CYMRO XIIIIs this setting for d20 Future?  Whatever the system used, you should prominently mention it from the get-go.
The background info needs a makeover.  Too many frankly boring contradictions.  [/quote]If humans of the 22nd century were united in a desire to not be exterminated, and if it was such a close run thing, why hammer home how restistant they were to a unified government.  Logically, there would not be too much friction there if 4 billion people died in a year. [/quote]Since when has tech being on par had any effect on trade?  High tech societies love low tech trading partners.  It is the natural order.  Seems these merons would have made quite a tidy profit "developing" earth's natural resources.[/quote]The anti-psionics and anti-bioengineering stuff is a little too hackneyed for my taste.[/quote]
QuoteWhere should I begin? Technology seems to have solved the many problems of society, and yet new problems arise. Our machines become so complicated, they seem like magic to the uninitiated.

Why?  If one grows up around technology, there is no logical reason, even if you are technically inept, to confuse it with magic.  This is cliche. [/quote]Develop your races more.  Give us a little more background on how and why they act the way they do.  How are they alien.  How are they not?[/quote]Since you have some real isolationists here, and some bitter conflicts brewing, why would they put their wealth into a system that might easily be manipulated against them?  I understand why the SA would use a universal currency, but why would those outside the SA agree to such a thing?[/quote]most[/i] races use credits.  It is unknown whether the ulolians use some other form of currency within their own republic, but they have traded goods for credits for use in exchange with the races now that contact has been made.
Of course part of the reason for credits is also that it makes games in the setting easier.

Thank you for the feedback.  I will try to take your suggestions to heart.
Latest Release: Echoes of Angels

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Matt Larkin (author)

I added more details to the Barkonian race.  I will do the same for other races ASAP.
Latest Release: Echoes of Angels

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CYMRO

Quote from: Phoenix KnightI added more details to the Barkonian race.  

Looks good.  
So, are assassins considered warriors or scholars?

Matt Larkin (author)

(added to main post)While most assassins come from the warrior caste, the assassin guilds technically exist outside the normal clan structure, so it is possible for anyone to gain power (if not political prestige) that way.

I added more details on the Merons.  Since they are important to the formation of the current state of the galaxy as well as modern economy, they will probably get their own post on their history soon.
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Brian

what about the Reapers?  any info on them and where they fit in the galactic ecology?  were they merely one of the current races in a more expansionistic period of their history?  or do they lurk in the far edges of the galaxy?  motivations?  physiology?  appearence?  tech?  i like the monstroes!  :-D
i like it so far.

Matt Larkin (author)

The Reapers
[ic=The Reapers]As humanity took to the stars, exploring beyond our own solar system, we remained ever watchful for the Reapers.  In truth, some wanted to find them for revenge.  Beyond that, there remained the practical concern that they might attack again.  But no matter how far we searched, we never found them.  While we have records of their attack ships, we never saw what the species itself looked like.  Some fear it possible we could encounter them and not even know it.
 
-Remy Naquin
[/ic]
What happened to the Reapers is one of the great mysteries of the galaxy.  In truth, following the end of their war on Earth following the interference of the traln, they fled to distant reaches of the galaxy, beyond the edges of the Rim.  There they nurse their wounds and reconsider their plans for conquest.

The traln were cryptic about what, if anything they knew about the Reapers.  The truth is, while they could not know for certain, they feared who the foe might be.  Even after helping to form the SA, the traln remained elusive about most of their history, particularly in the distant past.  What they told no one, was that two sentient species evolved on their world, much like the neanderthal and modern human evolved on earth, except that both survived.  The other species, the secins, constantly struggled with the traln until they were finally driven off the traln homeworld and fled into the depths so space.  When they saw the Reapers, the traln feared it possible their lost brothers had returned and resumed their violent ways.

As the Rim expands and SA explores more of the galaxy, one day soon, they will find the Reapers.  When that day comes, there is certain to be bloodshed.

Physical Appearance: The secins appear much like the traln, but with darker grayish skin tones, to the point they bear some resemblance to the so-called "Roswell Grays." They have more pronounced brow ridges than the traln and are slightly larger.  They share the same large oval eyes and are hairless like their cousins.
Psychology: While the traln might have described the secin as primative, the secin consider merely embrace a philosophy of survival of the fittest.  They believe it is the their right to conquer and exploit any civilization not powerful enough to stop them.  They are aggressive, opportunistic, and cunning.
Technology: While they once held a significant technological advantage, the secins are now slightly outclassed by SA technology which has progressed rapidly.  Their technology is still advanced enough to make them a serious threat, but they lack the raw power of any of the Big Five in the galaxy at present.  Their focus has been in developing better weapons, and thus their defensive technologies are somewhat inferior.
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Matt Larkin (author)

I finished adding details to all the major races.  I may add additional information including history as I have enough time (give each race its own post).  My top priorities for this would be the merons and the traln.

I continue to appreciate the input from the community :).  The questions raised give me focus as what to do next.
Latest Release: Echoes of Angels

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Merons
[ic=Merons]Most merons make admirable efforts to remain politically neutral.  Yet their corporate lifestyle and advances have had enormous effects on the galaxy.  Indeed, meron-born corporations are responsible for the rise of several cilizations to their current level of advancement, and sell many of the arms and equipment used by many major governments.
-Remy Naquin
[/ic]

Summary
Some Meron systems have joined the SA, others have been conquered by the Barkonian Empire, and some retain independence, as does Mer. Merons are well-known as the merchants and inventors of the galaxy, and it was they that gave rise to expansive Quasar Industries.

Merons are very pragmatic. They place little value on keeping old things for sentinmental reasons. Meron cities are constantly being renovated, designs constantly improved. Few buildings last more than a decade in their original form.

Merons are also extreme capitalists. Much of Meron society is broken up into corporations which often wield far more power than any planetary government. They see status as a measure of wealth and success withint the corporation. Everything is about business, but they avoid exploiting their customers. They believe that by dealing fairly with their consumers they ensure a better long-term relationship. They make significant efforts to remain decidely neutral in political matters.

Merons are intelligent but rarely introspective. They have long since abandonned any spiritual beliefs, dismissing them as primitive superstitions. They believe in treating others with respect, but do not pass up an oportunity for profit in their dealings with them. They are intensely curious and rigorous in their scientific research.

Physical Description
Merons are physically very similar to humans. They have frilled ears, pronounced chins, and slightly smaller bones, creating slimmer frames. Their hairlines tend to start higher than human ones. Most wear their hair long, but tied back in neat ponytails.

History
Merons come from the planet Mer.  In the distant past, Mer was dominated by hundreds of powerful merchant families.  These houses would distribute the wealth of Mer society, such that only those that sided with one house or another would have find success.  Unlike most worlds, Mer never had nations.  The houses controlled everything.  In time, competition would lead to the War of Houses, a bloody struggle for economic dominance lasting for over two hundred years.  The struggle would die down, the houses would recover, and then things would heat up again.  Historians match the end of the war to the Earth year 1777, when a treaty was signed and several lesser houses were destroyed.

As the new century dawned, the stage had been set for a new economy model.  The houses slowly evolved from being tied to blood, to being tied to merit.  The houses were replaced by corporations, and corporations in turn were absorbed into megacorporations.  This new form of government dominated Mer.  By the 20th century, Mer was divided amongst two dozen megacorporations.  

It was in this atmosphere that the merons began exploration of their solar system.  One of their corporations, Starburst Industries, was particularly focused on space travel and exploration.  In 1939, Starburst invented the first ID drive, which they used to access hyperspace.  Suddenly the meron race was capable of faster-than-light travel.  Starburst Industriesâ,¬,,¢ wealth and influence expanded exponentially.  Soon, they were mining other systems, collecting vast amounts of new data, and selling the use of their technology at exorbitant prices.  Many predicted Starburst would become the dominant corporation across Mer, perhaps across the galaxy.  Through Starburst, the merons began settling other worlds.

As exploration continued, Starburst encountered a number of less advanced civilizations, often trading with them.  One such civilization, that of the barkonians, they found intriguing, and sold them advanced technologies which sped their development by centuries.  As exploration continued, the merons began to doubt whether any more advanced civilization would be discovered.  Soon, however, their question would be answered when they encountered a traln ship.  They found the traln to be significantly more advanced than themselves, and took the traln as a model of how far technology could evolve.

Even as the merons reached forward, they were again overtaken but what some called a new War of Houses.  Conflicts between the corporations heated up, until the Corporate War erupted.  This interstellar war would destroy many corporations, give rise to others, claim many lives, and involve many other races.  Some corporations were willing to pay handsomely for barkonian mercenaries, smugglers, or saboteurs.  Officially the Corporate War ended in 2022.  Unofficially, it still continues to this day, corporations constantly trying to get the upper hand, if not by open war, then by intrigue, sabotage, and espionage.

Fragmented in the Corporate War, Starburst Industries eventually shattered into a half dozen different corporations.  Of these, Quasar Industries rose quickly in power.  Founded by Arthus Mulsi, former vice president of Starburst, QI began absorbing lesser corporations in masterful maneuvers orchestrated by Mulsi.  Like its predecessor, QI specialized in advanced technologies, but it exceeded Starburst in political cunning and corporate strategy.  QI would eventually become as powerful, if not more so, than Starburst ever was.

Even as QI was solidifying their power, the merons encountered another advanced race, the spyrians.  While perhaps not as advanced as the merons themselves, the spyrians had unique technologies.  Trade between the races grew rapidly, and spyrians adapted more and more to meron culture, which would eventually lead to the rise of spyrian-born megacorporations such as Parkini Robotics.

Decades later, the merons encountered the drayzons.  After some investigation, they learned the drayzons had had their technological evolution accelerated by the traln so that the race could escape their dying solar system.  Trade opened with several drayzon colonies.

Around this same time, during continuing exploration of the galaxy, the merons encountered the humans of the Sol system.  Finding the humans were involved in a war with an unknown advanced race, the ship that discovered them chose to avoid getting involved.  When they war was over, however, the humans noticed their ship in the system investigating and signaled it.  The ship answered, and relations were formed with Earth.  The merons learned the traln had aided the humans against their unknown foe.  Finding humanity another less advanced civilization, but one eager to achieve interstellar travel even at great cost, the corporation began profitable trades with Earth, selling them a derelict ship with a hyperdrive.

Over the next few centuries, megacorporate culture would continue to grow.  Mer would become but one of many worlds divided among the corporations, unique only in that so many corporations owned part of it, not just one or a few.  As contact with other races continued, more and more members of those races would join meron corporations, becoming valuable additions, until finally these corporations can hardly be called meron corporations, even if they are dominated by merons.

[spoiler=Mechanics]Modifiers: -1 ST, -1 EN, +1 MA, +1 Soc
Skills: Computers or any 1 engineering skill, Negotiation
Psionics: One in 20,000 merons has psionic potential.[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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