So last time around, I was discussing my MUD setting. After thinking on it, it all still seems too cliche' fantasy. So I'm kicking it a step closer to sci-fi and more gothic future. At first I was hesitant. The whole space thing means I would have to make tons of planets right? Well, if sci-fi television and fiction, not really.
Ever notice how anytime someone visits a planet, the planet usually only has one significant location despite thousands of miles of surface area? So, if you got Rigus 9, you are only going to visit the Pluvian mines. Fenris? The Great Glacier. Antares? Why the military spaceport of course! None of the other stuff around there matters anyway.
With this in mind, I am confident in setting up a starting space station/artificial world and adding new "worlds" to visit from there.
Even better, I can be a bit more creative with races. Forget elves and dwarves. Here's what I have so far:
Humans: Humanity is severed into two major factions: the humans of New Earth (neohumans) and everyone else. The neohumans are a unified group who have pursued an aggressive program of genetic engineering and view themselves quite superior to all others. Their technology is second only to the elder, a fact the neohumans resent. Neohumans are regarded as being rather arrogant and some regard them as dangerous fascists. All other humans are about as fractured as you might expect. Nominally, the World Council speaks for humanity and is housed in orbit over Earth. Practically, humans are ubiquitous and can be found on either side of just about any conflict.
Tarull: Massive humanoids from a warlike tribal culture that values strength and honor. Not known for being terribly bright, but some of the fiercest warriors in the galaxy. Originally at war with many other groups, the Tarull homeworld was one of the last to join the Alliance. However, they have been outspoken members and quick to offer military support to Alliance missions.
Elder: An ancient race of starspanning psychics, the Elder are generally credited with the creation of the Alliance. The elder are an aloof, distant people who prefer to observe. However, events have forced them to take an increasingly active role. The Elder are often mistrusted for their quiet ways, but often show amazing foresight and planning.
Sh'krital (Skrites): A bizarre race of arachnoids, the Skrite are ancient enemies of the Tarul. The Skrite are known as being devious and cruel but have managed to avoid prolonged conflict with the Alliance through canny politics and a knack for trading both hard to find objects and information. In addition to their unscrupulous ways, the Skrite are known for their massive living hive ships which are said to be full of horrors for any unfortunate enough to be captured and not immediately consumed. The Skrite are rumored to be excellent thieves and assassins, a rumor they hotly deny.
Sarrpa: The Sarrpa are a race of highly intelligent saurians hailing from the Naga system (many appreciated the irony of the human name for their system). Despite their fearsome appearance, the Sarrpa are a highly logical and philosophical race who are largely pacifistic and abhor violence. Despite finding mammalian emotion somewhat alien, they are known for their appreciation of arts and music and were one of the first groups to join the Alliance. However, they are more than capable of self defense should it become necessary and most Sarrpa train in a complex martial art called "the Way". Combined with their natural armor, claws, and fangs, they are potent adversaries. Additionally, the Sarrpas are masters of sonic weaponry capable of anything from piercing noise designed to deter further acts to disorientating frequencies to vibrations that can disintegrate solid matter.
Jun 28 2006, 11:34 am