Space Colonizers:Setting & Story

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The year is 6287, and humanity has joined with billions of other species in an intergalactic federation, called The Intergalactic Federation.

This political body spans 20,000+ galaxies, and has been colonizing the Taco Galaxy for the past 1000+ years.

In order to achieve this, a slipstream gate needs to be built as an endpoint in the galaxy. Once complete, the faction responsible is entitled to claim full ownership of the gate, and charge for usage under the laws of tolls.

The player begins with a gate just being finished and his or hers faction being responsible for it. The head of the faction appoints the player's team as enforcers, settling internal and external conflicts, and allowing them to recruit others for this cause.

Even though it is set in the future, but places and characters are free to look like past eras (both our past and theirs). So, for example, there is a place designed to look like feudal japan, another place designed to look a current day seaport, and another to look like a futuristic city.

While they may look like they are are from the past, they may not function as they would in the past.

Panels might be hiding computers, cars from the 1960's may fly, things can be designed to fit a steampunk or cyberpunk aesthetic, etc.

Planets

  • Aesthetic Era
  • Choices by the people who live there
  • Factions that have influence and/or contracts
  • Multiverse Address

Most planets listed bellow are a main planet in their area of the galaxy, connected to each other by gates, and to their neibours by regulated routes between stars.

Number Name Period of Earth History Map Description
1 Krijt Erde (Planet) Late Cretaceous
LateCretaceous111.png
  • Europe, in terms of crowdness, culture, etc.
  • Aesthetic Era: Futuristic Urban.
  • The Cities has taken over most of the planet, leaving little room for other things.
2 Triassic
TriassicPeriod.png
  • North America, but has a Blending of NYC, London, Hong Kong, and other multicultual cities.
  • Aesthetic Era: Mixture of All, with flags and banners promintily displayed on cultural areas, for the player to get a taste of the rest of the planets. These are all set up for the Olympics.
3 Late Devonian
LateDevonianGlobal.png
  • Culture designed to emulate The Inca at their peak.
  • Aesthetic Era: Heavily Mountainous, with much land concentrated to the southern hemisphere, and around the prime meridian. The Ocean is big.
4
  • Aesthetic Era:
  • A Planet with signifigantly more water covering its surface, the settlements are mostly port areas, and has a prominet number of spaceports in orbit due to being a key locotaion in the galatic transportation routes.
  • People use watercrafts (like boats) for local transports (land-to-land) and spacecrafts to for longer distance transports (land-to-space things).
5
  • Aesthetic Era:
  • The biggest of the spaceports, it is in a synchronus orbit around the previous planet and is the only one with a gate, since the continents don't have sufficiant space or power to have it.
  • This place is home to many scientific experiments, making imporvements to travel, magic, equipment, items, etc.
6 Chikyū Jurakausi (Planet) Late Jurassic
  • Asia (in specific Japan)
  • Aesthetic Era: Feudal Japanese. Small villages and some large cities, scattered between forests. The avaliblity of hover technology means that people can travel through the woods without leaving footprints, but still get to the destination in a reasonable time. This doesn't prevent some people from traveling by foot, for recreation.
  • In addition, there is a network of caves, one can use for similar purposes.
7 Karbonio bumi (Planet) Late Carboniferous
  • Aesthetic Era:

Enforcement Force

Due to the sheer size of the universe, The Federation recruits people into its Enforcement Force, and as members of this group, authorize them in the following capacities:

  • to patrol local parts of universe
  • to hire people under their charge and have them work under their leadership
  • to interact with and help settle inter- and intra-faction conflicts
  • buy property and construct on it for the purposes of building a facility to help them out

History

Sometime before the 25th Century, Humans are able to discover a method of traveling faster than light, allowing them to travel to distant stars and meet the people from that system.

To their surprise, many of the species they met didn't have such technology, but instead had abilities that humans considered magic.

By giving technology to these people, those people also became space-faring species, eventually giving rise to galaxy-wide trade-routes, and bringing an end to what was later called a "Galactic Dark Age".

This brought about advancements in numerous fields of science, technology and magic. Eventually, it was discover that magic operated similar to science, using an unique energy called "Mana".


Magic Containment is Invented

1773 years before the events of the game, the 16 colonial factions of the universe were warring against each other: 8 magic users and 8 technology users. A scientist by the name of Max Tappegan was able to create a mix of the magical-technologies, and through it, establish peace talks between each faction.

Some of the groups agreed to form one major political body, and through it, share technology and magic, while also forming new colonies that property on can be purchased and used by any faction. They all agreed at this time to yield to faction law.

Of the groups that did not, the most prominent was known as the Children of Genghis Khan. A 21st-century idea that grew into a 30th-century interstellar imperial movement, and by this time, joined in many other factions trying to rule the universe.

Their leader, the 25th person to hold the title of “Khan”, is a man who can inspire loyalty from his followers and fear in the rest. He violently opposed the treaty, and while put up a decent fight, eventually lost to the other factions for exhausting his resources. His empire was divided up into sections, each claimed by a different faction.

Magic Containment gives birth to a Sport

Over the next 17+ centuries, war began to incorporate the technology, with those who use it having an advantage over those who don't. Eventually, in order to prevent more bloodshed, the factions agreed to set up competitions to substitute for battles, and similar to how ancient cultures used sports to practice for war, these competitions were used to train recruits and veterans alike.

Due to the success of these battle situations helping solve conflicts, they started to get used in other situations, like Politics. Candidates would join in a team to help show they were worthy for office. Businesses would compete for contracts, for advertising, etc.

As the popularity of the battle grew bigger, it started to gain a life of its own, independent of any context. Leagues were formed and rules formalized, teams gathered and charters written. From the ashes of battle, A New Sport was formed.

Equipment from each phase of the game's growth can still be found, scattered throughout Museums, Dungeons, Collections, etc.

Society-at-Large Details

While technology has enabled many people access to magic that would have been otherwise not been able to, the impacts on society and individuals have been positive, negative and neutral. Here are some examples:

  • Medicine now has some magic, to help come over health problems, such as Asthma.
    • Asthma Inhalers could have a small amount Mana, which could be recharged locally, and a Wind Token to convert it to Wind Mana. When The user presses down on it, Wind Mana enters their bronchial tubes, and magically try to open it. The Mana may come with a small chemical, just as contemporary ones do, or just has a spell built into the tool
  • On Planets with stronger Mana presences than Earth, many species have evolved to use mana as their fuel source. They can absorb it like a plant with sunlight, or consume it, like an animal with food. A small section of these creatures/monsters are sensitive to mana, and will seek it out.
    • These might be summons, helpers, etc.
    • They could work for the enemy, seek out and drain someone's MP.

Money

Currency is in units (seen at right)

subject to change

Monetary Rewards are given by factions for quest completion.

Banking exists as a place to store money and give interest on said money.