Saturday, February 12, 2011

Flags of the Alkonost Sector

I've made preliminary flags for the main powers in the Alkonost Sector.

Restored Alkonost Republic"May the light of out past shine like a sun towards our new future."
- Motto of the Restored Alkonost Republic

Liberated Worlds
"We are but a tiny candle flickering against the darkness of our times. But this candle will, one day, light a blaze which will burn away all tyrants and all thinking machines!"
- Chairperson Ameena Miran, speech to the Assembly, June 21st 3191

Incunablis Machine Empire
"Purged of organic irrationality, we are one, combined like a set of gears."
- Machine Mind #23, recorded memory dump, March 2nd 3088

Kedeshian State"Our sun stands firm over the interstellar void; our State, under my guidance, will forever stand firm like the sun's eternal light."
- President Aharon Garnus, speech at the annual Unity Day military parade, January 11th 3160

Player's Map

I've made a starmap for the players, representing the common knowledge of the Alkonost Sector. Several worlds are not widely known, and are marked by question marks on the map; I hope that this will rouse the players curiosity and encourage them to boldly go where no man has gone before in the last 500 years...


And the legend:

A New Look for Alkonost!

This is final - I'm switching from Traveller to a new, excellent sci-fi RPG, Stars Without Number. This will liberate my creativity from the old Traveller habits, all while being similar enough to let me keep the core ideas of the Alkonost setting intact.

So here is the Referee's starmap for the new version of the Alkonost Sector:

And the map's legend:

Sunday, January 2, 2011

New-Year's Resulotion

This is my resolution for 2011:

I WILL, honestly, I WILL get the Alkonost setting into a playable shape no later than December 21st, 2011 (which is Hani's birthday), and start the game on that date, OR EARLIER. Enough with tinkering - I must create a gameable setting and prepare to play it!

Wednesday, December 29, 2010

Divergent Retro-Tech

I'm toying with the idea of making at least one of the worlds in my Alkonost setting have "non-standard" technology with an Atomic Age (i.e. 1950's/1960's speculations about future spaceflight) flavor to it. The world in question, Laana, is strongly biased against AIs and most advanced electronics (and with a good reason - they were slaves to the Incunablis Machine Empire up until recently), and having analog electronics, hydraulics and a lot of clunky machinery - not to mention bulky fission reactors - would fit them very well and also make them quite unique.

The thing is that I also want them to be a minor interstellar power, and, therefore, would like them to have jump-capable ships. But J1 drives are TL9, and Fusion is available beginning from TL8, which makes the clunky fission plants redundant.

So what I have in mind is to make Laana TL7, with several elements of TL8 (in biology, agriculture and medicine for the most part) and with a few TL9 technologies (mainly jump-drives). Alternatively, they might be importing the jump-drives as 'black boxes' from Alkonost (the TL11 major power in this subsector) and jury-rigging them into their TL7 fission-powered, analog-system, reaction-driven starships.

What do you think about this? Have you done something similar in your campaigns?

Monday, November 1, 2010

Setting Size

I think I'll go with one subsector right now. 40 or so worlds are more than enough for interesting adventures and a great variety of locations, especially since most new (or refurbished) ships are Jump-1 (and Jump-2 is expensive).

I'll definitely develop the general outline of what goes on in the surrounding subsectors, though, with focus on the Risar subsector - the Restored Alkonost Republic's "Backyard". But even Risar is mostly Outback, with the only 'civilized' area being the Incunablis Machine Empire in its Spinward-Rimward corner and the ultra-militarist Risar Protectorate. So the most active recovery takes place in Alkonost.

Wednesday, October 13, 2010

More points of diversion from the OTU norms

More points of diversion from the OTU norms.

First is the alien presence. The OTU and its adventures always seemed to me to be very anthropocentric, with most NPC encountered in OTU adventures being Human and most cultures dominated by the cultures of one or another Human subspecies. While Humans are still the most common species in the new Alkonost setting, there is a sizable minority of Celirans on most worlds, and a few worlds even have a Celiran majority. Celiran culture and religion has also influenced many Human cultures (and Human culture and religion have influenced many Celiran cultures). Other aliens such as the felids (temporary title) and the Inheritors - as well as others (possibly?) - are also present, but are usually a much smaller minority.

The second is the attitude towards technology in the old days of the Consortium. The Alkonost ATU was somewhat less conservative towards technology than the OTU Imperium. Genetic engineering, cybernetics, terraformation, robotics and AIs were much more common than in the OTU. Of course, at the present time, after 35 years of Second Civil War and 150 years of Dark Night, most worlds have reverted to a much lower level of technology and are, generally speaking, incapable of doing much in these fields. But high-tech relics from the Consortium era, not to mention genetically-engineered subspecies (such as heavy-world Humans and aquatic Celirans), are still present.

The third is social UWP characteristic distribution during the Consortium era. Most worlds in the Alkonost Reach (Alkonost and Risar subsectors) were settled for two centuries before the Second Civil War. Therefore, most people choose the comfortable - or profitable - worlds to live on and avoided the hellholes; the economy was also well-developed, leading a a more uniform tech-level; and the Consortium had limits about which types of government and amounts of law enforcement would be tolerated. So most Terra Prime (i.e. SIZ 5-9, ATM 5, 6 or 8, HYD 4-8) Gardens had POP 8-A, most non-Terra-Prime Gardens had POP 7-9, most marginal worlds had POP 5-8 while most hellholes had population 7 or less (with Phai Lung being the main exception - a metal-rich ice-capped world with POP 9); almost all governments were GOV 1, 3, 4, 5, 8 or 9; almost all worlds had LAW 1-9; and almost all worlds had TL 8-15 (with TL 12 being the average and 16 being a rare science-station world).

Of course, now that the Second Civil War and the Dark Nighthave caused so much damage, death and chaos, things are A LOT more varied, with much more variance in population, technology, government and law and with TL 7, rather than TL 12, being the average.