"Captain's log, date unknown. We have been exploring a region of dead space, wandering between the dull cinders of dying suns, looking for an explanation to what happened in this sector of space. Our charts show that this sector should be bursting with life - young stars and verdant worlds - but all we have seen is a stellar wasteland." -Log entry recovered from a derelict exploratory vessel on the fringe of the Miros Waste
Various entities in the Starkin Universe to support the ongoing forum game.
The hallmark of a new Alliance; a safe place for the men of words to meet.
The Ark of Eden was created to be humanity’s future, now it is the future of humanity that lies lost in the blackness of space.
These lovely people had the unfortunate luck of living adjacent to a zenophobic bug race and a species that would defend their colonies
The Stargate universe has revealed to humanity many of its secrets, and left more open. One of the most persistent mysteries stay the Furlings.
While every ship has antigravity engines in this day and age, leaving a full gee planet can take most smaller ships quite a while. The presence of numerous anti-gravity fields can cause interference and fluxation in power broadcast, some comm channels and of course, cause "traffic control issues" as they are flying out. There is a better, safer way to launch them.
Maxwell Cyler, Developer, to the Congessional Areospace Committee
In pretty much every single sci-fi there is one thing common for all the seemingly different faster-than-light drives.
A collection of plot hooks for a game on the road, or more precisely, on the route.
Habitat colonies do not occur are habitable planets, but are only found on marginal planets, asteroids, and worlds with ruined ecosystems.
- "Course heading, Captain?"
- "Second star to the right and straight on ‘til morning."
The D’athri took to space in such a way to make Terrans look "gun shy". They can be found in small numbers in and around every space port in Known Space.
The Future is for sale.
The Hyperprojection Drive was perhaps the most revolutionary discovery in mankind’s history, enabling us to travel the stars.
"...a process of planetary engineering, specifically directed at enhancing the capacity of an extra-terrestrial planetary environment to support life. The ultimate in terraforming would be to create an uncontained planetary biosphere emulating all the functions of the biosphere of the Earth, one that would be fully habitable for human beings."
In a binary star system circled by four dead, scared planets, a shell of asteroids, and one of the largest intrastellar dust clouds on this side of the quadrant the Silvers are one of the strangest and most enigmatic groups not quite known. Their two giant, red, dying suns leave the system cold and foreboding. They accept no strangers, much to the chastisement of those miners lusting after the rich deposits that span the system. Those few who ignore the shrieking klaxons of the warning beacons meet sleek, silver ships, and then; Oblivion.
Of the little known about this reclusive group a few details are assured, they were founded by some insanely rich (and perhaps insane) personage in ages long past, their ships are feared and envied by nearly every spacer alive, and they are the best mercenaries money can buy, provided you can actually afford them.
Gene-engineered for deep-space, the Salvorathan resemble nothing quite so much as the legendary ‘dwarf’.
The Handlers and the Abszurl are symbiotic subcultures, products of human society’s expansion into the stars.
These are the worlds and planets encountered by daring space explorers.
Ships, that have character, are the best means to get to the stars.
Sessiliths (name based on the word sessile) are gargoyle-type creatures which are stationary, attached to the stone of whichever foundation they are bound to. Though they can move their extremities and limbs they are unable to move away from their particular perch. In lieu of swooping down and attacking like their mobile cousins the gargoyles proper, sessiliths are equipped with their own brand of mischief. The creatures are all able to verbalize and thus usually hurl vile insults and curses upon passersby. The cumulative effects of dozens of sessiliths cursing, screaming, and speaking in tongues, can have an effect of temporary confusion (or even discord) in those forced to listen to the shrieking stone gremlins.
Additionally, most possess the ability to "spout" or spit forth various undesirable projections, such as tar, boiling water, or even acid. While they can usually be avoided easily enough or even destroyed (their "bodies" feature the same defenses as gargoyles), sessiliths are usually placed in such a way as to hinder all trespassers and interlopers, narrow corridors, claustrophobic tunnels and other related "gauntlets", where they cannot be easily avoided. Like gargoyles, sessiliths come in all sorts of grotesque shapes and sizes, though they tend to resemble tiny horned devils, demonic amphibians, or simply distorted faces and heads, more often than not.