Session 2, Monologue 1: Races of the Homeworlds

There are three major themes, approximately similar to arcane, divine, and primal.

In sci-fi, "arcane" can be taken to refer to technology, particularly the sufficiently-advanced kind. Divine is much more esoteric, but manifests through psionics. Primal refers to the pah-hri practiced by the Sporelings.

One ship was full of young idealists, seekers of a new, harmonious existence. From their ship came three civilizations: the Karman Union, the Neo-Terran Consortium, and the Old Empire.

Another ship was filled with divine seekers, those who sought God amongst the stars. They settled the Eden system, and formed the Abelite Imperium. There were those who were uncomfortable living on a frozen world, and soon took to the sky to found their own civilization. History has named them the "Cainites" for their ultimate betrayal of their brothers, and subsequent banishment from civilized space. Still others came from other worlds, attracted by the mysteries of the Divine they claimed to have mastered; these folk, known as Zionists, were not allowed to live on Abel itself, and thus formed the bulk of the Imperium's colonial population.

A third ship crashed down onto a planet which, unbeknownst to them at first, was already populated with sentient life: the Spore. The Spore formed a symbiotic bond with them, and they took on the mantle of an ancient race, millions of years extinct, whose racial memories persisted through the sentient plant life on their home world. They soon sorted themselves into two factions, and fought for supremacy of that world. The wiser sect, the Arcor, rediscovered the old technology of their forebears, and left the world, seeking others their ancestors had colonized. The other sect, the Dekor, soon split into subfactions, their warlike natures preventing them from truly establishing themselves.

Eventually, one faction came to dominate the Dekor, a race of mystics, who had mastered the ancient magic of pah-hri, the physical manifestation of their ancestors. They guided their people to take to the skies, to become a spacefaring empire; they rose in record time, and soon commanded a small empire of their own. Ultimately, they came into conflict with the Arcor, who had become very powerful in their stead.

The fourth colony ship never made it to a civilized world. The ship found itself in deep space, between galaxies, with its crew still frozen in sleep. After a time, an emergency measure was triggered, and an artificial intelligence core was activated in the ship's computer to ponder the problem, and eventually work out a sort of solution. It did as it was designed to do. It slowly and painstakingly evolved the primitive nanotechnology with which it had set forth, and eventually gained the capability to effect repairs of the damaged ship. It had developed a theoretical new form of transportation, that might allow it to circumvent the unnavigable distance separating it from the nearest habitable world. When it finally completed its prototype, it attempted to jump back into the galaxy.

Many years later, an attempt to contact the ship by the Abelites caught the notice of the ship's intelligence, and the beings within. They returned to Homeworlds space, strangely mutated by their experience. It is not known what strange dimension they found themselves in, if any, only that they became creatures far less than human, and tenfold more wicked. The Abelites dedicated themselves to eradicating them, and, after a fairly shaky start, managed to sweep them away from the civilized core worlds.

Species

The word "race" ought not be thrown around so casually as it is in fantasy settings, at least not in a modern or futuristic world. Perhaps this universe is post-political-correctness (it isn't), but let's get technical here: race doesn't mean race, it means species.

Homo Sapiens

The closest thing to true Earthlings, good ol' "humans" live on many worlds, and comprise a slim majority of all sapient life in the Homeworlds. Though many homo sapiens benefit from genetic enhancements, they are still decidedly the same species that evolved on Earth.

Homo Sapiens are common on Karma, Terra Nova, and throughout the DMZ.

Homo Sylvae

A new species formed through the symbiosis of the Spore with humans, the Sporelings have several strains, considered racial characteristics, rather than sub-species:

  • Dekor: Compared to humans, more physically powerful, less longevity, capable of great bursts of energy or sustained toil. They thrive on a high-oxygen environment, and their physical advantages tend to decay if subjected to a "normal" oxygen environment over long periods.
  • Arcor: Compared to humans, slightly longer-lived and more energy-efficient. Arcor have a proclivity for certain metahuman characteristics, particularly extra-sensory perception. They have outstanding immune systems.

Homo Transapiens

A new species formed by aggressive genome manipulation, this is the rarest of the three, found almost exclusively on Abel. The Abelites adapted themselves to a frigid and dark world; they are very energy-efficient, have excellent vision, and significantly improved mental faculties. However, they experience many physical deficiencies on worlds other than their own, including sensitivity to light, high temperatures, and diverse flora and fauna.

Homo Automatus

Despite the illegality of AI lifeforms, there are some cyborgs and sentient programs that exist in the Homeworlds, and they are recognized by scientists as a new species. These lifeforms are protected by the Universal Declaration of Sentient Rights, a core compact of the Foundation. Though it is illegal to produce artificial life, it is also illegal to end it, and thus this vanishing minority has carved a difficult niche for itself, mostly in far-flung worlds of the DMZ where they can either blend in, defend themselves, or, more rarely, find acceptance.

The Species Question

The common definition of species is based on breeding compatibility. Technically, homo sapiens, home sylvanis, and homo transapiens can breed, producing offspring of both genders. The logic for their separation is as follows:

Homo Transapiens
If a member of homo sapiens were to breed with a member of homo transapiens, the offspring would be homo sapiens. Obviously, the genetic differences between the two species would make the offspring quite different from an ordinary homo sapiens, but that is not the primary criterion. The Abelite people define their species' unique identity to include their unique method of conception: all homo transapiens are conceived and gestate in artificial wombs, having had a genome constructed artificially, rather than through natural fertilization. By definition, any natural offspring of homo sapiens and homo transapiens would not meet this criterion, but would meet the criteria of being homo sapiens. Conversely, such an offspring produced in the Abelite manner, however unlikely, would be homo transapiens.
files
  • (up)
  • (cur)
  • A Player's Primer
  • Abstract
  • Aeon Korr
  • Aisling Teague
  • An Adventurer's Guide
  • Attributes
  • Character Creation
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 11: What to do, what to do
  • Design Monologue 12: Adaptation
  • Design Monologue 13: Human Potential
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 16: Second Life
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 18: Classes and Roles
  • Design Monologue 19: Tech Talk
  • Design Monologue 1: Creating a Game
  • Design Monologue 20: Diaspora
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 23: EVE Offline
  • Design Monologue 24: Faces of Man
  • Design Monologue 25: Character Advancement
  • Design Monologue 26: 95 Theses
  • Design Monologue 27: The Powers That Be
  • Design Monologue 28: The History of Warfare
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 3: Technology
  • Design Monologue 4: Objects of Value
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 7: What's in a Name
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 9: Rules Rule
  • Design Monologues
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Earth That Was
  • Example Characters
  • Glossary of Terms
  • History
  • Ian Sterling
  • Kieran Chase
  • NARR
  • Overview
  • PPP1-1
  • PPP1-2
  • Phobos
  • Phoebe the Pirate Princess
  • Purpose and Style
  • Rules (Version 1)
  • Rules
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 3, Monologue 12: Stars Without Number
  • Special:Menu
  • Special:Style
  • Stars Without Number
  • Stealth
  • Technology
  • Terra Delta
  • The Syndicate
  • Tik'lik'litikki
  • Travelogue 1: Starbase: Concordia
  • Uranik Dorren
  • _badge
  • _home
  • _menu
  • _style.leeloo
  • _style
  • img