Tuesday, May 22, 2012

The Rupert-Furlcorp Systems

This is the sci-fi setting I run in NGR.

The bustling worlds of the federated humanity stretch across tens of thousands of worlds.  Wonders of technology,  large starships boasting impressive lasers patrol the naturally occurring wormholes that make interstellar travel possible.  The worlds are covered with great cities of white bubbles and towers, filled with scientists and artists in a constant state of luxury in their single piece unitards and personal holo-display computers.

Players do not live here.

There is a war on the fringes with a terrifying and powerful ancient elder race that seems to be able to build its own wormholes.  Great wars that devastate planets, C-Beams glistening off the tanhauser gate,   vast armadas battle against shielded arks of an ancient and inscrutable enemy in a never-ending wave.

Players do not live here either.

The fuel this opulent society, and maintain this massive war requires resources.  The Rupert-Furlcorp business entity was granted license to strip mine an isolated wing of the galaxy, tethered to the greater systems by a single star lane.  Secure, the corporation extracts everything of value in great mining fleets that swarm over dozens of uninhabited worlds and pick them clean like vultures on a corpse,  channelling the materials  back to the federated worlds.

Players live near here.

After these worlds are left as husks, in exchange for exclusive mining rights,  the minimum level of effort required to terraform these worlds are made, to eventually expand the region into more worlds for humanity.  Often large portions of the terraforming fail,  and biodiversity (other than on a few show worlds) is ridiculously low.  A few pre-packaged species and whatever grew from the trash the miners left behind.

Some of this trash includes convicts, orphans and people who owe credits.  Over the last century and a half these populations have become the service industry for the corporation.   All of the planets, and everything these individuals forge from them, are corporate property.  But they work in the service industry,  growing crops and doing other such work.   They are however only paid in corporate script, and as such can never pay the measly credits required to register as a citizen in the federation.   In essence, these "Serv's" are destined to be permanent property in the Rupert-Furlcorp systems.   They have their own society,  some rebel, some form their own internal industries,  some are paid to maintain order (again in company script) in the constabulary or the legally mandated militia the company must provide.

They do not have laser weapons, or high tech medicine,  they have a series of the cheapest and most rugged designs the Company had on file,  mixed with left over garbage from the mining that no one truly understands.   So while star ships move cattle, grain and lumber from one world to another with ease, no one actually knows how to build a replacement.

This is where the players live.

1 comment:

  1. Sounds like Batavia, depot colony of the VOC. Is that deliberate?

    Also sounds fascinating. I would try really hard not to be annoying if I got the chance to play in it.