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Kronusverse and Colonial Space - default setting for my products...
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<blockquote data-quote="gamerprinter" data-source="post: 8542256" data-attributes="member: 50895"><p>Since I'm a third party publisher for the Starfinder Roleplaying Game, I cannot use the Pact Worlds setting as my default setting in my published products, so we had to use something else. The idea of the Kronusverse was born as backstory, T. H. Gulliver included with his <a href="https://www.drivethrurpg.com/product/235385/Dead-in-Space?term=dead+in+space" target="_blank">Dead in Space</a> horror anthology of one-shots, which he began writing before Starfinder was even released. The setting works for me, so I've since been expanding it as backstory in all my Starfinder publications.</p><p></p><p>The Kronusverse is really our region of the Milky Way galaxy (more or less), with Earth at it's center. After centuries of exploitation and pollution, Earth made itself known to be aware as a sentient deity perhaps, calling itself Kronus. Humanity was given a century to vacate the premises or ecological doom would be brought down upon them. However, most governments lacked the means to effectively transfer their entire populations, and only the megacorps had such facility. The 13 nearest inhabitable planets closest to the Earth, many already claimed by existing megacorps is where humanity moved, all under dystopian corporate control - this region of the Kronusverse is called Corporate Space. After 50 years of corporate rule the massive underclasses began to chafe against their overlords. The Great Odyssey began. Wealthy investors, organized religious groups, and varying subcultures using crowd funding or whatever means to build generational colony ships so they could leave Corporate Space to enter the frontier beyond to test their mettle, known as Colonial Space.</p><p></p><p>In the beginning each colony world was independent, though maintained some trade between colonies. Eventually 36 colonies were established, and already humanity was encountering alien species establishing relations with them. One of the most distant colonies lost contact with it's neighbors and surveillance ship was sent to investigate, and discovered that a militant alien android race invading it. Call to arms came, though most colonies lacked the capability to aid beyond providing troops. The three largest and most successful colonies, some as established as any of the worlds of Corporate Space, joined their militaries to form an opposition to the alien incursion. After 7 years of hard-fighting these invaders left. Out of the makeshift unity among the independent colonies, a movement to form a government began. Most of the power is held by the Parliament consisting of representatives from each of the 36 human colonies, and 9 alien cultures that are a part. The central government is weak with prime minister, more often depending on which faction of Parliament supports him. While much of ongoing discussion regards trade negotiations, planet use rights handled by bureaucracy. The governments primary responsibilites is colonial defense, the courts and law enforcement, and trade management. They call themselves the Confederacy of Independent Colonies of Colonial Space (CICCS).</p><p></p><p>The Colonial Navy and the Bureau of Naval Intelligence are a major part of the a government, many of the early prime ministers were former admirals. While the Colonial Marines form the naval infantry, as well as security in government. Since the incursion, the Colonies are in a state of peace, but constant patrols by fleets, patrols, especially anti-piracy duty. I introduced much of this in <a href="https://www.drivethrurpg.com/product/346965/Rules-of-Engagement-Planetary-War-Rules-for-Starships-Fortifications-Military-Vehicles-and-Colonial-Marines?src=hottest_filtered" target="_blank">Rules of Engagement</a> supplement with Colonial Marines as a theme, their ranks and organization, marine weapons, armor, equipment, vehicles, even starships. Though the main focus of those rules is to allow military vehicles, starships and planetary fortifications to engage in combat with each other (as Starfinder RAW does not allow).</p><p></p><p>The Colonial Marshalls Office is the law enforcement for the colonies, but are historically under-funded and widely spread out across Colonial Space. This means that Colonial Marshalls often find themselves in situations over there heads, so the Colonial Marines are often called in for backup and thus have a close relationship with Marshalls office.</p><p></p><p>With my last supplement, the Planet Builder, I defined that Colonial Space has a Colonial Based Economy. Claiming uninhabited star sytems, sending advance teams of explorers, finding and establishing trade resources like botanicals for food and pharma, fuels, metals and other industrial minerals, mining and processing them and trading with the other colonies.</p><p></p><p>All the races of the core and a score of other alien species also reside within Colonial Space</p><p></p><p>Posted below: the Gemini binary star system, location of one of the wealthiest of the original 36 colonies, at New Dublin. Although the surface features a light atmosphere and no surface water, the pressure is fully breathable beneath the surface, where a labrynth of vast natural cistens and water filled tunnels where urbanization occurs as subterranean arcology - instead of skyscrapers, these wall clinging towers are inspired by hexagonal basalt columns. Also the Cheladeans, alien hermit crab race as a recent member state of the colonies.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 8542256, member: 50895"] Since I'm a third party publisher for the Starfinder Roleplaying Game, I cannot use the Pact Worlds setting as my default setting in my published products, so we had to use something else. The idea of the Kronusverse was born as backstory, T. H. Gulliver included with his [URL='https://www.drivethrurpg.com/product/235385/Dead-in-Space?term=dead+in+space']Dead in Space[/URL] horror anthology of one-shots, which he began writing before Starfinder was even released. The setting works for me, so I've since been expanding it as backstory in all my Starfinder publications. The Kronusverse is really our region of the Milky Way galaxy (more or less), with Earth at it's center. After centuries of exploitation and pollution, Earth made itself known to be aware as a sentient deity perhaps, calling itself Kronus. Humanity was given a century to vacate the premises or ecological doom would be brought down upon them. However, most governments lacked the means to effectively transfer their entire populations, and only the megacorps had such facility. The 13 nearest inhabitable planets closest to the Earth, many already claimed by existing megacorps is where humanity moved, all under dystopian corporate control - this region of the Kronusverse is called Corporate Space. After 50 years of corporate rule the massive underclasses began to chafe against their overlords. The Great Odyssey began. Wealthy investors, organized religious groups, and varying subcultures using crowd funding or whatever means to build generational colony ships so they could leave Corporate Space to enter the frontier beyond to test their mettle, known as Colonial Space. In the beginning each colony world was independent, though maintained some trade between colonies. Eventually 36 colonies were established, and already humanity was encountering alien species establishing relations with them. One of the most distant colonies lost contact with it's neighbors and surveillance ship was sent to investigate, and discovered that a militant alien android race invading it. Call to arms came, though most colonies lacked the capability to aid beyond providing troops. The three largest and most successful colonies, some as established as any of the worlds of Corporate Space, joined their militaries to form an opposition to the alien incursion. After 7 years of hard-fighting these invaders left. Out of the makeshift unity among the independent colonies, a movement to form a government began. Most of the power is held by the Parliament consisting of representatives from each of the 36 human colonies, and 9 alien cultures that are a part. The central government is weak with prime minister, more often depending on which faction of Parliament supports him. While much of ongoing discussion regards trade negotiations, planet use rights handled by bureaucracy. The governments primary responsibilites is colonial defense, the courts and law enforcement, and trade management. They call themselves the Confederacy of Independent Colonies of Colonial Space (CICCS). The Colonial Navy and the Bureau of Naval Intelligence are a major part of the a government, many of the early prime ministers were former admirals. While the Colonial Marines form the naval infantry, as well as security in government. Since the incursion, the Colonies are in a state of peace, but constant patrols by fleets, patrols, especially anti-piracy duty. I introduced much of this in [URL='https://www.drivethrurpg.com/product/346965/Rules-of-Engagement-Planetary-War-Rules-for-Starships-Fortifications-Military-Vehicles-and-Colonial-Marines?src=hottest_filtered']Rules of Engagement[/URL] supplement with Colonial Marines as a theme, their ranks and organization, marine weapons, armor, equipment, vehicles, even starships. Though the main focus of those rules is to allow military vehicles, starships and planetary fortifications to engage in combat with each other (as Starfinder RAW does not allow). The Colonial Marshalls Office is the law enforcement for the colonies, but are historically under-funded and widely spread out across Colonial Space. This means that Colonial Marshalls often find themselves in situations over there heads, so the Colonial Marines are often called in for backup and thus have a close relationship with Marshalls office. With my last supplement, the Planet Builder, I defined that Colonial Space has a Colonial Based Economy. Claiming uninhabited star sytems, sending advance teams of explorers, finding and establishing trade resources like botanicals for food and pharma, fuels, metals and other industrial minerals, mining and processing them and trading with the other colonies. All the races of the core and a score of other alien species also reside within Colonial Space Posted below: the Gemini binary star system, location of one of the wealthiest of the original 36 colonies, at New Dublin. Although the surface features a light atmosphere and no surface water, the pressure is fully breathable beneath the surface, where a labrynth of vast natural cistens and water filled tunnels where urbanization occurs as subterranean arcology - instead of skyscrapers, these wall clinging towers are inspired by hexagonal basalt columns. Also the Cheladeans, alien hermit crab race as a recent member state of the colonies. Thoughts? [/QUOTE]
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