1.Obelisk Chunk A
piece of one of the Obelisk Dreamer's eponymous dreaming machines. They are
made of pure computronium and they look like rough amber crystals. They contain
fragments of the super intelligence that used to dwell in the complete obelisk.
A skilled psychic can connect to these quiescent minds and attempt to realign
them to a new purpose. In this way obelisk chunks can form the basis for
powerful weapons and devices. Many also seek them out hoping to unlock the
secret of their manufacture. Obelisk seekers are those who hunt for intact
obelisks to harvest. As obelisks anchor vast dream realms, they are almost
universally loathed and vigorously resisted.
2.Dream Pet Fauna
that have evolved in ancient obelisk dreamscapes. Many dream creatures have the
ability to borrow into visitor's subconscious, allowing them to manifest in
their dreams. Dream pets are domesticated versions of these creatures, having
been selectively bred for generations to be ideal companions. Dream pets
provide companionship, and they can also be trained to perform tasks. A dream
pet can provide therapy, enhance intuition and spark creativity*. Dream pets
are fashionable among galactic aristos, especially in the Empire of Friends.
Dream breeders will pay for new and interesting stock.
3.Rot spice Also
known as rot power or rot starter, it consists of select dried microbe spores.
When applied to raw meat, it encourages culinarily significant decay. It is
highly prized by obligate scavengers like the Agredeem and The Orn, while it
enjoys modest popularity among more general omnivores, humans included (it is a
bit of an acquired taste). The more aggressive strains can be ad-hoc survival
tools, as they can turn rotting food into rotting food that is also edible. The
rat-like Fandorians are acknowledged as the best producers of Rot Spice. This
is due to the "witch nose" a rare mutation that grants some
Fandorians an uncanny sense of smell. It is widely speculated that control of
Rot Spice is why the Fandorains were annexed into the Neo-Floozy empire.
4.Esoterica Cards The
Empire of Friends is a cash free post scarcity society. This doesn't mean there
is no trade and barter. Cards from the wildly popular game Esoterica: the
Concentration form a de facto currency. They are designed and printed by the minister
of Esoterica, one of the more powerful members of the emperor's cabinet. The
Emperor of friends gives out randomized packs of cards as rewards for military
service. Some cards haver a wafer thin slice of obelisk that acts as a sort of
psychic RFID chip. When scan with extrasensory perception, the wafer projects a
psychic impression of the character or event depicted on the card. They are ubiquitous in the empire. Even the
pirates of the empire's frontier carry them, spreading the game outside the
empires borders. Cargo cults have arisen based around these cards, as hedge
psychics see their psychic projections as divine beings.
5.Creeps Strange
beings with improbable anatomies that dissolve into steaming protoplasm when killed. The sapient creeps of the
Undersphere Reaches, also known as creepaziods use their non sapient cousins as
shook troopers and minions. A creepaziod warlord is measured by the strength of
the creep army they can field. Creep hunting is the most popular occupation
among creepaziods after piracy. Creep hunters are those that capture creeps
from the wild. Creep smiths create or modify existing creeps through esoteric
means, and creep mongers buy and sell creeps (the capital required to safely
contain and care for creeps is significant)
6.Idols The
narcissistic space tumor known as Molsheen is a covetous god. It seeks not to
destroy other religions, but to subvert them. To this end it offers a bounty on
all idols and icons. They are kept in the chamber of servant gods in the city
within Molsheen. In return it offers it's powers of healing, mutation and
divine revelation. For those with more secular needs, the Pius Princes of
Molsheen city will buy them with real currency. The Pius Princes are merchants
and middlemen who have built business empires with Molsheen's mercenary
miracles. All idols require a bill of sale or certificate of authenticity.
Molsheen has a team of researchers that verify each piece before its added to
its collection. Forgers face the divine wraith of Molsheen**.
7.Designer Symbiote Living jewelry favored by Prime Strain aristocrats and those within their sphere of influence. The most fashionable pieces are jewel parasites harvested from the writhing dreamscape known as CRAWL. They lose most of their value if they die, however they are still sought by certain collectors and the most gauche fashion criminals.
7.Designer Symbiote Living jewelry favored by Prime Strain aristocrats and those within their sphere of influence. The most fashionable pieces are jewel parasites harvested from the writhing dreamscape known as CRAWL. They lose most of their value if they die, however they are still sought by certain collectors and the most gauche fashion criminals.
*There is another
function provided by so called "wet pets" but it is best left
undiscussed.
**Most believe
Molsheen can warp space to pluck the iniquitous straight from their hiding
spots. The more informed know that Molsheen's powers don't extend beyond
Molsheen itself. These obductions are the work of the Revelators, an elite
group of armed operators who use halogenic grenades to cloak their assaults
with an aura of divine retribution.
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