The
Empire of Friends is a nomadic state, an empire on the move. The five sacred
space stations that form the core of the empire are on an ancient pilgrimage,
making a slow sweeping circuit of the galaxy. This is because the way of
friendship, the philosophy that rules the empire. By forcing the empire to keep
moving, it is pushed into constant conflict which is supposed to hone the
social ties that bind society together.
The
Friendly Emperor is, by ancient tradition, the scariest psychic in the Empire.
While in most endeavors the way of Friendship prizes collective effort, the
Emperor must fight alone to keep the title. Those that best the Emperor's
chamberlain, even non-citizens earn the right to challenge the Emperor for the
throne.
The
Empire does not have a formal military. This is not the same as having no
military. In their post scarcity, post capitalism society the upper class are
those skilled enough to survive in the wider universe. These adventurers form
an ad-hoc armed force, responding to crises according to their whims and
availability. There is a reputation economy here, with more dire
crises rewarding more notoriety. The most famous adventurers can
waltz into any imperial holding and be treated like royalty. The less famous
can be expected to be treated like dirt.
The
Empire can be divided into three regions, the core worlds, the frontier and the
waning Empire. The frontier is a wild place, home to the empire's outcasts.
This means the first envoys from the empire are heretics, pirates
and down on their luck adventurers.
The
core worlds are where the bulk of the Imperialism happens. The space around the
path of the scared stations and needs to be safe, stable and prosperous. Any
instability or poverty in independent systems is therefore a matter of state
security, and the system will soon find its independence compromised.
The
waning empire are those planets left behind by the pilgrimage, and its home to
the scum too cowardly to be pirates. The Imperials here are a loose coalition
of colonialists and carpet baggers. This region sees more than
its fair share of revolt and rebellion, which suits the core empire
just fine.
Races
Neon Punks were originally servitors of
the Obelisk Dreamers, and as such they have a built in desire to be servile.
The Way of Friendship acts as a hack on their submissive programing; the higher
power they serve being their group of friends and the society they are a part
of. Neon Punks live in vast social groups, linked together by their empathic
sense. They have individual personalities but in times of stress those are
subsumed into the groupmind.
They
vary widely in phenotype; they all have humanoid body plans an black skin, but
have different builds. Some have wings, tails or horns. Each has vivid markings
in a particular color, like hot pink, lime green or safety orange. A select
few, known as Alpha Punks are born with strong psychic powers and reduced
servile instincts. Their markings are ultraviolet, making them appear black to
human eyes.
Power Fetuses were created by the Obelisk
Dreamers to be psychic weapons. They have overdeveloped heads and neonatal
bodies. They are born with strong psychic powers, which only strengthen with
use, the cost of their powers, in addition to their physical underdevelopment,
is a sort of progressive monomania. Each Power Fetus develops a psychic
specialty, which begins to consume all their mental bandwidth. Old power
Fetuses have all their mental faculties atrophy except for their obsession.
They
can no reproduce on their own, having to rely on biokinetic specialists to
grow new Power Fetuses. Fine molecular control is required to
release the epigenetic locks on their genome .
"Worm Pile" is the name of one of the core
races and an apt description of them. An "individual" Worm Pile is a
colony of several hundred small worms that move together as a single unit.
Psychic linkages between the component creatures make it so that the whole pile
functions like one big brain. Worm Pile personalities aren't fixed, rather they
travel freely from colony to colony. Worm Piles can have a variety of powerful
psychic abilities, including invasive telepathy and biokinesis
Synth Heads are machine Sapients first
conceived of by the Obelisk Dreamers. They are geometric shapes made of a
translucent glass like material. They can float with telekinesis, or they can
control mechanical bodies with techno-kinesis, the ability to psychically
manipulate electronic and mechanical systems. It is believed that they were
intended to be a counter to the machine ecologies of the Gnomics. They are not
manufactured in this dimension, rather they are harvested from a plane known as
the Liquid Machine.
Locations
Ular station is the homeland of the Neon
Punks. It is the most improvised of the five sacred stations. This is because
there are so many Neon Punks. It is a flotilla of scavenged and ad-hoc habits,
with many sections open to the vacuum, as the Punks can survive in space. In
the Center of the swarm there is the original* cloning machine that makes new
Neon Punks. Defending and maintaining this machine is Ular's primary industry,
as it is irreplaceable. The center of the city is also where the bubble engine
is located. This device generates a massive warp field, allowing the city to
move as a single unit. The middle region is home to the station's one tourist
attraction; a district of dojos and arenas known as the Whet Stone. Here,
visitors can take classes in psychic combat, spectate a wide variety of
contests and get their asses kicked in a constructive fashion.
Akraton Station was originally some sort
of giant living starship. Long ago, it died and was colonized by Worm Piles.
Now it is a floating hunk of Rot and Fungus; its interior a dark, dank maze.
The station is home to the Worm Pile afterlives, three gargantuan Worm Piles
that host the emulated minds of dead aliens in a simulated reality.
"Life" inside these squirming bardos is pleasant enough; the tenants
see it as a sort of retirement as their personalities are slowly digested**.
The resulting psychic flotsam then congeals into new Worm Pile personalities.
There
is an afterlife for celebrities and adventurers, one for normal citizens and
one for criminals and enemies of the state. This last one is the most
unpleasant, entirely because of the attitude of the inmates. The
"geography" of the dreamscape consists of several villages of
cooperative prisoners surrounded by outlands haunted by the antisocial.
Lekitar Station is
actually an ice covered moon with an internal ocean. This is the home world of
the Power Fetuses. Deep in the ocean there is the gestation chamber, where
unborn Power Fetuses are grown by ancient biokinetic specialists. The planet is
home to many old and powerful Fetuses, silent guardians totally focused on
their tasks. It is also home to the Eggs Recursive, an alternate
dimension young Power Fetuses are sent to minimize the damage they could cause.
Getarch Station is the smallest of the
five stations. It consists of a chamber containing the Liquid
Obelisk and a shrine city around it. The Obelisk is the source of the Liquid
Machine, the dimension the Synth Heads are from. Most inhabitants make their
living harvesting new Synth Heads. Ironically, Synth Heads are ill equipped to
explore their home dimension.
The Liquid Machine is accessible from a
bubble twenty four light-minutes across, centered on the obelisk. Various
psychic powers and dimensional technology can transport people and objects
inside. Being in the machine is like being in an infinite sunset sky; vast pastel
clouds whorl and scud in fractal patterns. The clouds are not water, but a
strange self-willed fluid. Where the currents meet there are chaotic confluxes,
nodes that are sort of like factories and sort of like storms. It is here new
Synth Heads are formed. Harvesters need to beware as these places crackle with
energy and have no recognizable safety standards. The Liquid Machine is also
haunted by the Crystal Signal, a continuous transmission that causes machines
to go berserk and "mutate" into bizarre crystal
entities. Synth Heads are vulnerable to this virus, meaning newborn
Synth Heads must be hustled out of the Machine before they wake up for the
first time.
Personalities
The
current Emperor is Glarion of the
Unpredicted Force, a heavily built Alpha Punk with a muscular tail. His
throne room is in the fifth station, Telgravt and
it doubles as a combat arena. This is where he defends his title and
adjudicates high level disputes. He does little actual governing, as he prefers
to spend his time honing his telekinetic abilities. The other member of the
Unpredictable Force make up his cabinet, and handle much of the running of the
empire. He only becomes personally involved in the most dire of conflicts. In
war and single combat he prefers decapitation strikes.
Reddish Blue Three*** is the Emperor's
Chamberlain. It is their job to screen all challengers to the Emperor, a chore
they prosecute with great cruelty as a preemptive measure to discourage the
riffraff. They pilot a four armed humanoid combat mech with 2 automatic slug throwers
and a built in shield generator. They also has the ability to project decoy
images into her opponents mind. When they are not playing with fools they are
handling the Emperors personal affairs, which include handing out imperial
commissions, special high priority tasks vital to Imperial security.
Rantz looks like one of the many indignant
hordes of Neon Punks that crowd Ular station. She spends her time loitering in
back alleys, watching from the shadows. If she sees a fight, she joins in on
whatever side catches her interest. She is not the useless bag woman she
appears to be. Her orange markings are just paint; below them are ultraviolet
lines and swirls. She is an alpha punk, the Emperors old mentor, and this is
her retirement. Her hobby is well known, giving the local ne'er-do-wells a
phobia of daft old women.
Abbot Ilt Is the leader of the Perdition
Monks, a Worm Pile order that keeps order in the criminal afterlife. They
protect the villages from the outlanders, but egos can only spend so much time
in an afterlife before they suffer degradation. This places a hard limit on how
much force the Monks can project. To make up the short fall Ilt hires outsiders
for bounty hunting and patrol missions in the outlands. He runs a semisecret
deadpool where the monks bet on the life spans of both the inmates and the
hired mercenaries.
*For
certain philosophical values of "original" There isn't a single part
that hasn't been replaced at least once.
**this
is less painful than it sounds.
***
They are named after the colors of the factory storm they were harvested from.
The numeral means they were the third such Synth Head found in that batch
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