Employee 2-4601: Yes I've both read and playerd Dragonstar. An interesting game, but the background wasn't really to my taste, and it was really a high-tech universe. Yes they used some magic, such as the FTL system for starships, and you could play spell-using characters, but most of the weapons and equipment were based on technology, not magic, with the exception of spellware and the like. The concept I'm trying to go for is a complete replacement on technology with magic, so that everything we would see in a high-tech world is there, but everything is powered by magic, not electricity.
epicenter00: I've played and ran Spelljammer, it's a great background, but I'm going for a different look with this game. I like your background for your game, it sounds like it was a hoot to play in. As I said before, I'm not going for a "high-tech as magic for the unsophisticated locals" type campaign, its more like high-magery as complete replacement for high-tech.
A little about the background, it's set in an area of space known as the Four Sectors, which was colonized by various races during and after the fall of the Meran Empire, a large empire to coreward of the Four Sectors. The Meran fall was long, hard, and brutal, leaving many dead worlds , some from the wars, some from what came after. THe Four Sectors area is home to many nations, some of which are peaceful, others not so much. Here are some of the polities I have started working on:
Star Empire of Montrose:
Human empire of about twenty worlds, capitol is on Montrose. Ruled by Empress Arieta, and a two house Parliament, with a Noble House and a Freepersons House. A small but powerful polity, most of its economic might comes from its central location, so it is a hub of trade. It has a powerful navy, and substantial ground forces.
Confederate Republic of Derago:
A mixed (mostly human) polity of 51 worlds in the Derago Deeps area of space. The Confederate Republic (or CR) is an economic, technomagical, and military powerhouse. The CR maintains one of the largest militaries of any of the human polities. It has a large Navy, a Marine Corps, and a large and capable Army.
Sybaris:
A truly open and neutral single system polity. Ostensibly ruled by humans, you can find any sentient species there. It is a hub of trade and diplomacy, and you can find literally anything for sale there.
Sylvanus League:
The largest of the Elven polities, this is a mutual defense and free trade league. It has good relations with Montrose, less so with the CR, and very good relations with the Dwarvish kingdom of Mirtheim. Few but Elves and their client races live in the League, as they are not welcoming of strangers who settle permanently in their lands.
Mirtheim:
A fortunate placement of systems gave the Dwarvish Kingdom of Mirtheim access to vast mineral riches, which they have parlayed into even vaster fortunes. They have trade relations with most of the human and elvish star nations, though they have no trade with the Drow or Hobgoblins, except through long chains of intermediaries.
The Spider Kingdoms:
A number of Drow polities united under the banner of Lolth, their Spider Goddess. They are almost always at war with one or another enemy, or even each other; though for all their power they are rarely long on the winning side. Trading partners are few although several of the Hobgoblin polities trade with them, and everyone can trade with Sybaris.
The Orc Barrens:
A wild frontier populated by humanoids of all types, but mostly by Orcs. While they are themselves not very proficient with technomagic, they are more than willing to steal, or if necessary trade, for what they need. They often hire out whole clans as mercenary troops for the chance to gain modern weapons, armor, vehicles, or even ships. There is a steady trade in old obsolete ships with the Orc tribes, for several of the worlds in the barrens are rich in resources. Many clan chiefs that manage to get a hold of a ship or two try their hand at piracy, with decidedly mixed results.
The Hobgoblin Holdfasts:
The most successful and disciplined of the Goblinoid races, the Hobgoblins have managed to take and hold a large number of planets. Each individual planet is independent, but most of the Holdleaders gather to settle disputes and come to agreements over trade and foreign relations. They do not use robots as fighters like many other races do, as they see that as cowardly. Besides they have their Goblin and Bugbear cousins to use as cannon fodder and shock troops.
The Aetrean League:
A mixed Human and Halfling polity, this group of 7 worlds is perilously close to both the Orc Barrens and the Spider Kingdoms. With the threats all around them they are constantly in a state of readiness. Most of the adult population has some type of military training, and are part of a militia.
The Meghran Empire:
A human empire of approximately 45 worlds (and growing), the Meghran Empire is a blight on the stars. Its rulers are corrupt racists; it makes treaties and breaks them as soon as it is to their advantage, and they are conquering all nearby independent systems. They have poor relationships with most of the human polities, all the Elven and Dwarven ones, and even the Hobgoblins don’t get along with them. They do some trade with the Spider Kingdoms, but it is limited due to the mistrust they have for each other. Their army and navy are first rate, however, and the only thing that prevents it from being the largest and most powerful human empire is the relative incompetence of their noble commanders.
High Elven Worldships:
The High Elves have been in space for longer than most races have been civilized. They have completely given up living on their home worlds, and live aboard miles long worldships, traveling through charted (and uncharted) space. They consider their world bound elvish cousins as uncouth barbarians, and barely deem to speak to lesser races. Their unbelievable technomagic and power allow them to go almost anywhere, even areas where no other races will go. While it is possible to cripple or even destroy a worldship, it has happened very few times in recorded history, and every time, the attacker has been terribly weakened, or even destroyed themselves.
I'm still working on the others, as this is a big area of space I'm planning to use, but those are a few of the biggest. Comments, questions and arrows welcome...
