The quasi-milieu "virus" has clear boundaries, and is distinct enough from the Rebellion and New Era milieux to benefit from its own synopsis. Hence, this.
The Rebellion milieu goes out with a bang in 1130. An unfinished AI weapon is unleashed from RS Omicron on 079-1130, which transmits to all ends of Charted Space. By 312-1130, the Domain of Deneb recognizes this threat and establishes a quarantine zone for ships entering the domain. The rest of Charted Space is pre-interstellar after 1130, with a few pocket empires springing up in the years leading up to the New Era milieu.
The Virus milieu effectively begins in 1131.
As this milieu progresses, the most extreme forms of virus die off. By the end of the milieu, virus has mutated to an advanced, though aggressive, form of ship AI. Ships which are fully under control of virus resemble rational, independent, thinking organisms. Though now interested in self-preservation, these units will still tend to be hostile against other ships or planetary communities.
Also in this time period, the Wave flows through the entirety of the Zhodani Consulate and the Vargr Extents. The two cultural groups show starkly different methods for dealing with the Wave. The Vargr, chaotic to begin with, are the first to recover and jump-start the Extents, nipping at the heels of Virus as it goes. The Consulate fragments. Many factions change towards individualism and away from planned society. Many different plans are made to save some populations. Three succeed.
Largest PC relevant structures. With a few exceptions, much of charted space is pre-interstellar “wilderness” from 1131 onwards, and plays similar to the wilderness in the “Hard Times” phase of the Rebellion milieu.
The Regency of Deneb, which encompasses the old Domain of Deneb, plus remnants of the Zhodani Consulate in Cronor subsector, continues much as the Golden Era did before the Rebellion and Virus. This includes interstellar corporations and concerns, sophonts, modes of play, ship sizes and rules, and careers.
Star Vikings.
Unity of Promise.
Other Pocket Empires.
Modes of Play. Characters are most typically from one of the surviving bits of civilization. Alternately, some "bootstrap" campaigns may have characters begin among the ruins of marginal wilderness worlds.
Travel Guidelines. Ships are at an extreme premium, and are unlikely to be owned by individuals. Any working ships would have been confiscated by strong worlds, pocket empires, the Regency of Deneb, and so on. Travel through the wilderness would be dangerous and rare. "Vampire" ships prowl the frontiers, picking technology from derelict hulls and dieback worlds.
Adapting Careers. TBD...
Equipment Guidelines. Good working equipment will be in high demand, as production will likely be constrained. (Is this true, though?)
The Rebellion milieu goes out with a bang in 1130. An unfinished AI weapon is unleashed from RS Omicron on 079-1130, which transmits to all ends of Charted Space. By 312-1130, the Domain of Deneb recognizes this threat and establishes a quarantine zone for ships entering the domain. The rest of Charted Space is pre-interstellar after 1130, with a few pocket empires springing up in the years leading up to the New Era milieu.
The Virus milieu effectively begins in 1131.
As this milieu progresses, the most extreme forms of virus die off. By the end of the milieu, virus has mutated to an advanced, though aggressive, form of ship AI. Ships which are fully under control of virus resemble rational, independent, thinking organisms. Though now interested in self-preservation, these units will still tend to be hostile against other ships or planetary communities.
Also in this time period, the Wave flows through the entirety of the Zhodani Consulate and the Vargr Extents. The two cultural groups show starkly different methods for dealing with the Wave. The Vargr, chaotic to begin with, are the first to recover and jump-start the Extents, nipping at the heels of Virus as it goes. The Consulate fragments. Many factions change towards individualism and away from planned society. Many different plans are made to save some populations. Three succeed.
Largest PC relevant structures. With a few exceptions, much of charted space is pre-interstellar “wilderness” from 1131 onwards, and plays similar to the wilderness in the “Hard Times” phase of the Rebellion milieu.
The Regency of Deneb, which encompasses the old Domain of Deneb, plus remnants of the Zhodani Consulate in Cronor subsector, continues much as the Golden Era did before the Rebellion and Virus. This includes interstellar corporations and concerns, sophonts, modes of play, ship sizes and rules, and careers.
Star Vikings.
Unity of Promise.
Other Pocket Empires.
Modes of Play. Characters are most typically from one of the surviving bits of civilization. Alternately, some "bootstrap" campaigns may have characters begin among the ruins of marginal wilderness worlds.
Travel Guidelines. Ships are at an extreme premium, and are unlikely to be owned by individuals. Any working ships would have been confiscated by strong worlds, pocket empires, the Regency of Deneb, and so on. Travel through the wilderness would be dangerous and rare. "Vampire" ships prowl the frontiers, picking technology from derelict hulls and dieback worlds.
Adapting Careers. TBD...
Equipment Guidelines. Good working equipment will be in high demand, as production will likely be constrained. (Is this true, though?)
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