Monday, January 28, 2013
Star Clans - Next Stop
Been thinking about my Star Clans campaign, but not writing anything down. The other night I figured out where the party will drop out of hyperspace at the end of their misjump. Tonight I looked at what I had for the world: BA69774-A, no original native life before The Blight, and the world tags: Psionics Academy and Trade Hub.
A class B starport is capable of producing non-starships, so even though the tech level is A, I decided they haven't, so far, been able to recreate the jump drive. With a balkanized system and the world tags I rolled, I've decided the system had been a trade hub before the collapse, especially given it's location in the sector and the worlds around it. The entire system will be inhabited, with colonies in orbit around the gas giants, belters mining the asteroid belts, and a home world of several nations. I'm also going to include not just humans, but two other races from the home galaxy (to be determined, but I'm leaning toward Vargr and Newt) and two native races as well, which I'll have to create.
After I settle on the home galaxy races, and design the two local races, I'll figure out a rough culture based on their past as a trade hub... but I think I'll include some sort of accords that determine what information is shared (raw stellar data, for instance) and which is jealously guarded (technology and engineering) which will help to explain why they've made tech level A without developing the jump drive.
This will percolate overnight, and by tomorrow evening I should know much more about this system.