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Wasp
2021-07-12, 03:34 PM
Hi everyone!

This is the game thread for a non-linear worldbuilding game, that is inspired by the game Microscope (http://www.lamemage.com/microscope/).

If you are interested in joining, the recruitment thread can be found here (https://forums.giantitp.com/showthread.php?633720-MS-Non-Linear-Worldbuilding-AstroKnights).

Players are again: Kinro
+5 Vorpal Bunny
Captain Cap
Chas Kramer, and
me, Wasp

We create together the history of a specific time in a fantasy/science fiction setting by posting new entries in a timeline in a non-chronological fashion, meaning you can create new periods (and events - but more on that later) which can always be "placed" before, after or between existing periods. This means a player can not just continue the story but also flesh out something already posted, create the periods before periods, create backstories etc. pp

RULES
1. You can create a Period or an Event OR a Description that defines/expands on a person, group, place or similar that have already been introduced in a Period or Scene.

Periods describe an era on a more top level (one sentence or catchy one-liner). They could also be seen as chapter headings under which the period is then fleshed out more by Events. An example would be: "Earth establishes a first colony on Mars".

Events describe a specific "scene" within a wider Period. This means all Events fall under the heading of a Period and describe something in more detail (one or two sentences). And example for an Event withing the Period "Earth establishes a first colony on Mars" could be "The long awaited supply ship from Earth explodes when attempting to land"

You can also post below the timeline a Description (or add to a Description) about something that has been established in a Period or an Event, like a person, group, place etc. In the above example you could for example write:

"Supply Ships: The second generation of unmanned supply ships bringing essential goods to Mars have been developed by Ares Ltd and are equipped with completely autonomous AI."

2. We have a list of Periods an Events you can edit by inserting your Period or Event anywhere you want. Highlight your new Period/Event for easy identification.

3. The order of posting is first come first serve for each round. Rounds will start every three days or when all players have posted (whichever is earlier

The Big Story for this game is:

Spacecrafts from two warring factions are crash-landing in a strange magic world

The First Period would be: The Battle at the Black Hole

The Last Period would be: Coming Home

The players have agreed for the following game elements to be included and excluded from the game

Yes-List Pulpy Science Fiction and Fantasy
Generation Ships
Magic as a "regional" thing, in the sense that it works only in places (like the world in question) where there is enough mana or whatever mysterious force makes it possible, and the higher/lower the concentration, the stronger/milder magic is (for good or ill).
Megastructures - Space Elevators, City-Sized Ships, Dyson Spheres, etc.
Space Adventurers - Nomads, Explorers, Private Business Ships, etc.
No-List One of the spacefarers bececomes the greatest warrior/leader/representative of the native people (no mighty whitey trope)
Deus-ex-machina magic. As in: whatever conflict or cul-de-sac is magically solved by some uber spell/artifact/divine intervention
Magic as technology. TECHNOLOGY plays the role of technology. I like my magic (psionics, mysticism, what have you) more mysterious, erratic, scary even
Elves
Faster than light travel, of technological or magical nature
Please note: Even if something is on the Yes-List, it doesn't exist in the game from the start, it has to be established during Play first.

This is the start set up (including my first turn move, highlighted in red, please copy the following in your posting so we create a timeline together, highlight your text in your color and mark the new entry with ">>")

"Spacecrafts from two warring factions are crash-landing in a strange magic world"

ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

>>The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks
Coming Home
END

DESCRPTIONS
BLANK

So, let's do this!

+5 Vorpal Bunny
2021-07-12, 11:59 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks
Coming Home

>> Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRPTIONS
BLANK

Chas Kramer
2021-07-13, 01:10 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

>>Stranded on the Emerald Planet

Coming Home

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRPTIONS
BLANK

Captain Cap
2021-07-13, 06:36 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

Stranded on the Emerald Planet

>>> After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

Coming Home

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRPTIONS
BLANK

Kinro
2021-07-13, 08:00 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

Coming Home

>>>The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
BLANK

Wasp
2021-07-14, 12:59 AM
Great! And we have a

NEW Round!

I am so excited for this!

Chas Kramer
2021-07-14, 01:41 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

>>> The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
BLANK

Captain Cap
2021-07-14, 06:45 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.
>>> First Contact

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
BLANK

Wasp
2021-07-14, 01:52 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

>>> One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.
First Contact

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
BLANK

Kinro
2021-07-14, 06:47 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.
First Contact

>>>Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
BLANK

Wasp
2021-07-15, 11:52 AM
If anyone still wants to join! Please let us know! Current round is still open.

+5 Vorpal Bunny
2021-07-15, 01:59 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.
First Contact

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
>>> The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a high-magic faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

Wasp
2021-07-16, 10:12 AM
Hey everyone! Could we discuss some stuff out of game before we stat the next round? I feel we are all on different paths or interpretations what this setting is.

New Thread here: https://forums.giantitp.com/showthread.php?634078-MS-Non-Linear-Worldbuilding-AstroKnights-OOG

----------------------------

Edit: New Round open!

Kinro
2021-07-16, 08:27 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

>>>Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

First Contact

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a high-magic faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

Wasp
2021-07-18, 12:52 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

First Contact

>>>The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a high-magic faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

Captain Cap
2021-07-18, 12:37 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

>>>The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a high-magic faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

Chas Kramer
2021-07-19, 01:56 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore


>>> Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a high-magic faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

Wasp
2021-07-20, 01:11 AM
Okay, three days over. New Round! :smallsmile:

+5 Vorpal Bunny
2021-07-20, 07:25 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

>>> In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore


Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

Captain Cap
2021-07-21, 12:47 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

>>> Despite not recognising any star of the new sky, the colonists try anyway to contact their people and send them a status report and the data from the experiments performed through omnidirectional messages, without caring the World Keepers might listen too. Some of those messages manage to get through STX-1999-A and in a few decades they cover the astronomical distance between the supposed black hole and Starforge Central.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore


Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

Chas Kramer
2021-07-21, 01:33 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

Despite not recognising any star of the new sky, the colonists try anyway to contact their people and send them a status report and the data from the experiments performed through omnidirectional messages, without caring the World Keepers might listen too. Some of those messages manage to get through STX-1999-A and in a few decades they cover the astronomical distance between the supposed black hole and Starforge Central.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore


Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

>>>The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

Wasp
2021-07-21, 05:38 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

Despite not recognising any star of the new sky, the colonists try anyway to contact their people and send them a status report and the data from the experiments performed through omnidirectional messages, without caring the World Keepers might listen too. Some of those messages manage to get through STX-1999-A and in a few decades they cover the astronomical distance between the supposed black hole and Starforge Central.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore


Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

>>>The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

Kinro
2021-07-21, 06:33 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

Despite not recognising any star of the new sky, the colonists try anyway to contact their people and send them a status report and the data from the experiments performed through omnidirectional messages, without caring the World Keepers might listen too. Some of those messages manage to get through STX-1999-A and in a few decades they cover the astronomical distance between the supposed black hole and Starforge Central.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

>>>In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore


Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

Wasp
2021-07-21, 11:49 PM
NEW ROUND! :smallcool:

Chas Kramer
2021-07-23, 01:26 AM
[QUOTE=Kinro;25132824]ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

Despite not recognising any star of the new sky, the colonists try anyway to contact their people and send them a status report and the data from the experiments performed through omnidirectional messages, without caring the World Keepers might listen too. Some of those messages manage to get through STX-1999-A and in a few decades they cover the astronomical distance between the supposed black hole and Starforge Central.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore


Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

>>> The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

+5 Vorpal Bunny
2021-07-23, 04:08 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

Despite not recognizing any star of the new sky, the colonists try anyway to contact their people and send them a status report and the data from the experiments performed through omnidirectional messages, without caring the World Keepers might listen too. Some of those messages manage to get through STX-1999-A and in a few decades they cover the astronomical distance between the supposed black hole and Starforge Central.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore


Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

>>> Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Kinro
2021-07-23, 09:21 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

Despite not recognizing any star of the new sky, the colonists try anyway to contact their people and send them a status report and the data from the experiments performed through omnidirectional messages, without caring the World Keepers might listen too. Some of those messages manage to get through STX-1999-A and in a few decades they cover the astronomical distance between the supposed black hole and Starforge Central.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore


Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

>>>The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Wasp
2021-07-24, 12:36 AM
]ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

Despite not recognizing any star of the new sky, the colonists try anyway to contact their people and send them a status report and the data from the experiments performed through omnidirectional messages, without caring the World Keepers might listen too. Some of those messages manage to get through STX-1999-A and in a few decades they cover the astronomical distance between the supposed black hole and Starforge Central.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

>>>>Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

------

BUT also: Hi! I hate being that person - again - But can we discuss? :smallwink: https://forums.giantitp.com/showthread.php?634078-MS-Non-Linear-Worldbuilding-AstroKnights-OOG&p=25135797#post25135797

Captain Cap
2021-07-24, 11:44 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

>>> The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Wasp
2021-07-27, 08:54 AM
Okay, sorry, I have been a little busy - but

NEW ROUND

:smalltongue:

Captain Cap
2021-07-31, 03:26 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

>>>As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Kinro
2021-08-04, 09:19 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

>>>Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Wasp
2021-08-19, 03:47 AM
OKAY! NEW ROUND!:smallbiggrin:

Captain Cap
2021-08-19, 04:42 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

>>> As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Wasp
2021-08-20, 06:30 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

>>>The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Chas Kramer
2021-08-20, 09:39 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

>>> After the vision, the Keepers actively seek the wardens they came in contact with. Pressured by the questions, upset and terrified by the "aliens" sudden anger, the Wardens admit that: yes, Star Shapers are also on the planet, thriving, and that they also have been taught some of the mystic arts, for their to survive the "dream".
Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Kinro
2021-08-20, 04:36 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

After the vision, the Keepers actively seek the wardens they came in contact with. Pressured by the questions, upset and terrified by the "aliens" sudden anger, the Wardens admit that: yes, Star Shapers are also on the planet, thriving, and that they also have been taught some of the mystic arts, for their to survive the "dream".

>>>>The war of Four Factions

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Wasp
2021-08-23, 03:32 PM
New round, new round, new round! :smallbiggrin:

Chas Kramer
2021-08-24, 02:04 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

After the vision, the Keepers actively seek the wardens they came in contact with. Pressured by the questions, upset and terrified by the "aliens" sudden anger, the Wardens admit that: yes, Star Shapers are also on the planet, thriving, and that they also have been taught some of the mystic arts, for their to survive the "dream".

>>>As an exploration crew is formed, to go look for the Shapers, the Keepers start exploring even further (and weaponize) their mystic-enpowered biotechnologies, and the strange life forms that came out of the mix of alien and local genetic material.

The war of Four Factions

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Captain Cap
2021-08-24, 02:38 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

>>> Due to erosion from rapidly growing vegetation, an incubation machine sinks underground and reaches the Indomitable Swamp's mana wheel. From that moment, it begins a parasitic interaction that enfeebles and tames the local flora.

The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

After the vision, the Keepers actively seek the wardens they came in contact with. Pressured by the questions, upset and terrified by the "aliens" sudden anger, the Wardens admit that: yes, Star Shapers are also on the planet, thriving, and that they also have been taught some of the mystic arts, for their to survive the "dream".

As an exploration crew is formed, to go look for the Shapers, the Keepers start exploring even further (and weaponize) their mystic-enpowered biotechnologies, and the strange life forms that came out of the mix of alien and local genetic material.

The war of Four Factions

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Wasp
2021-08-25, 07:59 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

Due to erosion from rapidly growing vegetation, an incubation machine sinks underground and reaches the Indomitable Swamp's mana wheel. From that moment, it begins a parasitic interaction that enfeebles and tames the local flora.

The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

After the vision, the Keepers actively seek the wardens they came in contact with. Pressured by the questions, upset and terrified by the "aliens" sudden anger, the Wardens admit that: yes, Star Shapers are also on the planet, thriving, and that they also have been taught some of the mystic arts, for their to survive the "dream".

As an exploration crew is formed, to go look for the Shapers, the Keepers start exploring even further (and weaponize) their mystic-enpowered biotechnologies, and the strange life forms that came out of the mix of alien and local genetic material.

>>>After falling victim to a strange trap a Keeper Team awakens as captives and realize to their surprise that their captors aren't Shapers as initially suspected but aliens - surprisingly human looking aliens!

The war of Four Factions

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Wasp
2021-08-27, 02:20 AM
Okay, new round! :smallcool:

Kinro
2021-08-27, 03:39 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

Due to erosion from rapidly growing vegetation, an incubation machine sinks underground and reaches the Indomitable Swamp's mana wheel. From that moment, it begins a parasitic interaction that enfeebles and tames the local flora.

The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

After the vision, the Keepers actively seek the wardens they came in contact with. Pressured by the questions, upset and terrified by the "aliens" sudden anger, the Wardens admit that: yes, Star Shapers are also on the planet, thriving, and that they also have been taught some of the mystic arts, for their to survive the "dream".

As an exploration crew is formed, to go look for the Shapers, the Keepers start exploring even further (and weaponize) their mystic-empowered biotechnologies, and the strange life forms that came out of the mix of alien and local genetic material.

After falling victim to a strange trap a Keeper Team awakens as captives and realize to their surprise that their captors aren't Shapers as initially suspected but aliens - surprisingly human looking aliens!

The war of Four Factions

>>>The scientific Star Shapers take advantage of the conflict between the magical and scientific Keepers to assault the scientific Keepers' capital.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...[/QUOTE]

Captain Cap
2021-08-28, 02:00 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

>>> The Breach

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

Due to erosion from rapidly growing vegetation, an incubation machine sinks underground and reaches the Indomitable Swamp's mana wheel. From that moment, it begins a parasitic interaction that enfeebles and tames the local flora.

The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

After the vision, the Keepers actively seek the wardens they came in contact with. Pressured by the questions, upset and terrified by the "aliens" sudden anger, the Wardens admit that: yes, Star Shapers are also on the planet, thriving, and that they also have been taught some of the mystic arts, for their to survive the "dream".

As an exploration crew is formed, to go look for the Shapers, the Keepers start exploring even further (and weaponize) their mystic-empowered biotechnologies, and the strange life forms that came out of the mix of alien and local genetic material.

After falling victim to a strange trap a Keeper Team awakens as captives and realize to their surprise that their captors aren't Shapers as initially suspected but aliens - surprisingly human looking aliens!

The war of Four Factions

The scientific Star Shapers take advantage of the conflict between the magical and scientific Keepers to assault the scientific Keepers' capital.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Wasp
2021-08-30, 04:58 AM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

The Breach

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

Due to erosion from rapidly growing vegetation, an incubation machine sinks underground and reaches the Indomitable Swamp's mana wheel. From that moment, it begins a parasitic interaction that enfeebles and tames the local flora.

The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

After the vision, the Keepers actively seek the wardens they came in contact with. Pressured by the questions, upset and terrified by the "aliens" sudden anger, the Wardens admit that: yes, Star Shapers are also on the planet, thriving, and that they also have been taught some of the mystic arts, for their to survive the "dream".

As an exploration crew is formed, to go look for the Shapers, the Keepers start exploring even further (and weaponize) their mystic-empowered biotechnologies, and the strange life forms that came out of the mix of alien and local genetic material.

After falling victim to a strange trap a Keeper Team awakens as captives and realize to their surprise that their captors aren't Shapers as initially suspected but aliens - surprisingly human looking aliens!

The war of Four Factions

>>>It becomes more and more apparent that the magical effects of the planet start to interfere with the technology making it almost impossible and extremely dangerous to build new technological artefacts that are not merely salvaged from pre-existing machines

The scientific Star Shapers take advantage of the conflict between the magical and scientific Keepers to assault the scientific Keepers' capital.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Wasp
2021-09-02, 07:20 AM
New Round!!!

Captain Cap
2021-09-03, 12:29 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

The Breach

>>> As the Blade of Destiny passes through a space mana cloud, the AI software merges with it and gives rise to a superintelligent consciousness. The newborn entity names itself Halo.

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

Due to erosion from rapidly growing vegetation, an incubation machine sinks underground and reaches the Indomitable Swamp's mana wheel. From that moment, it begins a parasitic interaction that enfeebles and tames the local flora.

The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

After the vision, the Keepers actively seek the wardens they came in contact with. Pressured by the questions, upset and terrified by the "aliens" sudden anger, the Wardens admit that: yes, Star Shapers are also on the planet, thriving, and that they also have been taught some of the mystic arts, for their to survive the "dream".

As an exploration crew is formed, to go look for the Shapers, the Keepers start exploring even further (and weaponize) their mystic-empowered biotechnologies, and the strange life forms that came out of the mix of alien and local genetic material.

After falling victim to a strange trap a Keeper Team awakens as captives and realize to their surprise that their captors aren't Shapers as initially suspected but aliens - surprisingly human looking aliens!

The war of Four Factions

It becomes more and more apparent that the magical effects of the planet start to interfere with the technology making it almost impossible and extremely dangerous to build new technological artefacts that are not merely salvaged from pre-existing machines

The scientific Star Shapers take advantage of the conflict between the magical and scientific Keepers to assault the scientific Keepers' capital.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...

Kinro
2021-09-05, 07:23 PM
ASTROKNIGHTS TIMELINE - Spacecrafts from two warring factions are crash-landing in a strange magic world.
START
The Battle at the Black Hole

The controlling AI of the Generation Ship "Blade of Destiny" makes the fatal decision to navigate beyond the Event Horizon of STX-1999-A to escape enemy attacks

One of the attacking enemy seed ships cannot course correct in time and is also pulled into the gravity well of the black hole

The Breach

As the Blade of Destiny passes through a space mana cloud, the AI software merges with it and gives rise to a superintelligent consciousness. The newborn entity names itself Halo.

Stranded on the Emerald Planet

After an emergency landing, the surviving crew of the "Blade of Destiny" find themselves stranded on an alien world perfectly compatible with human life. They have no recollection of the events following the entry in STX-1999-A's event horizon, nor there's data recorded in the ship's system; the AI codes are missing as well.

In order to avoid its destruction the "Star Spirit" deploys its Saplings seconds before entering the Emerald Planet's atmosphere. The Seedlings are apparently destroyed regardless when hit by some sort of energy wave.

The World Keepers' seed ship "Star Spirit" crashes in the Indomitable Swamp.

As the Indomitable Swamp's flora comes into contact with the incubation technology and leftover genetic material from the remains of "Star Spirit", an unusual biological activity begins in the crash site.

Due to erosion from rapidly growing vegetation, an incubation machine sinks underground and reaches the Indomitable Swamp's mana wheel. From that moment, it begins a parasitic interaction that enfeebles and tames the local flora.

The survivors from the Blade of Destiny discover relatively soon that they are cut off from the rest of the planet by some strange kind of temporal anomaly or "rift" a few miles away from the crash site in all directions...

The survivors manage relatively easily to adapt and live in the planet's environment, BUT all of them (some more than others) start experiencing semi-random sensory hallucinations ( smells, songs, auroras ), not painful, but disturbing.

Fearing infection of some sort, the fledgling colony's scientists begin to perform studies, implement safety measures and so on, so stop the hallucinations or find their cause, but to no avail. There seems to be no common cause to the frequency, type and strength of the hallucinations. All tests return negative and nothing they do seems able to affect them.

The World Keepers' Mother Ship "Diaspora-2", in a stable orbit around STX-1999-A, registers a distress call coming from the supposed black hole. What at first was a suspected system error, it becomes a certainty after countless tests and examinations. In the end, given the importance of "Star Spirit" cargo, they decide to send a shuttle of volunteers to investigate.

As the World Keepers' shuttle crosses the event horizon, the crew as well as the ship's system experience a black out like the "Blade of Destiny" and the "Star Spirit" before them, with the difference that the recovery is much quicker. Thus, they're able to reach and land near the crash site of the "Star Spirit" without much trouble, to discover there are apparently no survivors. Moreover, communication with "Diaspora-2" seems impossible.

In the Star Shapers' capital city Starforge Central, after years of heated debate, rigorous interviewing and exhaustive scientific experimentation, the Star Shapers' top scientists finally and reluctantly admits that it is, indeed, magic.

In both colonies, factional splits begin to appear, between those that wish to embrace this new 'magic' and those that fear it and want to use their respective technologies to avoid or mitigate its effects.

Remembering the strange interactions between their technology and the local flora, the Star Spirit's magic faction begins to use their developing magical powers to explore these interactions better.

First Contact

The Incarnate sees a new star falling from the sky into the Forbidden Lands and decides to break the Pact and send her most trusted Wardens to explore

Surprised by the similarity to the mystical creatures of their own world, the crew of the Blade of Destiny starts referring to the Guardians as "Dragons"

Under the supervision of the Wardens, after a couple years (the equivalent of a blink, by Warden standards), some survivors start grasping the secrets of the "Matrix" gems, to harness the mystical forces at work on the planet.

Contact between the two crews

The renowned Clairvoyant Darnell is the first to receive visions of the scientific Star Shaper capital, Starforge Central.

After the vision, the Keepers actively seek the wardens they came in contact with. Pressured by the questions, upset and terrified by the "aliens" sudden anger, the Wardens admit that: yes, Star Shapers are also on the planet, thriving, and that they also have been taught some of the mystic arts, for their to survive the "dream".

As an exploration crew is formed, to go look for the Shapers, the Keepers start exploring even further (and weaponize) their mystic-empowered biotechnologies, and the strange life forms that came out of the mix of alien and local genetic material.

After falling victim to a strange trap a Keeper Team awakens as captives and realize to their surprise that their captors aren't Shapers as initially suspected but aliens - surprisingly human looking aliens!

The war of Four Factions

It becomes more and more apparent that the magical effects of the planet start to interfere with the technology making it almost impossible and extremely dangerous to build new technological artefacts that are not merely salvaged from pre-existing machines

>>>> Knowledge of the effect of magic on technology deepens the existing rift between the scientific and magic faction, the second wanting to move almost entirely to magic and away from now dangerous technology and the first wanting to gather as much existing technology as possible and attempt to push away or eliminate the dangerous influence of magic.

The scientific Star Shapers take advantage of the conflict between the magical and scientific Keepers to assault the scientific Keepers' capital.

Coming Home

The news of the sudden disappearance of the home system's star from the sky spreads throughout New Haven.

Having made peace after the Exodus of Shattered Worlds long ago, the Star Shapers and World Keepers return to their home system to find their people still alive, their civilization now housed within a Dyson Swarm.
END

DESCRIPTIONS
The Star Shapers and World Keepers were the two major factions of the Celestial Union at the dawn of their Space Age. A high-tech industrialist faction dedicated to utilizing space and advancing progress and a biologically-advanced ecological faction dedicated to preserving planets and the old ways respectively, these two factions began as part of the same world government. However, disagreements would boil over and escalate until open war broke out across the planet and its' colonies, ending in the Worldbreaker War that shattered their home world and almost drove their civilization to extinction. Horrified by what they done, both sides agreed to part ways to start new colonies as far away from each other as possible. But old hates die hard...

The Emerald planet appears from space...well...as an emerald marble, mostly due to its luxuriant forests and the green-ish shade oh its water bodies. On land, it appears instead much more diverse and Earth-like, in colors and shapes, with all sort of bio-environments. All very normal to human eyes, if it wasn't for the strange "forces" (for lack of a better term) that flow through it. Echoes of past and future, shards of intelligence without a body, purpose, chaos. The planet is dreaming, say the Wardens. But to those that dig deep into it unprepared it feels more like a fever-induced dream, the reverie of an elderly person. The planet is live, but old.

The "Matrix" gems are mysterious mystical artifacts that seem to amplify, or rather "focus", direct, the natural mystical capabilities of the natives. They are small prisms of different shapes, emerald/aquamarine colored, made of an unclassified material. They look like simple gemstones, but the a deeper analysis reveals some complexity in it, as if the small shades of color changed every time you look at them. They are powerful artifacts, by which one could hope to focus the otherwise chaotic forces that inhabit the planet. The Wardens have revealed how to use this "focus" to the "Sha-a-dapn" (humans, or star-fallen, in their language), to save their minds from being twisted by the forces at work...and they have immediately understood how to manipulate it. Apparently, that for the Wardens is a "mirror" for their soul, or a sacred object, for the Sha-a-dapn is a tool, or weapon even. That's their nature.

Starforge Central is the capital city of the Star Shapers. Built around the Blade of Destiny, a military-industrial asteroid mining ship repurposed into a generation ship during the Exodus, this starship and its rebooted AI would be at the forefront of their colonization effort upon an alien world. 'Officially' ruled by the Foreman's Consensus, a meritocratic oligarchy formed out of the battle-tested barons of a dozen industries, the colonists, anticipating imminent attack by the World Keepers would rapidly establish a citadel-factory complex, using sub-sentient robot workers and automated buildings to supplement their low population. Within a generation this became a mighty mining operation that excavated the nearby mountains to form new bases; within two their graphene boreholes would extract wealth from deep inside the planet; within three they would fulfill the promise behind their name and return to orbit riding upon a space elevator. Their scientific expertise would help greatly, but even they never anticipated real magic...