HARK! Spoilers Ahead:
"It was endless possibilities on an infinite canvas… [Originally,] I saw how constrictive one-canon was, for better or worse. So, one armageddon later, we realized how we could make the most of no worlds."
—
Mr Makor, Director of CE Lore and Management.
Do you enjoy golden age science-fiction and fantastical settings? Wanna see through the glimmer of a species snuffed out before its prime? COSMIC EMBERS is a space opera canon that centers on Cold-War-era humanity forced to traverse an uncaring universe. Rebranded to the GRPC, this Neo-Authority must learn to adapt science and humanitarian aid to unite an embittered humanity against a slew of existential threats.
The Authority has evolved, and like the mythic hydra, when you cut off one head, two more shall take its place. Rather than let their secrets die in the light, the "Old Guard" of senior personnel knew they had to create a new face for their organization. Any hints of its precursor origin are now brushed off as the work of a reclusive group of gilded-age explorers. Now, a shadowy hand looms over the Corp. with the intention of piecing together interstellar knowledge toward a new homeworld able to shape even the constellations themselves. How this will be achieved, however, is still unknown.
How to Write a GRP:
Cosmic Embers often takes a modular approach to writing. It is ideal to carve out detailed corners of one quadrant and interconnect them. The most important element is how factions play a role in the story. (It is a space opera, after all.) Consider the following attributes to make your article distinct from the Baseline:
- Pragmatism: As a humanitarian organization, GRPs often deal with how these groups plan to further their goals. Whether it's a valuable resource, endangering a community, or an endangered species, rarely are things cataloged for the sake of being cataloged anymore.
- The Mythic Cowboy: Instead of taking a 100% clinical tone, give it a Buffalo Bill-like flare. Use the later sections to write pseudo-embellishments of heroic hearsay.
- Concepts: Try to pair an anomaly with a piece of tech or concept that interacts with it to deter or aid the anomaly.
- Implications: Alternatively, use light techno-babble and illusions to far historical/cultural motifs to give the illusion of a grander world. Articles can gain a lot of weight through the direction they point in rather than explicitly go in.
"Momma always told me that there's no stupid question besides the one you just asked me."
—
televisionist, curation; CSS technician.
Technology Related Questions:
Qu. Humanity, in special cases, can revive the fatally wounded. But can they rebuild limbs or organs?
- Ans. Yes, but it's both rare and costly. Between the main factions, regrowth technology is reserved for the Monoceros Industrial Elite, distinguished Soviet officers, and crucial personnel within the GRPC.
- More commonplace are robotic limbs and prosthetics: Chrome, sleek, and shiny pieces of a technological marvel… if they’re brand new.
Qu. Is there any way of counteracting the most negative, bold effects of different FTL-tech?
- Ans. Yes. Shielding and distance reduce the effect of nausea but to only bearable levels. Human pilots who use the drive for long periods must undergo rigorous mental training. Preservation ships probably use a variety of minor anomalous phenomena to make living onboard sustainable. Aside from a few prescription drugs to smooth things over for non-permanent residents, most people must tough it out. But hey, there're no long-term effects on infants, so it's fine.
GRPC Related Questions:
Qu. What is the difference between Baseline RPC and GRPC?
- Ans. Lore-wise, GRPC is more open to the public. While more influential, in the context of space, it lacks the manpower even to put up a fight against the other GoIs. They also remain neutral at large in overall faction affairs.
- Due to long communication times, GRPC is also very decentralized to aid humanity as optimally as possible. Each station, embassy, or division within the GRPC operates based on standing orders given years in advance.
- CSD & Amnestics are also used much more sparingly (the former often replaced with animal testing or dummy droids when possible).
Factions and Aliens:
Qu. Are there Political Parties within the FSM?
- Ans. Due to a combination of poor means of communication, ideological principles, and the vast scope of the Free Systems, no political party above the Satellite level exists. Although proposed, it remains a sore topic among some of the Governors who pass down horror stories of poor mismanagement before and during the Sol Wars to their colleagues. Others enjoy social mobility when voting on decisions or are too entrenched within their System's governance. Secret voting pacts, through connections, similarities, dogma, or corruption, still form.
Qu. What prevents the Sovereign from taking power from the Legislature, similar to Rome?
- Ans. A combination of factors: Too many outside threats, too little political cohesion, and mediocre quality of soldiers more loyal to their Sattelite Republic. Realistically, if a Sovereign were to attempt a coup, the FSM would likely unravel, and that looming instability is the point.
Ships, Stations, and FTL Questions:
Qu. Are there any rules for writing the stations or ships?
- Ans. Yes, but they’re minor.
- Decide if it's the FSM or USSR-controlled station/ship & pick the name of a past city or location on Earth.
- Tweak the ship to make it seem more unique and to reflect the human condition.
- The rest is up to you.
Qu. What kind of training is required for FTL Tech?
- Ans. Performing puzzles and mental challenges while intoxicated.
Qu. What about other unlisted Baseline GoIs?
- Ans. Unless stated otherwise, they “exist” in an inactive state until a writer establishes their presence.
Anomalies, Writing, and the Incomprehensible:
Qu. Okay, so can I write about “X” so—
- Ans. Literally, almost always yes. Go hog wild. It’s first come, first serve. Just ensure it doesn’t cripple one faction or break an established canon.
Genre & Canon:
COSMIC EMBERS is a space opera inspired by the Golden Age of SciFi coupled with the sinister implication of Cosmic Horror. Hope, despair, exploration, forbidden knowledge — the works of both Ray Bradbury and Franz Kafka come to mind. Here is a list of primary themes to keep in mind:
- Isolation — While not exclusive to sci-fi, the cosmos only exacerbates the ever-looming dread of being alone. Miles or even light-years from the closest human civilization, isolation gives way to helplessness, and helplessness gives way to paranoia, superstition, and fear.
- Wonder — While seeming contradictory, wonder, even in the face of danger, is present in nearly every story set in space. Mankind seeks knowledge, even at its peril.
- This motif is often most present within descriptions of the setting or fantastical elements thereof.
- Humanity — The chance to see, explore, and understand the untamed holds up mankind to a backdrop of oddities. With a substantial distinction between the alien and man, we can clearly see who we are.
Aesthetic:
Human interstellar technology always has amalgamated eras, utility, and schools of thought. Even the most advanced propulsion canons are prone to recycle parts for cost-efficiency. Bold form and flashy well-worn colors are key, ala, Atomic Futurism and early 80's cover art. However, beneath it lays a center of ancient occultism and Gigeresque threats. In the same way that the Authority cannot outrun its past, humanity cannot outrun its poor living conditions and impossible odds against unknowable threats.
The Free Systems of Monoceros:
Here, it's all Nasa-punk and Googie Modernism, with bold blues on whites contrasting with reds, earthy browns, and wild orange spacesuits. Often, everything looks color-coded. Think Retro rocket with pointed tips, red fins, and cylindrical bases. Some architects have started to embrace the winding, bulbous designs of alien worlds with the white purity of greek-roman design. Astro-Marines typically dawn white suits with front-facing visors, carrying laser guns and equipped with the latest jet pack. Body armor is often lightweight and reflects the optimism of a scrappy Continental Army through its libertarian values.
The Union of Soviet Satellite Republics:
Connected by a patchwork of color-coded halls, USSR architecture is meant to overpower the individual while providing a form of walkable, communal living. Lush vegetation, both old world and extraterrestrial, drape over the Union's commie block interior design. Their technology is less humanoid, often resembling anthropoidal alien designs. Ship exteriors are often bulky and blocky, as if they could tower over figures twice their size. Cosmonauts are numerous but cheaply equipped with outdated rocket-propelled bullets, bulky vac suits, and grappling hooks.
GRPC & Independent Forces:
GRPC takes the aesthetic of AEDF to its extreme: A cohesive, outward appearance of retro rocket hulls with a ramshackle interior that looks bigger on the outside. The Galactic Rangers wear tight-fitting space suits and glass bowl helmets, often carrying tracking devices, laser guns, and basic Zero-G traversal gear on their person. Imagine the red cross but with a healthy dash of pulpy heroism. Independent Factions' technology is often crude, with exposed fuel tanks. Designed on a budget, these ships lack many advanced features the other ships possess. However, the writer's imagination limits the uniqueness level between these ships.
Star Map of Celestial Territories (circa. 10 S.E.T.)
{$contents}