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skental
"Skental" by Jason Fowler.

"Official" Game Setting

You may notice that the word "official" frequently appears in quotation marks. This is because, although it is a setting that is fixed and immutable for the purposes of play testing and storytelling, it is in no way an impediment to you doing things your own way. If you have a game concept that is rather far reaching and does not include this setting, so be it, but if you wish your campaign to have the possibility of encountering races in this setting, feel free to operate on the fringes of "known space" or in one of the many pockets of unexplored space within it. New stargates are being discovered all the time so there is always the possibility of an Alliance contact mission or a Lanniconian battle cruiser suddenly appearing in your skies. There is also the chance that your ships may find themselves on the far end of a stargate in some already settled system. Now, whether the first reaction they get is "Well, howdy!" or "Ah, fresh meat!", that's up to you.

On the other hand, you could set your game in one of the other quadrants of the galaxy and never have any chance that there would be any contact with any of the races in the "official" game setting. Or you could build your game in the Southwestern quadrant and just not worry about it. Whatever. Rest assured that I won't lose sleep over it either way.


The "official" game is set in the Southwest quadrant of the galaxy. While this setting is exclusive, the possible presence of unknown stargates may yet open avenues into vast interstellar empires at any time.

There are seven major powers in this quadrant, some waning, some quite powerful and some just now coming to prominence. There are perhaps a score of minor powers and thousands of independent worlds in this area as well as a number of mystery races who display some sort of advanced technology.

The big dog on the block is the Federal Alliance of Worlds, over 1500 star systems in size though only about 700 of these are members or associate members. Another 450 or so are completely independent but entirely circled by the Alliance. A few are blockaded by the FAW for one reason or another and most of the rest are Alliance Protectorates, primitive pre-contact cultures being allowed to develop naturally without any outside interference. The Alliance is a representative government with a strong military presence in most of its systems.

To the West is the Lanniconian Monarchy, almost 300 star systems in two adjoining star clusters and is not a true monarchy at all. While the central government pretends to be a Feudal Plutocracy, it is in truth more of a military dictatorship with the ruler acting as a figurehead for the generals who rule behind the scenes. The individual star systems are run by local dukes and barons who count on support from the military and in return tithe and pay homage to the central government. Though still active and powerful, the Lanniconian Monarchy has almost outgrown its ability to maintain its far-flung holdings.

Sandwiched between the two are three advancing and expanding cultures that threaten to overtake each other and their neighbors. The L'narri Empire is the largest and most powerful of these with ten star systems. They are a militaristic culture and a predatory life form making them most formidable. With six star systems, the Meganthans are second most powerful, valuing their independence so much that they would fiercely defend it or may even pursue conquest to ensure it. The most alien Atriarians are smallest of the three with only four star systems, but their intentions are most difficult to gauge. Internal strife keeps them alert and ready for trouble and a martial culture make them a force to be reckoned with.

On the other side of the Alliance is the Great Eastern Empire, at one time almost 500 gated systems, border wars and foreign influence have more than halved their holdings. The 215 remaining systems are still fiercely loyal to the Grand Emperor who they see as a god made flesh and would bankrupt themselves pursuing a war of aggression at his bidding. Fortunately, recent emperors have not been so inclined.

Perhaps it is the lesson of the Eberian Brotherhood that keeps the Great Empire from a course of war and conquest. The Eberians were once a powerful expansionist state that squandered its resources on spreading the influence of their central religion to infidels that seemed to be all around them. One holy war after another used up most of their natural and scientific resources until all that was left was a bare handful of worlds with anything left besides subsistence production. Beyond the fact that they would still fight with a religious fervor, the lack of anything anyone would want may play a large role in their continued independence.

Of the mystery powers, the best known are the Drakkonides: large, fierce reptiloids who attack anything that moves, eats just about anything that lives, and leave little more than debris in their wake. It has been said of them that they are the ultimate consumers. The only survivor of a Drakkonide attack described the horrific way the rest of her crew died - it seems that the Draks like to "play" with their food - before she lapsed into a catatonic state. The Drakkonides seem to be crossing the Alliance through deep space, not using stargate technology at all, though when and where they will show up is hard to say.

Almost as much of a concern are the mysterious bug-shaped ships that seem to plague the outer reaches of almost every star system on the edge of settled space. These ships range in size from that of a heavy scout to a pocket battleship and while they will never approach a system's inner worlds, they may lie in wait, completely powered down until an exploration ship or liner passes close-by. That ship is never seen or heard from again. They will fight if they have to, many escorts have engaged them briefly, but if capture is eminent they will self-destruct, taking the enemy with them if possible. Distant scans show the bug ships to have power sources and capabilities vastly different than any technology known and probably have some sort of faster-than-light drive. Despite their technological edge, they only fight when they believe they have numeric or situational superiority.

The most mysterious strangers are the pyramid-shaped craft that have no engines or power sources that can be scanned but that can move very quickly and deftly and will avoid contact any way they can, even if it means destroying themselves. The will also protect the location of stargates the same way. The best guess is that they are some kind of scout or probe sent by any unknown but so-far harmless power.

Along the extreme Southern and Southwestern edge of the galaxy are two star clusters that are sparsely populated and only barely connected to the major powers mentioned so far. The Dark Rift separates the easternmost cluster from the Eberians, Eastern Empire, Alliance and adjacent systems. Worlds beyond the Rift or the so-called Rift Worlds, are verdant and mostly tropical and sub-tropical with vast resources that would have been plundered by the Eberians centuries ago if they had had better access. South of the Lanniconians and Southwest of the Alliance are the systems of the Southern Reaches. Like the Rift worlds, they are sparsely settled, still developing and difficult to reach. Trade deals with the Alliance have given them the resources to defend themselves against Lanniconian attempts to annex their worlds. In both star clusters loose confederations similar to the pre-Alliance Interstellar Union have arisen, allowing the otherwise independent worlds to speak with one voice and act for their common interests.

To the North of the major powers is a vast expanse of dozens of worlds collectively known as the Frontier. Most worlds in this region are fiercely independent and widely varied in governments and lifeforms, entry into the region being mostly controlled by the powers at the edge of the Frontier. Beyond this region is another great rift, a space with no star systems and no known stargates connecting to the star clusters further toward the North and center of the galaxy. Readings from deep probes indicates that many vast civilizations probably exist out there, but as yet there is no way to reach them.

Should you decide to use this game setting, there are a number of options available. Your emerging race could be in a pocket of previously unreachable stars. There are plenty of those, in any area of the quadrant. They may be a former protectorate of the Alliance and now have the option of joining that august body or remain an independent power within the FAW. They may be one of the many worlds of the Frontier, the Rift or the Southern Reaches, many of which have yet to be charted. Or, if the player wants a real challenge, they may be neighbors with the Lanniconians or one of the other aggressive races bent on expansion. Empire building, fighting, conquest or even adjusting to the new reality of membership in an existing interstellar collective, whatever your choice, it will certainly be a challenge.