LORE24 ENTRY #15 – Cybernetics

Category – Technology

Though true cybernetics are a modern develop, there are many recorded instances, and surviving artifacts, from the ancient times where limbs had been replaced with magical, artificial replacements, assuming limbs couldn’t be magically regenerated.  However, in the modern era, with most lacking the power, or faith, for such a feat, cybernetics have been developed as a viable and safe option to replace lost limbs and organs.  In most cases, the replacement functions exactly as the original, having been built to the exact specifications to suit the user.  Generally such replacements only require occasional tune-ups and recharging of their power cells.

In recent years, however, there has been a growing evolution of cybernetics, as information has slowly leaked from within the well-protected walls of various companies who have dedicated themselves to advancing the technology with a mind to increasing effectiveness and lifespans of soldiers.  These advanced cybernetics can enhance their users, increasing physical ability, awareness, and ability to interface with technology through varying degrees.  There have even been a few instances that have leaked involving cybernetic weaponry, such as blades or even projectile weapons, hidden within artificial limbs that have led to a growing fear of “cyborg assassins” coming after a corporate rival.

There is a growing subculture outside the corporate-controlled territories, stemming mostly from Sentinel Prime, where cybernetics are being installed when no replacements are needed, simply to enhance the individual.  These are not always as subtle or as refined in nature as those from a corporate source, and not with nearly as high of a safety record, but the fact that such things are now possible is a potential game-changer as the technology is further refined and improved, though there are plenty who have spoken quite vocally against such “abominations” and “defilement” of the natural form.

However, cybernetics have yet to become a cure-all for everyone.  Certain genetic factors, severe damage due to radiation, or other anomalous issues with a person can prevent the use of cybernetics as their body simply rejects the implants.  Further damage to the body can result from such situations unless the implants are removed in a timely manner.  In these cases, only magical means may fix the person, though these are usually even more expensive, and much more difficult to source, than cybernetic replacements.  There are early-phase trials in place regarding specialized replacements based upon individually bioengineered cybernetics tailored to a recipient’s DNA, but currently there is little to show for it. 

 

LORE24 ENTRY #14 – Succubi

Category – Cultural

Though one unfamiliar with them may think the Succubi were a recent find what with the opening of the Demon Sector, they have actually been around since the Demonic Invasion thousands of years ago.  If nothing else, the blood of demons is strong, as their influence still shows quite clearly upon the Succubi to this day with their “demonic” appearance:  skin and eyes hat are often shades of red or orange or other “unnatural” hues, horns on their heads, tails, claws, and goat-like eyes being very common.  Unlike their progenitors from long ago, however, they are not inherently evil, though many within the galaxy may not believe that to be the case, as they are, on many worlds, treated as second-class citizens.  Regardless of this stigma, Succubi are considered to be extremely beautiful and charismatic, and can, given the chance, become amazingly successful.

They are known as ‘Succubi’ for a few reasons.  Firstly, beyond their obvious beauty, due to a unique quirk in their genetics, they can generally interbreed with any of the known races, though there is an extremely high chance (perhaps over 90%) of the child being female, sharing appearance and traits of both parents; the rare male child is still considered a ‘Succubus’, though some of these may call themselves an ‘Incubus’.  Second, their natural (or unnatural) charisma and innate ability to read others’ emotions gives them a significant advantage in interpersonal dealings.  Third, some Succubi still retain a small measure of power from their demonic heritage, and can manifest it in ways that may unsettle some, such as manifesting flames, causing their voices to boom like thunder, changing ambient temperature around them, etc, though arcanists in the know consider these abilities to be simple arcane manifestations no different from what they can do.

More uncommon amongst the Succubi are those who can pass for the race of their birth parents.  In some cases, these rare individuals do not manifest the unusual skin, eye colors and other demonic features of their brethren at birth, and appear much as their non-Succubi parent lineage.  In some, this lasts their entire lives, and these individuals generally have an easier time integrating on worlds where Succubi are looked upon with suspicion.  In others, it seems that over-indulging in the vices classically associated with demons and evil (the “Seven Deadly Sins”) tends to draw their out their inner demonic nature, causing their bodies to change to match their natures by taking on the typical Succubi appearances.  Though there currently isn’t an official name for these types of Succubi, the term ‘changeling’ has been used in some cases.

 

LORE24 ENTRY #13 – Demon Sector

Category – Place

The Demon Sector, as it is known, is actually a region of space that is far larger than what is typically defined as a sector, though it was discovered and thusly named in the early days of space exploration, and the name stuck.  The region is surrounded by an unnatural, and as yet unexplained, energy barrier known as the Demon Barrier which prevents any ships from entering this region of space.  

The name ‘Demon Sector’ was originally given during the first studies of the region using long-range telescopes and probes (all of which were destroyed immediately upon entry, and any ships that tried to enter were severely damaged, if not outright destroyed), in the days when only 72 stars were detected (since, many more, comparable with regions of known space, have been discovered), with a particularly large cluster near the center of the region consisting of a singular large central star surrounded by a half dozen slightly less intense stars.  The lead researcher on what would become the Demon Sector Research Project, an elf by the name of Faeranduil Quivernelle, being familiar with the historical records of the ancient times when demons were common, thought it appropriate to name the central star Bael, and proceeded to name the rest of the stars after other powerful demons.  There was some pushback on this, but given the nature of the barrier and the lack of ability to penetrate it, and the number of ships damaged in the attempts to pass through, the names stuck.

In the modern era, after thousands of years of waiting, the Demon Sector was finally breached in a completely unexpected manner by an unexpected source, namely the kerryn explorer Lila Darius the 34th and her crew.  With the aid of her friend, Releana Veylani and her company, Veylani Transport, Darius had somehow managed to develop a new iteration of the TK-Drive that would become known as the Advanced TK-Drive, or A-TK, which would combine modern technology with what was, until this event, powerful, lost magic that would allow them to successfully traverse the Demon Barrier and come out in one piece on the far side.  Since then, thousands have rushed to the region and began exploring the nearest systems, and the first permanent settlements have been created in the Valefar system, the nearest of the Demon Sector stars to the Barrier and the nearest world, Sentinel Prime.

 

LORE24 ENTRY #12 – Chubbi Wubba

Category – Creature

A curious creature, the Chubbi Wubba (pronounced Chuh-bee Whuh-buh) appear to be normal cats of various breeds, living as cats typically do, whether it’s as a favored house pet or as a wanderer on the streets, sharing diets, behaviors, etc.  However, the Chubbi Wubba are quite intelligent, at least average compared to other races in known space, if not superior, not that they typically show it.  Not only are they intelligent, they are also psychic, though they typically don’t allow themselves to be discovered.  

The psychic nature of the Chubbi Wubba is quite subtle, with only talented psychics able to detect their presence at all.  They can communicate telepathically if they so choose, but their most common use of their psychic powers is to subtly influence the thoughts of individuals around them into petting or feeding them, often for many minutes or hours on end, or perhaps convincing someone to open their home for a night should they need a place to stay, or simply convincing someone to clean the litter box for them.  It is exceedingly rare that a Chubbi Wubba will do more than this, as they seem to be content in doing only what brings them pleasure at the time.  Their favorite targets seem to be those who don’t care much for cats, and it is rare that those they target even realize what they’re doing.  Notably, those with feline allergies seem to be unaffected by them around the Chubbi Wubba.

No one is entirely certain where the Chubbi Wubba originated, as they have been encountered on many worlds, and often travel onboard ships, some even making their homes on them.  Some theorize that these felines were once arcanist familiars who evolved beyond their original purposes, or were perhaps forced to evolve after their arcanists had died.  In the modern era, it would seem that conspiracy theories have emerged that would paint the Chubbi Wubba in a negative light, postulating that they are a malevolent force, secretly controlling the galaxy under the guise of harmless cats, or subtly influencing behavior on a galactic scale through cute cat videos on the ‘net.  

If anyone knows for sure, they aren’t saying, and neither are the Chubbi Wubba. 

 

 

LORE24 ENTRY #11 – Mass-Produced Spell Wands

Category – Magic / Spell

Although not strictly the domain of the DSM Arcane Research & Development department, this group is most often associated with mass-produced spell wands.  Though the creation of true magic wands isn’t a lost art, the craft has become much more rare in modern times as many of the reasons to carry such an item have been supplanted by technological items that replicate the effects of such spells, and for much less investment in time and resources, with the ability to be used by anyone, with or without magical talents.

In the case of a mass-produced wand, however, the costs have been minimized through the use of cheaper materials and the implementation of a single charging; once the power of the wands have been used, the artificially-created crystal holding the spell  charge crumbles, as often does the wand itself as the cheap composite materials break down over the lifespan of the wand.  Each wand is keyed to a single spell, and once crafted, this cannot be changed, whereas with a traditional wand, one of sufficient skill can create them with multiple spells stored within.

The benefits of a mass-produced wand are numerous, however.  Firstly, it allows for the group using them to easily equip their members, even those with minimal magical talents, with extra offensive and defensive options while leaving their personal spellcasting resources open for more powerful magics.  Second, in the event of losing such a wand, the loss is minimal in terms of cost to replace and time invested in its replacement.  Third, having a variety of additional spells available for an arcanist can give them greater advantage against those who oppose them, either in terms of offense and defense, or allowing the arcanist to use magic they normally are not capable of using, simply by uttering the activation phrase assigned to the wand.  In a pinch, those spellcasters who are familiar with the construction of wands can even supplement their own arcane energies by absorbing charges from the wands.

Generally, such wands hold limited charges, much fewer than a traditional spell wand, allowing for perhaps 20-30 castings of a lower powered spell, or as few as 10 or less of a more powerful spell.  As they cannot be recharged, once the power is expended, the wand is rendered useless.  Further, the power of spells from such wands is fixed, meaning that the spells cast from them are usually at a reduced magnitude of effect compared to the user having cast the spell themselves from their own reserves.

 

LORE24 ENTRY #10 – Paradise City

Category – Place

Located in the Valfar system, on the planet Valefar V, Paradise City is the first major settlement to appear on the frontier that was opened up when the Demon Sector was breached.  Originally meant as a mining settlement, Paradise City, as it was later renamed, quickly exploded into much more, becoming the first stop for many explorers once they had left Aphelion Station at the edge of the Demon Barrier.  Located near enough to several mining operations and good farm lands to promote visits by the newly established locals, Paradise City was already a busy local hub by the time anyone realized it had become a major stop among the space lanes.

Still very rustic compared to the civilized settlements outside the Demon Sector, the “spaceport” is more or less a collection of a handful of landing pads and the larger part of a sizeable plain, and parking a ship there requires some amount of skill given the lack of proper guided approaches.  Still, explorers consider it worth it for the chance to set foot on the first settled world in the Demon Sector, and to experience the wild and (mostly) corporation-free atmosphere.  Trade is open and free, with more than a few black markets appearing within the maze of the local bazaar.  

In the “downtown” area of Paradise City, one can find a more refined and modern setting, as those who arrived early have solidified their hold on their claims and have gone through great lengths to draw the crowds to their businesses.  Gambling halls, bars, and various other forms of entertainment can be found here, “anything you could dream of” as the saying goes.  Amongst the largest and most well-traveled of these is the Devil’s Watering Hole (so named for the owners, Vanessa Hellion and Savory Delight, succubi siblings with strong ties to various criminal groups beyond the Demon Barrier), which started off as a simple bar, but has rapidly grown into a multi-story bar, nightclub, gambling hall, and “exotic entertainment hub”, with an established and still-growing reputation for their more risqué forms of entertainment and methods for punishing those who wind up owing them a debt.

LORE24 ENTRY #9 – The Greenwhiskers

Category – Organization

The Greenwhiskers are a group of druidic mystics originally founded by the nomadic rattenvolk clans during the pre-galactic expansion times.  The group has long been dedicated to preserving and defending nature from overzealous expansion efforts by the larger races, but have traditionally made efforts to come to diplomatic solutions as opposed to combative ones.  To encourage peaceful interactions, they also offer aid to travelers and others in need if they are able to.

During the early days of space exploration, the Greenwhiskers proved instrumental in promoting long-distance space travel.  While most rattenvolk looking to the stars were talented technicians, able to get into small spaces most couldn’t, the druidic Greenwhiskers were responsible for maintaining the ship-based gardens in early exploration vessels, providing not only fresh air, but extra food and vital knowledge on newly discovered flora and fauna.  They were likewise instrumental during colonization efforts of various worlds, working to ensure stability while minimizing dangers to the local environment.

In modern times, the role of the Greenwhiskers has diminished in terms of space travel and exploration with the widespread use of and perfected designs of the TK Drives, but they are still found across most systems, maintaining station-bound gardens, nature preserves, and even being responsible for the upkeep of natural elements scattered across many cities.  With the opening of the Demon Sector, they have seen a resurgence in demand as thousands of explorers dive into the unknown and seek to expand to the many worlds within.

LORE24 ENTRY #8 – The Pteravilla Stalker Incident

Category – Event

In the months following the latest border dispute, after the hostilities had died down and peace had been restored, the scout ship Pteravilla Stalker was on a run of the mill patrol through the restricted area between the formerly feuding sectors, when their sensors picked up an unidentified ship, though the sensor readings were not conclusive, indicating some form of active jamming.  As the small scout ship approached the vessel, the bogey answered none of their communications, nor did it react at all to their approach.  The sensor readings were still not revealing much in the way of details of the ship, only that it resembled a stock DSM cargo ship, one of their “flying skyscraper” designs that showed all the hallmarks of the corporation’s lack of interesting design features.

According to the official report, filed by Captain Maerril following the incident, visual inspection confirmed that the ship showed no signs of damage, and power readings were still inconclusive due to what appeared to be a sensor dampening coating over the ship’s hull.  The vessel’s ID code was obtained and a search ran through the available databases, but no matches were found, and the search inquiry with DSM for registration information was lost in the midst of their vast bureaucracy.  Per the Captain (and with corroborating accounts from other surviving crewmembers), the Stalker‘s first officer, Shi Sukimori, insisted upon leading a small team into the mystery ship to determine the nature of the vessel.  Against the Captain’s better judgement, he was convinced by the commander to allow the mission.  With Sukimori in command, the boarding party consisted of the Stalker‘s co-pilot Kaylee Serra, technical officer Hilde Fireforge, medical officer Briar Azalvia, and the scout Murissa Fer’Ragnarra.

Communications were spotty once the team had boarded, and it is the Captain’s opinion that a properly thorough search was not performed.  Soon, and against Captain Maerril’s orders, Sukimori initiated the startup sequence for the mystery vessel, which resulted in a sudden power surge through the ship’s main power core which resulted in a catastrophic failure and subsequent explosion that heavily damaged the Pteravilla Stalker and resulted in the death of multiple crew members.  The crewmembers who managed to reach the escape pods and who survived the explosion were eventually picked up by another military vessel that had been dispatched to assist with the investigation.  Captain Maerill has admitted to bad judgement in this matter and has since resigned his commission, and is now employed in the private sector, as are the other survivors.  The members of the boarding party have been listed amongst the lost crew, but have been posthumously dishonorably discharged.  

The truth of the matter, however, is something else entirely.

 

LORE24 ENTRY #7 – Sentinel Prime

Category – Place

Sentinel Prime was once a massive space-defense fortification built during the war-filled waning decades of the Great Elvish Dominion.  Through the use of a combination of wondrous and long-lost magic and then cutting edge technology, the Dominion was able to make an entire planetary body into a moveable battle station, even allowing it to travel through hyperspace.  Meant as a final deterrent (for who could conceivably conquer a planet-sized weapon platform with full support facilities for the elvish fleets and troops that were carried aboard this behemoth?) against the growing number of systems who were fighting against elvish rule, the station, for a time, served as the Emperor’s personal stronghold.

Unable to foresee his own demise through an act of betrayal from within, the Emperor’s overthrow was likewise the beginning of the end for Sentinel Prime.  During the final battle of this period, the remaining defenders of the Great Elvish Dominion fled with the station to the furthest reaches of known space at the time, a small system on the edge of the great, mysterious region of space known as the Demon Sector.  Here they would mount their last stand, and much of Sentinel Prime would be devastated during the ensuing battles.

Over the centuries since, Sentinel Prime was scavenged by countless spacers, and was eventually rebuilt in some form and colonized, growing up from small spacer communities into a massive planet-spanning city which, in the modern era, serves as rather infamous port of call, known for the local government bucking the influence of the controlling megacorps, allowing its citizens to live a mostly free, if dangerous, existence.  As such, Sentinel is known as a place one goes to find illicit goods, perform shady dealings, and to disappear should one be on the wrong side of the law; just be sure to pack your rubber rain gear during the rainy season, though, because that acid rain is a real pain.

Since the Demon Barrier was pierced, and travel into the Demon Sector has become commonplace, Sentinel has seen a rise in population and headache, trying to remain as neutral as possible to the powers that be in the galaxy while reaping all the profits they can for those explorers diving into the unknown regions beyond the Barrier. 

 

LORE24 ENTRY #6 – Soletta Valkyr

Category – Person

The current CEO of Enduritelligence Microsystems, Soletta Valkyr is known to be somewhat eccentric, perhaps more so following the tragic and mysterious death of her husband amidst a battle for the soul of her company against the monolithic megacorporation of DSM.  Though initially she had strong support from the board, her support has steadily been dwindling after a series of accidents befell her most strident allies; everyone knows DSM is responsible, but nobody can prove a thing.

Perhaps due to the stress of the situation, Soletta and her trusted halfling assistant and voice of reason, Tizzy, set out without warning aboard her personal luxury ship, the Rosen Opal, disappearing beyond Sentinel Prime into the recently opened Demon Sector, their last known location being Aphelion station on the far side of the Demon Barrier.  Several parties are interested in locating her in order to allow a vote to go through that will determine the future of the company, and whether it becomes just another DSM subsidiary.

Soletta is a human, in her mid forties, of average height, still considered quite attractive, with long platinum-blond hair and a shapely figure.  She is known to be something of a gambler outside of her work, though whether she is actually good at it or not is up to interpretation.  She can be somewhat scatterbrained, and relies heavily on Tizzy to keep her on course and (mostly) out of trouble.  Deep down, she likes the idea of relinquishing control of the company, but for the memory of her husband, she stubbornly maintains holds on, in defiance of DSM’s looming presence.  

With time running out and the situation quickly becoming more and more dangerous thanks to DSM’s agents, Soletta has found new allies within the Demon Sector, and has gone through steps to ensure that she won’t easily be found, and will endeavor to do anything she can to make sure the future of Enduritelligence Microsystems is secured and outside of DSM’s reach.