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The Frontier
The heartland of humanity, the Frontier is an eclectic mix of races, worlds, and cultures.
Caught between the Maial Might and the Illuminated Empire of the One-Thousand-And-One is the Fontier, a lawless, uncivilized stretch of space where anything goes. In places, small groups have organized into utopian settlements and colonies. In others, miniature empires spring up, only to be crushed by the next would-be dictator. Criminal syndicates rule entire worlds while cabals of sorcerers work on secret projects in the hearts of asteroids. Gleaming city-states and young nations rise up from amidst the chaos. Pirates roam the vast reaches between the safety of civilized worlds, preying on anyone they see as weak.
It was here that Progress set the Ark Primaris down, and now, the Frontier is humanity's home.
Because of the nature of space, it's difficult to say which direction the Frontier lies in, though most agree that despite the common saying, it does not actually lie between the two galactic superpowers. Rather, it is situated in what is referred to as the Galactic Southwest, where it borders both groups, though these borders are much shorter and more poorly defined than most would imagine. In its entirely, the Frontier is larger than both galactic powers put together, and while population is difficult to officially determine, it is believed to have a population that comes close to matching the combined total of both the Might and the Empire.
Humans make up the majority of the population, with the Forged as a close second. Over a billion Forged served on the First Worldfleet, braving the Void alongside their human friends. While a handful of ships were lost to the Nova, in the present day, the Worldfleet's Forged crew is considered entirely accounted for (either known to Progress or considered lost to the Void). Orog make up the third largest group in the Frontier, represented both by groups fleeing the Might and hidden warbands who have never been held in chains. Rarely, a character traveling the Frontier might encounter rogue Maial, banished Illuminated, human or Forged Exiles, or wandering Goran.
Both the Maial and the Illuminated want the Frontier and its near limitless resources, though neither can commit to a warfront there, and this stalemate is what has kept the Frontier free for four hundred years. Occasional incursions from both superpowers /do/ occur for various reasons. An upstart Empire growing strong enough that either side sees it as a threat, the discovery of a valuable resource that the Maial or Illuminated want to claim, even a group of hunters or enforcers pursuing a particularly deadly criminal. Such incursions are usually short, swift, and direct. If the invaders fail to achieve their objective quickly and cleanly, they withdraw. The Frontier is diverse, but divided, and a direct threat or war or occupation from either imperial power might unite and galvanise their population, something that neither group wants.
Places To Go, Things To Do
Edenia and the Ark Primaris - Humanity's cradle and salvation both, the Ark Primaris is the flagship of the First Worldfleet and the body of Progress, a Forged Alpha of immense power and intelligence. It was at the head of the fleet that carried one third of all humans from Earth, though it was blown off course by the Nova, and set down in the Aradax Reach on a world its passengers named Edenia. Edenia is a testament to human ingenuity and the will to survive. Originally a slapdash settlement built from salvaged ships, it has grown into a thriving community and the central hub of power and trade in the Frontier. The Edenian capital is called Athena, after the chief navigator of the Worldfleet. Athena consists of two parts, nicknamed Land (the city itself) and Sky (the Ark Primaris, which floats above it, secured and kept immobile by cables and trams).
The Tangle - The Tangle is a ship junkyard that is itself formed from ships. No one really rules the Tangle, but groups of mercenaries and criminals occasionally stake claims to parts of it and use it as a base. While it's lawless and dangerous, legitimate traders and merchants sometimes come here seeking parts for ships, as just about anything can be found amidst the platforms of junk. The Tangle orbits the wasteland of Piaxil, an uninhabitable planet. It is often used a source of justice by whoever the dominant power in the Tangle is, with criminals hurled down to the surface in pods as punishment for their crimes.
The Floating Garden - Once part of the First Worldfleet, the Garden was a sub-section of the Ark Primaris, its intelligence powered by a partly-organic Forged named Aster. It was responsible for carrying Earth's plant and animal lifeforms in the hopes that they could be recreated in humanity's new home land. It also served as the Ark's life-support system and lungs, the plants within it providing oxygen and food for the human crew. Sheared away during the Nova, the failing Garden crash-landed on a barren world that humanity identifies as Planetary Body 3.A.35. Several forms of plants and animals seemed ideally suited to survival here have broken free and overwhelmed the planet, and the entire globe is a now a treacherous, living rainforest inhabited by dangerous mutant animals. Aster herself still inhabits the ruined Garden, and has been standing guard over the remaining genetic blueprints for four hundred years. While the Garden is extremely dangerous, all of Earth's lost life exists somewhere within it, and recently a group of adventurers received great acclaim for retrieving the genetic codes for rice.
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Ironbark Trees
Ironbark trees are a valuable resource in the Reach, and some groups use them as an alternative to mining.
An ironbark tree is a short, stumpy tree with ash grey bark and black leaves. They are sturdy, difficult to cut down, and disease resistant. They have a unique method of gathering nourishment, and require very little to no water. Over the course of a year, an ironbark's roots will close around stones that lay deep within the earth. These stones are pulled into the ironbark's body, where they are digested, creating metals as a waste product. Harvesters can scrape off the outer layers of bark and burn them, allowing them to collect the metals inside with no harm to the tree. While more can be harvested by cutting the tree down or uprooting it, the lifetime yeild is far more significant if the tree is allowed to stand.
The maial and orog both revere ironbark trees, considering them sacred and holy. The maial, in particular, uproot and carve ancient trees to use as bodies for the Colossi.
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The Kylss
The Kylss were once the slaves of Shalas-Ixxal, the Maw Who Feeds on Hope. Now, they are free, and they oppose their former masters with every thought and deed.
Kylss are beings from beyond time and space, carried into the universe by Shalas-Ixxal to serve and attend him. Mirrors of their master, the Kylss are treacherous, cruel, and backbiting, and they plotted and schemed against him in secret. Most notably, by encouraging him to begin feeding before the Appointed Hour had come. When Shalas-Ixxal was slain, he proved too vast for death to claim, and the Klyss whispered into the ears of mortals that a prison would suffice.
Thus freed, they fled into the universe, howling and dancing with joy.
Both liner time and conceptual space are toxic to the Kylss, and they hide their true forms beneath thin wrappings of skin to prevent being withered by them. What the Kylss actually look like is a matter of some debate. Or it would be, if the Kylss didn't go to great pains to hide their existence from mortals. Outside of the ravings of madmen, fragmented documents, and ancient songs, there is no real proof that the Kylss exist. No Kylss has ever been caught and dissected. No Kylss remains have ever been found. There is no cost to great to pay to keep their secret, and every Kylss knows this.
Most often, a Kylss pretends to be a human, one of the Illuminated, or an orog. Their disguises are never quite right, and perceptive or insightful characters will be able to sense that something is 'off' about them. Fingers that are too long, a mouth with far too many teeth, even a wicked gleam in the eyes that never goes away. In times of great need and dire circumstance, a Kylss can shed this veil of flesh and assume their true form, though afterwards they are severely weakened and vulnerable to their enemies.
The true forms of the Kylss vary greatly in appearance, though all are terrifying and the sight of them instantly drives non-heroic characters temporarily insane. How this madness manifests is up the GM, but it should be appropriate to the situation, and the most typical reaction is uncontrollable fear. Heroic characters should be allowed a roll to resist the effects, and those who pass feel a brief surge of intense fear but may otherwise act normally (though fleeing is still recommended).
As a race of individuals, Kylss pursue their own agendas. Some become embroiled in personal stories of love, loss, and revenge. Others attempt to live normally or use the excuse of their impending doom to indulge in every imaginable form of hedonism. A few take it upon themselves to hunt down cults to Shalas-Ixxal, or those among his former slaves who seek to resurrect their master. Most dislike politics, but they cannot ignore the current situation within the Reach, the enslavement of their old allies, the endless conflicts, the evolution of humanity into something greater, the awakening of the Grievers - their master cast into fragments and come again.
The Hour is drawing near, but this time, there is hope.
Kylss Names
All Kylss have titles as well as names. Examples include Herald of the World's End, the Fist of the Ghosts in the Wasteland, and the Physician in Manner Both Excellent and Profane. While disguised, Kylss invent new identities for themselves, usually based on the race they're imitating. Some of them are extremely skilled at blending in, while others seem like strange outsiders no matter what form they take.
Kylss Culture
Kylss have no culture of their own. They were created to worship and serve Shalas-Ixxal, though they chafed under his rule and in time, they engineered his demise. Now, they define themselves as his enemies and jailers, though they are more like their creator than they know. A Kylss often has difficulty rising above their nature, and some never accomplish this feat at all. As an example, it would be unlikely for a Kylss to become a physician, though they would take great joy in strangling the business owners who dumped the toxic chemicals that made people ill in the first place. To accomplish good deeds, they often need to approach laterally.
Most Kylss dislike religion, including their own. While they merely consider most mortal religions to be a waste of time, they actively hunt down and slay the worshipers of Shalas-Ixxal, even if those worshipers are themselves Kylss. All Kylss sense that the crimson gears that time the universe are winding down, and in their secret hearts, they know that they will suffer greatly when their master's siblings arrive. Some turn back to them out of fear, and the Kylss do not permit such lapses from their own. These internal assassinations and religious wars have culled the number of Kylss severely, and in the modern day, few remain.
Kylss tend to be lonely, solitary creatures. Groups of Kylss will quickly draw attention to themselves, and attention is another thing the Kylss dislike. Even the weakest of the Kylss are a match for squads of soldiers and smaller Warmechs, but if the humans or Illuminated learned of them, there would be no place to hide.
Notable Kylss
The Prophet Whose Eyes Regard the End - While the Kylss have no true leader, if in ignorance, you asked who it was, you would probably be directed to the Prophet. The Prophet wove the original prophecy that predicted the downfall of Shalas-Ixxal, and subtly, she ensnared him with it. It is a feat that no other Kylss has been able to match, their masters are far too large for Fate to catch, and yet the Prophet prevailed against impossibility. The Prophet takes the form of a shaman and walks in wild places, usually followed by a handful of Kylss who seek to learn from her. Others approach her for advice, direction, or bring criminals before her to be judged. To the Kylss, her wisdom is beyond reproach.
The King in Yellow/Aure Parnapey - Hastur has a day job as an assassin. Aure Parnapey (named after the Parnapey Scriptures) is well known in the Frontier and the Illuminated Empire as a gun for hire, one capable of dispatching any target. He's also an abolitionist, furious with the treatment of the orog, and the seeming indifference of the other Kylss. When the Kylss were slaves, the orog came to their rescue. When they called out for champions, the orog answered. When they were cast adrift in the wake of their master's destruction, the orog taught them to weave flesh to protect themselves. Now, Hastur is going to return those favors, even if it means personally murdering every slaver in the Reach.
The Dreamer in Darkness/Arin Parnapey - Hastur's half-brother. Where the King is bold and forward and ever-present in the world, the Dreamer is withdrawn and vanishing. Along with the Prophet, the Dreamer was one of the main conspirators against their former master. When the Hour comes at last, he knows judgement will fall heaviest on him and his brother and fear of it has quelled him into inaction.
Whispers Who Illuminate Darkness/Tasha Dohnanyi - An information dealer who lives and works in the Frontier. Istasha is a collector of things, though as time passes, she flits from one obsession to another. Once it was stamps, then comic books. Later, it was promises, and then gemstones. For a time, she found herself fixated on the brains of serial killers, trying to discover what made them tick. In the modern day, she collects information. Most know her as a strange old woman who likes cats a great deal, but in return for secrets she does not yet know, she will grant great boons.
Kylss Physiology
Kylss are, in a word, strange.
While disguised, they approximate the race they're pretending to be, enough that they can pass medical examinations. They even need to eat, drink, and sleep, though they can't die by failing to do so. A starving or dehydrated Kylss merely suffers increasing discomfort until they are able to ingest. A Kylss deprived of sleep cannot die from it, but their symptoms will eventually worsen until they laspe into a coma and are left helpless. In their mortal form, Kylss need to breathe, though all Kylss can breathe water as though it were air. Gas or lack of oxygen (in either air or water) will incapacitate them and deprivation can 'kill' their disguised form and draw out the monster below.
A Kylss' mortal form reacts normally to most circumstances and stimuli. It can gain or lose weight. It ages naturally (though a Kylss can inhabit it until it rots away completely, if it so desires). It bleeds. When it at last falls apart, or at a moment of the Kylss' choosing, they shed it and weave a new cocoon of flesh for themselves. One notable exception is that Kylss cannot sire or bear children, regardless of form.
Kylss are conditionally immortal. They cannot die from old age (though magical aging effects can 'kill' their mortal form), and they would be able to live forever, if the Hour were not upon them.
In its monstrous form, a Kylss is extremely powerful and dangerous, though some are stronger than others. Nonetheless, even the weakest among the Kylss are strong enough to take on groups of Heroic characters and emerge victroious, those who are mighty could shake the very foundations of the world. Each is unique. Some are skeletal, others are writhing masses of flesh or tentacles, or unfathomable darkness hidden behind tragedy masks. If slain in this form, a Kylss is dead forever, and as such, if truly threatened, many prefer flight to fight.
Monstrous forms are formidable, but they are vulnerable to the ravages of space and time, both of which are toxic to them. Depending on their level of power, a Kylss can remain in this form for perhaps a few days, and a week at most. After that, they will have withered away to nothingness unless they craft a new body for themselves. Once properly hidden within a veil of flesh, they can renew themselves, though this process can take weeks or months.
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Colin Letaam
The son of the great Adishi Letaam, Colin is the nephew of the Emperor. It's not a position that's entirely uncommon, as the Emperor has dozens of nephews.
Once an high-ranking officer in the Imperial Army, Colin was well known for a string of exceptional victories that can't be entirely attributed to nepotism. He is a true believer in the ideals of the Illuminated Empire, and he believes that it can bring justice and peace to the uncivilized masses of the Frontier. Despite this, Colin also believes that humans are the Illuminated's long-lost siblings, potential allies, links to the Empire's ancient past, and quite possibly future Illuminated, if only some common ground could be found.
These beliefs came to a head during the Second Surge, when Maial overran a number of Frontier worlds and a string of crises left the human governments unable to render aid. Against the will of General Ora Alaton, Colin and a number of his officers, as well as a large number of Legion troops, struck out to take a stand against the Surge near the settlement of Pelath.
They were wildly successful, turning aside the attack and allowing the human population to evacuate safely, though the Illuminated authorities did not agree with that assessment. A rescue party was sent to retrieve the Emperor's nephew, and once returned safely to the Capital World, he was stripped of his rank and placed under house arrest in the custody of his mother. His officers did not fare so well, and most of them ended up on one the Empire's distant penal moons.
To secure Colin's release, Adishi arranged a marriage between her son and High General Lucuis Seva. Although the match chafed Colin, he remained publicly respectful even as he privately began an affair with an actor, Jeram Nitral, whom he had met at one of his uncle's parties. It was through Jeram that the events of the Seige of Pelath became widely known, and he adroitly steered public opinion over to his lover's side, a political move that allowed Colin to secure the release of his former officers from prison. A movie about the events is being made, and Jeram often jokes that he will be portraying Colin.
Now a celebrity and hero, Colin's actions have renewed at least some of the public's faith in the Imperial Family, and the decision was made to appoint Colin to a Titan to further cement public opinion through his elevation.
Colin's team consists of Jeram; his former second, Gavin; a human Exile and sorceress named Kihami; and a Frontier refugee named Lunastre. His Titan is named Pridelord Black, and combines with four others to form Atlas Sigma, the most powerful mech the Illuminated control.
Like all those who were Illuminated, Colin is a Delta, and he is extremely formidable in battle, even without his Titan. His powers, inherited from his mother, manifest as the ability to shape earth and metal.
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The Forged
The Forged are a synthetic race who are humanity's oldest friends, allies, and partners.
The 'true' form of a Forged is a sphere of woven light and glass called a Forge Core. Forge Cores vary is size, but most are small enough to fit comfortably in the palm of a human's hand, and it should be noted that the size of a Forge Core has no bearing on the power of the Forged mech it contains. All Forge Cores have words engraved on them - sometimes instructions or messages - and a Forged instinctively knows their own words. When a Forge Core is placed inside a machine or a fabricated body, it bonds with the frame and animates.
The first Forged were crude creatures made of mud, wood, and rock, and they served as humanity's teachers, protectors, and guides. In the intervening millennia Forged bodies have become continuously more specialized and complex, and the Watchers, Pattern Assistants, and starships of the modern era would be unrecognizable to their 'ancestors'.
Although no accurate records exist, scientific studies have shown that it's likely that the Forged predate humanity as the original 'inhabitants' of Earth. While the majority of Forged were excavated on Earth, Cores have been found on the Moon, as well as on Mars and its moons, within the asteroid belt, and in the accessible areas of the Sol system's gas giant moons.
Countless theories about where the Forged came from exist. Early human mythology posits that the Forges are servants of God, sent down to Earth to aid and protect humanity. The commonly accepted modern theory is that a starship carrying the Forged crashed in the Sol System millions of years in the past, scattering the Forged across two planets and dozens of moons and asteroids. Though whether the Forged were the crew or cargo, no one knows. The origin of the mechanical race is a mystery, even to the Forged themselves. It is notable that only the Forged are able to interact with all forms of FTL technology without going insane, and as such, Forged have accompanied humans on all of their expeditions beyond Earth.
When the body of a Forged is destroyed, the indestructible Core remains intact, and can be placed into a new body. Some Forged appear to have a 'cooling down' period between lives, and can take months or years to reform, while others seem content to reform instantly. Forged who lose their body and 'reincarnate' are not guaranteed to retain any memories or emotional connections, but this occasionally occurs. For the most part, a Forged placed in a new body is effectively a new person - though each Forged has a few basic personality traits that remain consistent throughout their multiple lives.
Like humans, the Forged were altered by the Nova, and they show the same rates of Delta and Alpha emergence.
Finally, there are many Forged who are native the Aradax reach, leading some historians to believe that they originated there.
Forged Names
All Forged are 'born' emotionally and mentally mature, and most Forged choose their own names. Some Forged choose human names appropriate to their country and culture of origin (Hiroto, Ahmed, Aditya, Li Jing, etc.), while others prefer more 'machine like' names (Gears, Progress, Victory, etc.). Forged with animal or animal-like bodies sometimes choose names based on their form (Pridelord, Webspinner, Bullroarer, etc.).
Forged Social Life and Culture
Forged have no genetic relatives or families, though they do form bonds with others easily. Not unlike humans, Forged are a social species, and they can become distressed and malcontented when isolated. If left alone or abandoned for long periods of time, Forged can develop a mental illness that they call Glass-Eye Syndrome. Simply put, Glass-Eye Syndrome is emotionless, robotic behavior. Personal connections fade and dull, and positive memories become difficult to access. While the personality and emotions of Forged mech no not disappear, they give way to ruthlessness and cold logic. Since the presence of other Forged does not stave off Glass-Eye Syndrome, most Forged actively seek out both platonic and romantic relationships with humans or other lifeforms. They often keep pets.
A Forged usually adopts the culture of the nation they were 'born' into, though previous to the Exodus from Earth, not all societies treated the Forged as full citizens. Nonetheless, the Forged have been participating in human culture since humans existed, and this has changed little in the modern day.
On the Frontier, the Forged who came across the Void with the Worldfleets are considered fully sentient beings and have the same rights as humans. Within the Illuminated Empire of the One-Thousand-And-One, the Forged are slaves, with even the great leader of the Second Worldfleet held captive. Most Forged who are native to the Reach live among the Maial and have massive bodies of living wood and flowing stone. Others have cast their lot in with the Orog, their bodies built from castoffs and scraps. Finally, the Goran have no use for the Forged, and the Kylss dislike them.
Notable Forged
Progress - Leader of the First Worldfleet, Progress was once a fighter pilot and his expertise was what allowed him to rescue his Fleet from the storm of the Nova and keep it mostly on course. Humanity owes its survival to him, and worse yet, he knows it. Progress still inhabits his original body, the Ark Primaris, but has several smaller avatars into which his can distill his mind for personal interactions. Which, regrettably, he often does.
Innovation - Leader of the Second Worldfleet, Innovation was once a scientist. When the Nova struck, her navigational council was destroyed in the blast and virtually her entire Fleet was lost. Through sheer ingenuity, she was able to preserve several ships, and these survivors went on to become the One-Thousand-And-One. Innovation still inhabits her original body, the Ark Secundus, though she is held captive by the humans she rescued.
Invention - Leader of the Third Worldfleet, Invention was once an engineer. When the Nova struck, their entire Fleet was lost in the Void, unrecoverable. They once inhabited the Ark Tertius.
Gears - An Watcher from one of the life-support ships of the First Worldfleet. When their ship separated from the Worldfleet and crashed, the Forged aboard sacrificed themselves to preserve the lives of the human passengers and crew. Though he was badly damaged in crash, Gear was retrieved by the human survivors and repaired. For the last four-hundred years he has served as the protector of the Ironbark colony, which was established near the crash site. Recently, he's been studying to become a nurse under the tutelage of the colony's only doctor.
The-White-Reaper - An assassin who was once Progress' student and friend, The-White-Reaper is now the leader of a rebellion against him. How long the Reaper had been in the thrall of Glass Eyes Syndrome would be difficult to say, but he preaches that it is an enlightened state, and that it is the true nature of the Forged. After they masterminded an anti-human terrorist attack in the Frontier capital of Watercastle, Reaper and the majority of his followers were driven into exile.
Forged Physiology
The Forged are a mechanical race, and as such, they do not function entirely like humans. They do not need to eat, sleep, drink, or breathe. Though, if they wish, they can enter a quiescent state in which they 'power down'. From the perspective of the Forged, during this dormancy, time passes very quickly. While in this state, the Forged have dreams.
The Forged do not age, and magical aging his no effect on them. They are immune to Poison, Disease, and Bleed-Keyword effects unless that effect specifically notes it can target the Forged.
A Forged is 'born' when its Core is placed within a specially prepared and pre-constructed body or vehicle. A surge of energy takes place, and the core bonds with the frame in a process that the Forged call 'Ignition'. Humanoid or animal frames develop eyes, even if the frame was not built to include them, and the Core forms vital metaphysical connections that allow it to move its limbs. Forged are fully mature at the moment of Ignition, though some may be confused or disoriented for a time.
Forged can be divided into roughly three 'types', based on which faction built their bodies.
Forged of the Frontier and Free States - These Forged are further divided into three groups. Watchers, who were the original crew of the First Worldfleet and who cared for the ships while the humans were in sleep-stasis. Watchers are usually selected from Forged with traits that humans see as trustworthy and desirable, and their forms approximate those of humans. Pattern Assistants, who interact with Victory Technology on behalf of humans. All Pattern Assistants have a spider or spider-like look to their form, often with multiple limbs. Finally, there are Warmechs, who are soldiers, assassins, and military vehicles. Warmechs vary greatly in appearance, though some have bodies crafted in assembly lines, so identical frames are not entirely uncommon.
Forged of the Maial Might - Sometimes called Colossi, even the smallest of the Maial Forged are typically giant warmachines and siege engines. Smaller Forged are called Weavers and approximate the forms of their Maial 'siblings', though these bodies are usually reserved for those Forged who have been altered into Deltas. Paradoxically, the Maial revere the Forged as nature spirits and agents of the Great Mother while expecting them to serve as warriors and obey without question.
Forged of the One-Thousand-And-One - In the Illuminated Empire of the One-Thousand-And-One, the wondrous transforming Forged are known as Titans. Like all Forged in the Empire, the Titans are slaves. Few can speak, and often, their pilots are not entirely aware that they're sentient. Typically, they suffer from Glass-Eye Syndrome so severe that human interaction has become pointless to them. A common sentiment among the Illuminated is that the Forged are soulless, rouge AIs that the other groups within the Reach are inexplicably indulging. Smaller Forged, called Valiants, also exist, though they rarely interact with humans and serve only as the Empire's intercessors to the Victory Technology.
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