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Page 1: By Nicholas HM Caldwell - DriveThruRPG.com · 2018. 4. 28. · By Nicholas HM Caldwell Credits Written and Designed by: Nicholas HM Caldwell Playtesters: David “Agent Hamilton”

GCPGCPGuild CompanionPublications Ltd

Guild CompanionPublications Ltd

GCP-HARP-1001

By Nicholas HM Caldwell

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Page 3: By Nicholas HM Caldwell - DriveThruRPG.com · 2018. 4. 28. · By Nicholas HM Caldwell Credits Written and Designed by: Nicholas HM Caldwell Playtesters: David “Agent Hamilton”

HARP SFBy Nicholas HM Caldwell

CreditsWritten and Designed by: Nicholas HM Caldwell

Playtesters: David “Agent Hamilton” Bate, Jason “Reegus Raalter” Buchanan, Richard “Maelstrom” Buller, Quinton “Seraph” Carroll, Jonathan Dale, Andrew “Harry Thornhill” Davies, Matt “Karl Jung” Fitzgerald, Keith “Sergeant Latham” Grainge, Jesse Hall, Tobias “John Ainadan” Haase, Rick “Dutch” Hansen, Monte Iafrate, Thom “Ryan DeWitt” Jones, Chris Jowett, Brent Knorr, John Lees, Cory Magel, Allen “Phill” Maher, Bruce “MadMax” Meyer, Jay Moran, Olivier Morelle, Marian “Ansree Rimmer” Münch, Andrew “Gustav the Rat” Mussell, Kristoffer “The Frying Dutchman” Nymark, Dave “Alice Weaver” Prince, Timo “Tiberius Khan” Richter, Andrew Ridgway, Aaron Smalley, Marc “John Wu” Staubitz, Christoph “Thather a Hainu” Stein, Mark “Doctor Octavius Gribble” Southwold, Philippe “Prescott Harland” Vialette, Stephen “Dack” Watts

Beta testers: Mark D Carlson, Rodrigo Garcia Carmona, Mikkel Glaring, gonther, Juergen “Mungo” Grabenhofer, Harald Koch, Lord Damian, Audun Gabriel Løvlie, Mike “Lazarus” MacMartin, Chris Niziol, Michael Petrea, pork, rad42, Marc “LordMiller” Rosen, Thos, Joni Virolainen

Special Contributions: Tim Dugger and Heike Kubasch

Special Artistic Contribution: Craig John

Final Editing & Proofreading: Marc Rosen and Thom Jones

Interior Artwork: Rick Hansen and Craig John

Cover Artwork: Joel Lovell

Layout, Pagemaking and Production: Craig John

Director of Guild Companion Publications Ltd: Nicholas HM Caldwell

Copyright © 2010 Aurigas Aldebaron LLC. Produced, published and distributed

by Guild Companion Publications Ltd. All rights reserved. Purchasers of the

pdf version of this product are entitled to print one copy from the pdf for

personal use. Print editions are also produced through OneBookShelf. All

other reproduction, re-selling, and re-distribution of this work are strictly and

expressly forbidden without written permission from Guild Companion

Publications Ltd.Iron Crown Enterprises, I.C.E., ICE, HARP,

HARP SF, and all products related thereto, are all trademark and copyright ©

properties of Aurigas Aldebaron LLC, Charlottesville, Virginia 22902 USA. All rights reserved. Material derived from

HARP and associated products is used in this product under license from Aurigas

Aldebaron.Guild Companion Publications Ltd is

registered in England and Wales under No 7094505. Registered office: 77

Speedwell Close, Cambridge CB1 9YS

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Contents

0 Introduction 6

1 The Tintamar Universe 7

A Brief History of Tintamar 7The Cosmography of Tintamar 11Sol System 11The Human Sector 13The Nexus Sector 17The Terran Federation 22Megacorporations 24Organizations 26

2 Character Creation Overview 28

3 Professions 30

Adept 30Dilettante 31Entertainer 31Fusion 32Merchant 32Pilot 33Researcher 33Scout 34Soldier 34Spy 35Tech 35Multiple Professions 36Gaining Levels 37

4 Character Statistics 38

Generating Stats 38Stat Bonuses and Development Points 39Increasing Stats 39

5 Species and Cultures 41

Species Characteristics 41Species Descriptions 41Cerans 42Gorsiva 42Human 44Krakur 44Madji 46Runcori 47Silth 48Subspecies and Genetic Adaptation 49Additional Character Information 50Cultures 52Adolescent Skill Ranks 55

6 Skills 56

Purchasing Skills 56Skill Rank Limitations 57Skill Rank Progression 57The Master Skill List 58Skill Descriptions 60

7 Talents and Other Options 80

Master Talent List 82Special Starting Items and Status 94Multiple Professions 95Fate Points 95Training Packages 95Outfitting Your Character 100Monetary Units 100Encumbrance 100

8 Technology and Equipment 101

Stages of Technology 101Availability of Technology 102State of the Art 102Combining Equipment 104Miniaturizing Equipment 104Equipment Descriptions 104

9 Adventuring 125

Dice Rolling Conventions 126 1 The Maneuver Table 126

Using The Maneuver Table 126 1 The Fumble Table 130

Attacking Objects And Structures 132Computer Issues 133Diseases, Poisons and Drugs 134Equipment Issues 136Senses and Their Limitations 140Sensors, Scanners and Countermeasures 141Special Combat Conditions 148Occupational Hazards and Hostile Environments 150

1 Gravity 150 1 Radiation 153 1 Explosive Decompression and Vacuum 154 1 High and Low Pressure 155 1 Traps and Security 157 1 Watery Hazards 159 1 Drowning 159 1 Quick Sand 159 1 Starvation and Thirst 160 1 Heat 160 1 Cold 160 1 Other Dangers 161

Injury, Healing, and Death 161

4 CONTENTS

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10 Combat 163

Personal Combat 163Combat Overview 163

1 The Combat Round 164 1 Breakdown of a Combat Round 164 1 Determining Initiative 164 1 Initiative Modifiers 164

Combat Basics 165 1 Offensive Bonus 165 1 Defensive Bonus 165

Weapons 166Armor 166

1 Types of Armor 166 1 Suits of Armor vs Part Armor 167 1 Assembling a Custom Set of Armor 169

Shields 169SysOp

,s Choice: Hit Locations 170

SysOp,s Choice: Armor Options for Extra Realism 170

Combat Actions 170Ranged Weapons 173

1 Grenades and Grenade-like Attacks 175 1 Missile and Ranged Weapon Use in Melee 176

Resolving Combat 176Weapon Sizes 176Damage Cap 176Fumble Table 177Reading the Critical Tables 177

1 Crush Tables 178 1 Puncture Tables 179 1 Slash Tables 180 1 Martial Arts Strikes Table 181 1 Martial Arts Sweeps/ Unbalancing Table 181 1 Grapple Table 182 1 Cold Table 182 1 Heat Tables 183 1 Electrical Table 184 1 Impact Table 184 1 External Poison Table 185 1 Internal Poison Table 185 1 Large Table 186 1 Huge Table 186 1 Ballistic Impact Tables 187 1 Ballistic Puncture Tables 188 1 Blaster Tables 189 1 Laser Tables 190 1 Neuro Tables 191 1 Plasma Tables 192 1 Radiation Tables 193 1 Shrapnel Tables 194 1 Vacuum Tables 195

11 Psionics 196

The Nature of Psi 196The Basics of Psionics 197Psionic Fields 197Psi Disciplines and Tiers 199Activating Psi Disciplines 199Psi Discipline Descriptions 202

12 System Operator’s Guidelines 214

SysOp Tips 214Customizing Your Game 216The Language Table 217The Knowledge Table 218Awarding Experience Points 218Tintamar Campaigns 220

13 Index 234

5CONTENTS

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IntroductionWelcome to HARP SF! This book is a science-fiction role playing game. HARP SF is all you need whether your game focuses on events on a single inhabited world in the

near future or is a galaxy-spanning epic set millennia hence in the far future.

HARP SF retains all the simplicity and flexibility of the original HARP fantasy game but expands its reach to a whole new universe of infinite possibilities.

11 What Is Role Playing?

If you’re unfamiliar with role playing, the idea is incredibly simple: You take on the persona of a character and interact with other “player characters” (or PCs), also portrayed by real people. The PCs undertake missions, where they acquire experience to improve their capabilities, and may gain wealth, knowledge or fame. The story is directed by one player who is called the “System Operator” (or SysOp). The SysOp describes the environment, handles any aliens or other menaces that threaten the PCs, and referees the rules that determine how various events turn out.

Role playing is a form of improvisational storytelling with every player helping to tell the story. It’s like acting in a movie that has no script – everyone at the table is making up the scenes and the dialogue as the drama unfolds and there is an unlimited budget for special effects! It is not a sequence of events that leads to some predefined end. Every moment of the game is creating a new future history, shaped by the players’ actions. Unlike a movie where the end credits must roll and a sequel might be years away, the next installment of your story will happen at your next gaming session.

11 What Is A Character?

When you portray a player character, you are in control. You describe what your character does, with dice rolls helping to determine the outcome of combat, skills or psionic abilities. Your character has statistics (or stats), measuring the various capabilities that define a person. A character’s Quickness statistic defines speed and reaction time, while a character with high Insight will be highly intuitive. You will need to select a species for your character such as human, alien or sentient robot, and choose a culture such as cosmopolitan homeworlder, frontier colonial, or even spaceborn Belter.

Your character will also have a number of skills and talents to help him, her or it (!) succeed and survive in a dangerous universe. Selecting a profession, such as Adept, Tech or Soldier will reflect the education and training your character received prior to starting the game. Each has their own focus and unique strengths, allowing significant diversity in an adventuring group.

11 What Is A System Operator?

The System Operator (or SysOp) is the “director” of the game, much like the director of a movie; as such, a SysOp should be comfortable being the center of attention. The SysOp knows all of the plots and twists that exist in the universe of the game and, from

these plot lines, creates a flexible story that can be adjusted based on player character actions. In the game session, the System Operator portrays all of the non-player characters (or NPCs) that the players encounter on their travels. The SysOp must know the direction of the story, and is responsible for officiating and adjudicating whenever the system’s rules come into play. Players, on the other hand, only have to worry about what their own characters do. Being in charge of the game and a universe are the challenges faced by every SysOp, but they are all part of the fun of being the SysOp.

A series of connected adventures is usually called a campaign. It can be set in a universe of the SysOp’s own devising, adapted from science-fiction novels or movies, or a pre-published setting such as Tintamar, a universe designed especially for HARP SF, which is described in the next chapter and elsewhere in this book.

11 HARP SF And HARP SF Xtreme

The original HARP SF manuscript was a large book; the efforts of the alpha playtesters and the public betatesters made it even better and larger. But it was now too big for us to publish it as one product, especially in print, and so it has been split into two volumes. This volume contains the character creation rules for human and alien characters, equipment, personal combat rules, adventuring rulings and guidance, psionics, information on the Tintamar setting, and a chapter of campaign suggestions and advice for the System Operator. The other volume, HARP SF Xtreme, has a comprehensive collection of vehicles, spacecraft, vehicular combat rules for use on planets and in space, nano and cybertechnologies to upgrade humans and aliens, and character creation rules for robots and artificial intelligences. For maximum enjoyment and gaming opportunities, we recommend that you use both volumes.

11 Designer Notes

I would like to thank Alison Mitchell for locating obscure science-fiction novels and assisting my research. This book has benefited greatly from the critiques of my elite playtesters, most especially David Bate, Quinton Carroll, Jonathan Dale, Andrew Davies, Matt Fitzgerald, Keith Grainge, Jesse Hall, Monte Iafrate, Chris Jowett, Brent Knorr, John Lees, Dave Prince, Andrew Ridgway, Aaron Smalley, Marc Staubitz, and Stephen Watts. Thanks to the ICE forum community for planet names, and to everyone who participated in the public beta playtesting and contributed feedback.

Finally, I would like to humbly thank just a few of the world’s finest science fiction writers for entertaining and inspiring me – Poul Anderson, Isaac Asimov, Marion Zimmer Bradley, Sir Arthur C. Clarke, Gordon R. Dickson, Alan Dean Foster, Simon R. Green, Peter F. Hamilton, Robert A. Heinlein, Frank Herbert, Larry Niven, Jerry Pournelle, E.E. “Doc” Smith, Brian Stableford, Jack Vance, and David Weber.

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The Tintamar UniverseEvery RPG needs a setting to provide meaning and depth to the gaming experience. Tintamar

is a ready-made setting for SysOps who don’t have time to build their own cosmos.

Tintamar is our universe as it might be in the twenty-fifth century. It is a future of faster-than-light travel, interstellar exploration and colonization, starfaring alien races, genetically enhanced

humans, cyborgs, artificial intelligences, robots, advanced technology, and exotic psionic abilities.

A Brief History of Tintamar

11 A Human Perspective

Historians describe the early twenty-first century as both a time of great fear and of great hope. Fear because incidents of large-scale terrorism and the ironically named Pacification Wars imprinted themselves into the nightmares of several generations. Hope because the advent of nuclear fusion solved the energy crisis and opened mankind’s road to the planets.

By the end of the twenty-first century, exploration had given way to colonization with thriving settlements on the Moon, domed cities on Mars, outposts in the Asteroid Belt, and space stations around Venus. Deliberate cometary impacts coupled with nanotechnology and genetically engineered flora were beginning to terraform Mars, while a much slower process had been initiated in the thick Venusian atmosphere.

As the twenty-second century dawned, the first space elevator was deployed on Earth’s equator. Thirty years later, the six space elevators formed the spokes of a giant wheel constructed in Earth’s geosynchronous orbit – this structure was Ring City, eventually home to a billion human beings and the perimeter of Earth’s planetary jurisdiction. The space elevator gave Earth’s teeming billions cheap access to space, initiating the First Exodus as scores of asteroids were modified into habitable bubble-worlds.

An increase in population from tens of thousands to millions led inexorably (and mostly peacefully) to the foundation of the independent interplanetary governments: the Lunar Alliance, the Martian Republic, the Protectorate of Venus, and the Belter League. The Parliament of Earth governs humanity’s homeworld outward to just beyond geosynchronous orbit. It is elected by the older nation-states, the underwater city-states of Atlantaea, Lemuria and Pacifica, and the huge space habitat that is Ring City.

Fundamental breakthroughs in unifying physical forces led to the magneto-gravitic drive (a reactionless drive) and its spinoff technologies – antigravity, artificial gravity, and shield technology. Space technology, transportation, and settlement were revolutionized again. As the twenty-second century drew to a close, magneto-gravitic technologies permitted permanent settlements on the Jovian moons within the deadly radiation belts surrounding Jupiter and the construction of floating enclosed cities among the clouds of Jupiter. The Jovian Confederacy joined the community of solar nations. Explorers discovered strange life forms in Jupiter’s

atmosphere – their sentience, if any, remains a mystery to this day. The terraforming of Mars was largely completed.

In 2204, experiments in the stable Lagrange points of Earth orbit led to the discovery of a strange effect – when the magneto-gravitic drive was operated in a certain mode, vessels sometimes disappeared. A year later, the physicists realized that the mode was unsafe in those Lagrange points. In 2206, the same experiment conducted in Jupiter’s Trojan points successfully demonstrated faster-than-light travel between the T4 and T5 regions. By 2210, scientific expeditions had been sent to every star within twenty light-years of Sol.

In 2220, the existing governments of Sol System signed the Declaration of Man, forming the Terran Federation. Member worlds and polities were to maintain autonomy within their own borders, but to participate in a binding pact of mutual assistance and united defense and acknowledge Federation jurisdiction outside their borders. All colonizing expeditions were required to adhere to the Declaration. Membership in the Federation was compulsory. Some colonial worlds were later permitted to undergo Interdiction, where they renounced hyperdrive technology and active membership in the Federation in favor of complete self-rule and isolation from the rest of mankind. Automated space fortresses bar entry and exit from the four Interdicted systems.

Thus humanity exploded into interstellar space in the so-called Second Exodus, founding over a hundred colonies scattered throughout a rough sphere some fifty light-years in radius in the first wave. Some colony expeditions disappeared without trace. Perhaps their ships failed or unknown aliens destroyed them. Perhaps their leaders desired to be truly free of Earth and so set course for Earth-like suns and new homes much deeper in the galaxy. No one knows.

Mankind discovered the ruins of alien civilizations on a number of planets. Some had been spacefaring; none appeared to have mastered the Lagrange Drive. Sobered by the evidence that intelligent cultures and species were not eternal, scouts quested ever outward, seeking new worlds, salvaging exotic technology from its long-dead masters, and hoping to find kindred spirits.

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The prolonged terraforming of Venus finally allowed the Protectorate to begin full-scale settlement of the surface from 2432. Venus was habitable, but barely with its interminably long days and nights. The Protectorate continue to undertake research into extracting energy from quantum fluctuations – their scientists hope that this will one day provide them with the power to spin up the planet transforming it into a second Eden.

In 2451, Federation scouts discovered a large alien artifact orbiting the derelict planet of Methuselah. It was determined to be a transportation device, capable of sending a starship across space at an effective speed of one light-year per minute (rather than the one light-year per day of the Lagrange Drive). As the news swept across Federation space, new cults and conspiracy theorists flourished throughout the worlds, particularly on Old Earth, speculating on the nature of the Builders and their portal device.

Three years later, first unmanned probes and then manned vessels were sent through the portal. They exited another portal (later named Nexus) some four hundred light-years from Sol, and quickly learned that the sector was home to several alien starfaring civilizations. Mistakes and misunderstandings led to some minor skirmishes with these races; war was fortunately averted. Although the aliens had charted the location of half a dozen portals, they had been unsuccessful in ascertaining their method of activation – peculiarly coded gravity waves.

The first human encounter with the warlike Silth, an expansionist reptilian species, took place in 2458. Thereafter Silth raiders harassed Federation vessels much as they had previously attacked the ships of other species. Federation Starsoldiers nicknamed them the “Handbags” with due contempt for the Silth’s underhand tactics.

Brilliant theorizing and systematic searching located eight further portals within a hundred light-years of Sol. One of these, much to the embarrassment of the Belter League, was found in Sol’s Asteroid Belt in 2464. This was twice the size of the other portals. The significance of this size difference was not realized immediately. A space station, Tintamar, was constructed near the portal. Tintamar became the natural terminus for mercantile, diplomatic, and exploratory missions heading into or returning from the Nexus sector.

A human merchanter fleeing from a squadron of Silth warships made transit through the Nexus portal to Sol in 2465. The Silth commander was so close that five of his vessels managed to piggy-back the merchanter’s path, erupting into Sol System. The merchanter was blown to its component atoms on arrival. The Federation watchship, Resolution, broadcast a system-wide distress signal and engaged the Silth valiantly before it too was destroyed. As their transit had been fortuitous rather than deliberate, the Silth headed too late towards the jump point of Jupiter’s Trailing Trojans. The defense fleets of the Belter League and the Martian Republic intercepted and, at some cost, eliminated the Silth threat.

Political pressure from the Belters and the Martians (genuinely concerned at the havoc war could wreak in their fragile worlds) persuaded the Federation as a whole to adopt a more aggressive stance against the Silth. With the assistance of alien allies, the Terran Federation waged a two-year campaign in the Nexus sector, hunting down the Silth raiders. A truce between the Silth and the Federation was negotiated by proxy in 2468.

The significance of the larger size of the Sol portal also became clear in 2468. The Sol portal was a “greater portal” capable of transporting ships seemingly anywhere in the galaxy. The megacorporations demanded and gained the right to send volunteer expeditions through the Sol portal. The Belters, Martians, and other solar colonies insisted on a very substantial permanent military guard on the portal as no one knew what might come visiting from elsewhere. In recognition of their assistance in the Silth War, mankind’s alien allies were permitted to make some modest use of the portal for exploration.

The year is now 2473.

11 An Alien Perspective

Approximately five thousand human years ago, the first Runcori seedships arrived in the region of space that would later become known as the Nexus Sector. Having escaped the destruction of their homeworlds, the Runcori survivors began the laborious reconstruction of their civilization. Planets were deemed too fragile and too static to serve as new homes for the species, so the Runcori constructed bubble worlds and huge space habitats from suitable asteroids. The Flowering, as Runcori historians styled the era, lasted some three thousand years.

While on Earth barbarians sacked the city of Rome, the Gorsivans took their first faltering flights to the stars. Gorsivan explorers made peaceful contact with the Runcori and intermittent trade followed. Most Gorsivans had little appetite for interstellar colonization, although successive ruling Wingmasters found it expedient to exile malcontents and defeated factionalists to a score of highly scattered and under-supported colony planets.

When a Gorsivan expedition entered the Tamazek System, they discovered Krakuren space engineers building their first permanent orbital habitats. Krakuren scientists had already located a Builder portal in their system, but had been unable to unlock its secrets. Thus first contact with the Gorsivans was rather anticlimactic – as one Krakuren commentator opined, “We were expecting someone more advanced”. Nevertheless their civilization benefited greatly from trade with both the Gorsivans and the Runcori.

As Christopher Columbus was setting sail for the “New World”, the first Madji clans fared outward from their home, Ji’mad’ji, in a wave of exploration and colonization that would see Madji settlements in more than fifty star systems in less than five human centuries. The light-years took their toll on the famed Madji clan loyalty as the daughter houses of the colonies came to resent the policies of the homeworld clans. Tensions escalated. Ji’mal’ro declared itself independent and other worlds followed suit. A savage war between Ji’mad’ji and its colonies erupted and lasted for several generations. When the dust had settled, the homeworld fleets were no more and civilization on Ji’mad’ji itself was teetering on the brink of a new dark age. The secessionists were little better off – almost all had suffered severe damage to their infrastructure and substantial population losses; some had collapsed into near savagery or been virtually destroyed. The sundered worlds were forced onto their own resources to survive or perish.

Runcori traders entered the Silth home system at a time of crisis. Saroulsis was suffering from overpopulation and dwindling resources, still governed by feudal families whose unruly coalitions and shifting alliances created a perilous balance of power. The

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Runcori were captured and the technological secrets of magneto-gravitics and faster-than-light travel wrested from them. The Silth erupted into the Nexus Sector, exploiting and colonizing star system after star system, fuelled by a belief in their own superiority and the desires of the Great Families to rule their own domains within the growing Imperium.

While mankind was celebrating the second millennium and the hegemony of Ji’mad’ji was in its death throes, Silth war fleets invaded three Gorsivan occupied star systems (the Larani Trinax) on the periphery of the Imperium. Silth raiding squadrons attacked and destroyed Runcori worldlets throughout the Nexus Sector. Spurred into action, the Wingmasters of Siva built and dispatched their own fleets to protect the remaining Gorsivan worlds. A Silth incursion into the Tamazek system was quickly rebuffed but served to bring the Krakuren into the war. A grand alliance of Runcori, Gorsivans, and Krakuren was formed. Its combined might held the Silth at bay and very slowly began to reverse the enemy advance. A century later, the war had become a weary stalemate.

The failure of the Great War of Conquest (as the Silth styled it) encouraged disaffection among those Great Families whose dominions were far from the front. Rivalries that had existed prior to the Imperium’s founding flared up into rebellions and the Imperium was engulfed in a civil war as its provinces fragmented into distinct realms, the Dominions. The Wingmasters of Siva briefly reconquered the Larani Trinax and evacuated the surviving Gorsivans to safety elsewhere.

The Cerans were the last of the major races of the Nexus sector to achieve starflight, a mere two human centuries ago. Unfortunately their explorations impinged on territory claimed by one of the Silth Dominions, leading to a brief, but inconclusive, war. The continuing in-fighting among the Dominions ensured Ceran freedom and gave the Cerans an opportunity to befriend the allied civilizations and become part of the greater Nexus community.

A number of Builder portals had been located in the sector. One of these was a greater portal in a system whose only other value was its convenient location relative to Tamazek, Siva, and the principal Runcori habitats. The allied races constructed bases near the portal, ostensibly to research the artifact and covertly to coordinate monitoring of the Silth Dominions.

By 2400 (of the human calendar), a new era had dawned for the Madji. The isolation of Ji’mad’ji ended as its clans once more went to the stars, seeking out their scattered cousins and renewing contact with the other species.

The return of the Madji was welcomed; not so, the seeming resolution of the Silth civil war. A new First Family had ascended the throne of Saroulsis, and through persuasion and coercion, imposed a fragile peace upon the Dominions. Once again, the Silth turned their attention outwards.

Then the humans arrived through the Nexus portal and nothing was ever the same again.

TimelineDate Human History Alien History

c.2500 BCE Runcori seedships arrive in Nexus Sector

c.2500 BCE – 500 CE The “Flowering” of new Runcori cultures in the Nexus Sector

409 First faster-than-light travel by Gorsivans

496 First Contact between Gorsivans and Runcori

803 First Contact between Gorsivans and Krakuren

1492 First Madji FTL voyages

1500-1900 Madji main wave of colonization

1814 First Contact: Runcori with Silth

1960 i’mal’ro declares independence from Ji’mad’ji homeworld clans

1984 Madji Civil War begins

2000 Great War of Conquest begins: Silth Invasion of the Larani Trinax

2002 Silth war fleets attack Runcori worldlets

2007 Silth incursion of the Tamazek System

2009 Formation of the Alliance of Runcori, Gorsivans and Krakuren

2025 Armstrong City founded on Luna

2037 Lowell City founded on Mars

2044 First asteroidal settlements

2047 Sack of Ji’mal’ro

2052 Construction of Pacifica completed

2053 Sack of Ji’mad’ji and end of Madji Civil War

2055 Many Madji colonies and Ji’mad’j begin descent into new dark age

2057 Construction of Atlantaea finished

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Date Human History Alien History

2080 Madji interstellar travel ceases

2101 First space elevator built

2105 First Human Exodus begins

2106 Great War of Conquest effectively over

2113 Silth Civil War erupts. Fragmentation of the Silth Imperium into Dominions begins

2118 Wingmasters of Siva reconquer the Larani Trinax

2131 Ring City completed

2139 Magneto-gravitic drive invented

2143 Martian Republic becomes independent

2148 Lunar Alliance declares independence

2152 Parliament of Earth becomes first planetary government

2156 Formation of Belter League

2160 Protectorate of Venus created

2175 Settlements in Jovian moon system

2180 First Human Exodus ends

2184 Floating city of Zeus in Jupiter’s upper atmosphere built

2190 Martian terraforming complete

2199 Jovian Confederacy founded

2204 First Lagrange experiments

2206 First successful human faster-than-light travel

2220 Declaration of Man and creation of Terran Federation

2221 Second Human Exodus begins

2235 Cerans make first FTL voyages

2262-2266 Ceran-Silth War

2318 Alliance governments build settlements in Nexus system

2400 End of Second Human Exodus Return of Ji’mad’ji clans to space

2405 End of the Silth Civil War with new First Family imposing peace upon the Dominions

2432 Terraforming of Venus officially completed

2451 Discovery of portal orbiting Methuselah

2454 First portal transit by human ships. First Contact between humans and aliens

2458 First Contact between Humans and the Silth

2464 Discovery of Sol portal.

2465 Tintamar opens for business. The Silth Incursion into Sol System

2467 First Human-Silth War begins

2468 Relief of 61 Virginis and pivotal battle of Thousand Points of Light. End of Human-Silth War

2473 Present Day

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