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''This contains a fluff backstory which is to be taken about as seriously as the clown crying griff.''
{| width='95%' height='60' style='background-color:#ffdab9;' align='center'
|align='center'|'''Note:''' This page does not actively track the official lore. For up-to-date/current lore, please see: https://github.com/tgstation/common_core
|}
<br>
=What This Is Not=


This is not an exhaustive effort to catalog the universe of SS13 in great detail, as with Baystation. Rather, it is a collection of ideas and starting points for you to use IC with other players to generate interesting conversations and events. It is as close to canonical lore as you will get for the /tg/station codebase, however people are not required to use this lore, nor are maintainers bound to it.


==Long Ago==
On July 6th, 1948 Earth gets its first contact with an [[xenos|alien]] civilization in the last few thousand years. It's cleverly leaked, downplayed, shuffled and muddied by government forces from across the planet until the time when the public is ready for admission of the event, almost a full century after the incident first began to encroach on public imagination. Five hundred years before Space Station 13 is built -- July 6th, 2050 -- the United Earth government provides complete and frank proof of extraterrestrial life in the universe. They also provide proof that, as far as a human mind can understand one so completely foreign to its way of thinking, this life is hostile. Mankind is no longer alone. Mankind is no longer supreme.


The Chinese-dominated United Earth forces focus the many resources of the polluted and dying Earth to flee into the cold void. The larger Dwarf Planets are colonized and generational colony ships are launched into deep space. Research is done into fringe physics, most of the secrets of the Universe being turned towards terraforming or "defense" from xenos species. Compared to most sentients human beings breed like rats and the plague of new life they bring with them everywhere they go tends to blight out that which was. In this new infinite sea religion does all but disappear and the vast distances humanity spreads sees a return to defacto autonomous feudalism. For the next two hundred years the forces of Earth spread like wildfire across the Milky Way, stretching farther down Her spiraling arms with each generation of both humanity and technology.
= The Setting=
== Basic Description==


==The Void Wars and the Great Schism==
The year is 2560. The universe is in flux, as giant megacorporations escalate from covert treachery and assassinations to outright skirmishing, government organizations desperately try to reign in and project power over said corporations as they expand to the farthest reaches of space, and fantastic and fascinating scientific advancements are constantly being made then destroyed. But by standing too far back and looking at the big picture, it's easy to miss out on the most compelling parts of life in the 26th century. These are the stories of the people, pets, silicons, and everything else in between who have become involved with Nanotrasen and their ventures.


A few generations of humanity war between themselves for dominance and other alien species for survival. Most xenos encountered during this time are wiped out entirely, genocide and planet cracking having become a staple of human warfare. There comes a time when even nostalgia has been lost for Earth and the yellow sun she circles and any resemblance to a united species is gone. When there is so little little external threat anymore humanity faces its wrath inwards again. Records from this time are sporadic and first-hand accounts muddied by rumor and propaganda but it is clear that this is no golden age of peace.
[[File:LoreMapSketch.png|frameless|center|A map of the ss13 universe, roughly sketched]]
Space Station 13 as a destination has reached near-mythical proportions among the adventurous types since its initial launch in 2548. It began, along with a series of similar stations, as a small, highly classified and secretive plasma research facility far in the depths of the peripheral edges of civilized space. Access to it was kept incredibly hush-hush, and while staffing standards weren't great due to a distinct lack of qualified personnel wishing to disappear for undisclosed periods of time to go to a research station no one knew the location of to study topics unknown, Nanotrasen managed to keep the facility afloat more-or-less. There were a good number of security incidents, and life aboard the station was dangerous and fraught with threats from enemy agents to dark magicks and more, and the entire station has been detonated or disappeared more than a handful of times only to be rebuilt by hand, but the minerals and knowledge coming back more than made up for the considerable expenses.


The reasons why are lost to time, but it was not a xenos threat that shook humanity down. It was that which shook humanity since time immemorial -- war. The vast wormhole highways that kept humanity in contact with itself were bombed on both ends. Humanity was lost in the void and ravaged by hellfire and slaughter from all sides; from all fronts; from all faces. For many decades technology and history are lost and bastardized in a vast anarchy. Different sects of humanity, separated by unfathomable gulfs of empty space, take different approaches to restoring order. In this time several xenos species encroach on space previously held by humanity, even those systems closest to Sol. Far from this center, in the fringes of inhabited space, it is not traditional government but megacorporations that rule. Far too vast for oversight they are interplanetary nations onto themselves, ones without borders and without scruples. For two hundred years they have fought for space dollars and intellectual properties, content to let those old portals to humanity far gone lay derelict in the vacuum.
Over time, however, as former members of these stations snuck away from Nanotrasen's grip back towards the civilized galaxy through a variety of means (escape pods, hijacked shuttles, smuggling themselves out on supply and personnel shuttles, etc), Nanotrasen executives began to panic. Anxious to share the horrors and abuses they suffered at the hands of Nanotrasen's carelessness and greed, former crewmembers began publishing exposés and speaking out about the nature of life with Nanotrasen on the periphery. Despite early success with wetworks attempts at silencing the outspoken individuals, by 2555, there was enough testimony and corroborating material to finally force TerraGov, the premier galactic government, to begin a hesitant inquisition into NT. The stories of crewmembers from Space Station 13 gained the most attention and became the face of the growing scandal.


==Modern Day==
By early 2557, Nanotrasen's elite was in a state of near-complete terror. The stories of their abuses and disdain for the lives of their workers in pursuit of the almighty Space Dollar had reached a fever pitch, and more and more it seemed like the large government contracts that made up the bulk of NT's income would evaporate into thin air. The Syndicate, the loose coalition of smaller companies set up to sabotage NT, were counting the days until NT would collapse.


This is one of those regions of space turned towards the almighty space dollar. The year is 2550. Piracy and despotism is technically lower than in most areas of war-torn human-occupied space, though the people still feel by and large oppressed and unsafe.
It was at this point that something no sane person could have ever predicted came to pass. The steady flow of skilled yet unstable workers to NT's Periphery, which any rational person would have expected to sink like a stone in response to the constant scandals, actually began to increase. Somehow, despite the popularly known tales of widespread violence and abuses, more people began to make the trek Spinward to find employment on these stations. How could this be?


==Alien Races==
As it turned out, the public at large adored the dangerous and desperate tales that the former crewmembers wove about life on these stations. To the utter bewilderment of the whistleblowers, the public interpreted these stories as heroic and brave in a time of relative ease and comfort in the core system. Swarms and swarms of skilled workers sought out employment on the Spinward Periphery, the most prestigious and competitive location being Space Station 13.
===[[Humans]]===
The dominant species in the known galaxy.


===[[Lizardperson|Lizardmen]]===
And so it's gone for the last few years. Now, in 2559, Nanotrasen actually has an entire media department dedicated to telling heroic, propaganda laced tales of daring and adventure onboard their stations, as more and more hapless individuals succumb to the meat grinder. Nanotrasen has managed a healthy rebound and recovery, much to the chagrin of workplace reformers and the Syndicate, though they aren't completely out of the woods yet. Government investigations and sanctions continue to plague NT as they continue diversifying towards the private sector, and it's become readily apparent that the kind of crewmember willing to work for NT for the thrill of it all is more than happy to double their fun and succumb to various Enemy Organizations of the Corporation. Asset losses are reaching astronomical levels as NT tries to regain control of their growth, which now outstrips their income sources and is beginning to bite into their cash reserves.
A race of sentient reptilians. Tend to hiss frequently. Frequently discriminated against by Humans.


===[[Plasmamen]]===
It is into this world that the crewmembers of SS13 now enter. There are many reasons to become a crewmember on a Space Station as dangerous as SS13, whether it be the attractive hazard pay, the academic clout that comes with contributing to an NT publication, the promise of a fresh start in spite of past sins, or simply the thrill of surviving one day at a time. Cloning aside, no two crewmembers are quite the same, as they all meld together with their unique experiences and skills to try and survive until the end of their contracts to reap the rewards of their work. And, of course, they look to make the most of their time in an environment so completely removed from normal life as being an employee of NT.
A newly discovered plasma based species. They breath pure Plasma, thus they wear specialized environment suits to survive in a oxygen rich atmosphere.  
Basic Setting Tenets


===[[Podman|Podmen]]===
== The following is a collection of basic things to keep in mind with the CC Universe==
An organic race created from Nanotrasen research.


===[[Changeling|Changelings]]===
* The mood and feel of CC should reflect the nature of the game: fast, loose, and heavily improvised. This isn't an indictment against structure and depth, SS13 is after all an incredibly deep game that keeps people coming back for years, but it's very important to keep the medium in mind when writing for it. Conversations between players in SS13, even ones in the bar during a slow round, tend to be terse and more focused on the immediate environment and situation rather than longer, wandering digressions, and writing for CC should keep this in mind. See the next section for guidelines on what to write about and how.
A previously unknown hostile race of shape shifting beings; little is known of this race, except they are hostile to non-changeling lifeforms. Many would pay a high price to capture one alive.
* The setting is not grim-stupid. SS13 is not one big social experiment to see what happens if you send a bunch of mental rejects into a nonsensical metal deathtrap (though there may be many social experiments of a smaller scale running at any given time), and the suits and command staff working behind the scenes to keep SS13 running aren't the kind to just throw crewmember lives into the trash en masse because they feel like it unless the admins think it's REALLY funny (NOT CANON), though it's definitely not in your best interest to draw too much attention to yourself. There's lots of shady, shady stuff going on around the station, but when it comes to the fate of resources with significant value, it should be played more like Burke from Aliens than a temperamental child throwing away an expensive toy without a care in the world. (More on interactions with Centcom specifically later)
* Nanotrasen is a massive and powerful megacorp that operates with effective extraterritoriality on the Periphery where SS13 operates, but they're not impervious to outside forces. Were they to get too far out of line and take on too many enemies at once, the combined mass of bureaucracy from the galaxy's various governments and direct action from other private interests could readily dismantle NT after a protracted fight. In fact, this is exactly the nightmare situation NT is currently going through, as public sentiment grows against them with each successive scandal. While the company is currently experiencing a short-term boom from useful idiots prospective crew members as a result of the romanticization of life on their nonsensical metal death traps, NT's leadership knows it won't last forever, and is doing everything in their power to prepare for their next moves.


==Organizations==
===[[Nanotrasen]]===
[[File:NTlogo.png|400px|thumb|Nanotrasen's corporate logo]]
Nanotrasen Systems, or simply Nanotrasen, is the largest manufacturer and employer in known space, though not by much. Their business practices and fabulous wealth have garnered both power and ire from interest groups and other corporations. Their company laws are the standard by benefit of inter-corporate agreements and simple mathematics of weight. In 2541 stocks began to fall and Nanotrasen began to fear their days of dominance were nearing their end. Research teams scrambled while the supercorp invested in their military forces, sending waves of panic through both market and populace. In 2543 a Nanotrasen-UEG mining company, Silar Group, made a discovery in a sunless system -- massive gas giants of a strange purple vapor with untold properties. Rapid research revealed it to be a powerful energy source, and Nanotrasen was revitalized through secret projects surrounding the substance. Plasma, as it came to be called because of its ease of gaining incredible heat, was only found in large amounts in this one region of space and around dead or missing star systems. Nanotrasen became the largest seller and researcher and still holds this position in the current year of 2550 through a system of jealous guarding and corporate espionage of secrets.


====Central Command====
= Misc Setting Assertions=
The home office of Nanotrasen's day to day affairs, CentCom is a secure and centralized space station at a classified location. Everything about them is thorough and professional, and to date there have been no successful attacks or infiltrations reported to the company newsletter. It comes fully stocked and self-sufficient at all times and is a safe haven for all employees of Nanotrasen's many holdings. As powerful as it may seem, it still lacks some of the more experimental technologies found on some of their more remote research stations, such as an advanced neural programming lab or a cloning bay to replace lost employees.


===[[The Syndicate|Syndicate]]===
Random things and facts that don't deserve their own article or I haven't gotten to yet.
A vast criminal enterprise of revolutionaries, pirates, and corporate-sponsored no-goods, the Syndicate is a force much feared in the region and has proved time and again too wily and resilient to be taken down. They seem unusually focused on Nanotrasen and their plasma production at a level which no one in living memory can recall seeing before. Their reasons why are shrouded in mystery and enigma, but chances are good it's all about money and spite -- and with access to new and rare technologies that even the supercorp cannot obtain, Nanotrasen has lost many an enterprise to Syndicate machinations.
* Travel from Sol's core to the Spinward Periphery takes anywhere from upwards of a few months for slower mass cargo freighters to a few weeks aboard an average long-distance mass transit ship. Unlike travel to Alpha Centauri, which benefits heavily from TerraGov's attention and investments, the Spinward Periphery remains mostly in the hands and sights of private interests who either have their own transport fleets or contract it out with one of the firms that do. Rumor has it that some of NT's new experimental bluespace drives could cut the trip down to a few days with good conditions, though said rumors usually also mention catastrophic failures of a grotesque nature as a byproduct.
* Travelling back to Sol on anything other than official NT business would likely be an extended vacation or off-rotation. Hardly nipping down to the shops halfway across the galaxy for a carton of milk, you know.
* Non-NT owned housing for Spinward employees generally lays within the borders of the Spinward Stellar Coalition, which is a day or two away from SS13's dispatch station. Life in the SSC is usually pretty austere, but NT's company stores keep its employees in considerably more luxury than the average Spinward resident as long as they're making decent bank.
* Sol is prosperous by and large, though there's a great deal of variation within the solar system (being an entire solar system, obviously).
* Terra in particular is a very expensive place to live, and serves as the capital planet for TerraGov's government (no shit). The main reasons to live there vs. anywhere cheaper and less crowded in Sol are because you have a good job with TerraGov's bureaucracy, you're someone important or looking to rub elbows with important people, or you're very interested in the history of mankind. A great deal of old architecture from centuries past still stands outside richer areas, and the planet is regarded as a bizarre melding of human history across history all coexisting in one place.
* Most other settlements, both on other planets and on man-made space structures, are easily dated by their construction style and aesthetic to the range of a few decades, as they start out with a unified design and are slowly replaced and repaired bit by bit afterwards using newer technologies and trends.


===[[Space Wizard Federation]]===
=Further Reading=
Although not technically part of the criminal syndicate, they fulfill a similar role. They are a parasitic and criminal enterprise of self-serving mutants that have achieved an intrinsic natural control over many universal physical processes. Or they are a violent and expansive group of high-tech criminal masterminds with a flair for theatrics. Or they're performing actual magic, but that's just plain ridiculous. Only the lowest of planet-side rubes would believe in [[wizard|real wizards]]. For one reason or another these humans of incredible and unknowable power have decided to band together and use their gifts for evil. They steal, they kill, they obliterate and break out of jail. There is never a moment when a space wizard is not being sought out by supercorporate security forces to either be imprisoned or used to their own ends. Nanotrasen, however, is one of the few powers that refuse to interact with the space wizard federation, and their constant rocking of the boat and denouncement has become a dagger in the side of these magical miscreants. Central Command has taken to warning all stations daily of wizard attacks from anyone who is even remotely close to their systems.
For further reading look at our [https://wiki.beestation13.com/view/Category:Backstory Backstory] set of pages
 
===[[Cult|Cult of the Elder Gods]]===
The Cult of the Elder Gods is highly untrusted but otherwise elusive religious organization bent on the revival of the so-called "Elder Gods" into the mortal realm. Despite their obviously dangerous practices, no confirmed reports of violence by members of the Cult have been reported, only rumor and unproven claims. Their nature is unknown, but recent discoveries have hinted to the possibility of being able to de-convert members of this cult through what has been dubbed "religious warfare".
 
===United Earth Government===
The United Earth Government is a central government operating from old Earth. While the UEG is a shadow of its former glory from prior to the void wars it nevertheless holds significant influence within the core worlds thanks to its powerful military. The deeper recesses of space however remain well out of the reach of the UEG, and will continue to be as such for a long time.
 
The UEG barely is able to hold some influence over powerful corporations such as Nanotrasen by maintaing a very tight grip over their more lucrative assets. An example being that the UEG hold the rights to the precious few system that house the rare resource 'Plasma', of which the UEG 'graciously' allow Nanotrasen to mine and explore these system so long as NT pays the UEG its dues.
 
Aside from its bare grip over Nanotrasen, the UEG has virtually no physical presence in the outer sectors of space, so long as they get their way.
 
===[[Derelict|The Derelict Station]]===
Hidden deep inside Nanotrasen space is a mysterious station known simply as 'The Derelict': another plasma research station of unknown design and builder. The station was allegedly built by the third uprising of the Soviet Union, however, rumor has it that it is a former Nanotrasen station and in fact the predecessor to the current research station. Any dark secrets that it holds are a complete mystery.
 
==[[Space Station 13]]==
Deep in space in distant orbit of a nearby gas giant that exhibits strange properties, Space Station 13 was built. Only the most professional of experts and personnel have been staffed here and its secrecy of construction and location guarantee it to be a safe and productive experience.
====Reasons for Existence====
*'''Plasma research, especially exothermic potential''': dedicated science teams on hand for this purpose at all times. It is implied that Space Station 12 had even more. Since Space Station 13's construction, tighter regulations on research limits have been drafted in this field, bringing up a lot of questions from high-ranked employees.
*'''Genetic research''': Nanotrasen has a lot invested into military and security groups. Those modifications which could give their forces a leg up in both being hired and maintaining control would prove extremely valuable.
*'''Blue Space research''': teleportation technology has been rediscovered from before the Schism. Wormhole travel, the industry standard, is dangerous and prone to incorrect destinations. Existence of a parallel universe of proportionate size and filled with blue radiation has been recently uncovered, and both the properties of this mysterious area and the hazards of the technology used to access it need to be found out. For this reason, teleportation rigs have been provided and miniaturized versions of these devices have been placed in secure areas. 
*'''[[AI|Artificial Intelligence]] field testing''': a new generation of thinking machine has been developed. Rumor has it that it's based on theoretical human brain designs, though darker rumors say that actual brains taken from unwilling 'volunteers' are used in either the production or maintenance of these new systems. The newest version of one of several available models has been graciously provided by CentCom and entrusted with the electronic systems on board the station. No errors are expected and psychorobotic specialists have been provided for station convenience among the engineering staff.
*'''Secondary directives''': while a particular use has yet to be determined for the new station at this time, you can expect to see the station become used as a mining outpost, refueling station, supply depot, prison work release program, or some other application before activation is complete.
 
====Features====
*Self-sufficient environment!
*Fully stocked medical bay!
*Advanced immortality measures!
*A courteous and helpful security staff!
*The latest and safest energy systems!
*Behold the wonders of scientific advancement!
*Olympic sized pool and lavish corporate housing!†
<Div Style="font-size:4pt;">†Ongoing construction</Div Style="font-size:4pt;">


[[Category:Game Resources]] [[Category:Backstory]]
[[Category:Game Resources]] [[Category:Backstory]]

Revision as of 19:46, 25 May 2022

Note: This page does not actively track the official lore. For up-to-date/current lore, please see: https://github.com/tgstation/common_core


What This Is Not

This is not an exhaustive effort to catalog the universe of SS13 in great detail, as with Baystation. Rather, it is a collection of ideas and starting points for you to use IC with other players to generate interesting conversations and events. It is as close to canonical lore as you will get for the /tg/station codebase, however people are not required to use this lore, nor are maintainers bound to it.


The Setting

Basic Description

The year is 2560. The universe is in flux, as giant megacorporations escalate from covert treachery and assassinations to outright skirmishing, government organizations desperately try to reign in and project power over said corporations as they expand to the farthest reaches of space, and fantastic and fascinating scientific advancements are constantly being made then destroyed. But by standing too far back and looking at the big picture, it's easy to miss out on the most compelling parts of life in the 26th century. These are the stories of the people, pets, silicons, and everything else in between who have become involved with Nanotrasen and their ventures.

A map of the ss13 universe, roughly sketched
A map of the ss13 universe, roughly sketched

Space Station 13 as a destination has reached near-mythical proportions among the adventurous types since its initial launch in 2548. It began, along with a series of similar stations, as a small, highly classified and secretive plasma research facility far in the depths of the peripheral edges of civilized space. Access to it was kept incredibly hush-hush, and while staffing standards weren't great due to a distinct lack of qualified personnel wishing to disappear for undisclosed periods of time to go to a research station no one knew the location of to study topics unknown, Nanotrasen managed to keep the facility afloat more-or-less. There were a good number of security incidents, and life aboard the station was dangerous and fraught with threats from enemy agents to dark magicks and more, and the entire station has been detonated or disappeared more than a handful of times only to be rebuilt by hand, but the minerals and knowledge coming back more than made up for the considerable expenses.

Over time, however, as former members of these stations snuck away from Nanotrasen's grip back towards the civilized galaxy through a variety of means (escape pods, hijacked shuttles, smuggling themselves out on supply and personnel shuttles, etc), Nanotrasen executives began to panic. Anxious to share the horrors and abuses they suffered at the hands of Nanotrasen's carelessness and greed, former crewmembers began publishing exposés and speaking out about the nature of life with Nanotrasen on the periphery. Despite early success with wetworks attempts at silencing the outspoken individuals, by 2555, there was enough testimony and corroborating material to finally force TerraGov, the premier galactic government, to begin a hesitant inquisition into NT. The stories of crewmembers from Space Station 13 gained the most attention and became the face of the growing scandal.

By early 2557, Nanotrasen's elite was in a state of near-complete terror. The stories of their abuses and disdain for the lives of their workers in pursuit of the almighty Space Dollar had reached a fever pitch, and more and more it seemed like the large government contracts that made up the bulk of NT's income would evaporate into thin air. The Syndicate, the loose coalition of smaller companies set up to sabotage NT, were counting the days until NT would collapse.

It was at this point that something no sane person could have ever predicted came to pass. The steady flow of skilled yet unstable workers to NT's Periphery, which any rational person would have expected to sink like a stone in response to the constant scandals, actually began to increase. Somehow, despite the popularly known tales of widespread violence and abuses, more people began to make the trek Spinward to find employment on these stations. How could this be?

As it turned out, the public at large adored the dangerous and desperate tales that the former crewmembers wove about life on these stations. To the utter bewilderment of the whistleblowers, the public interpreted these stories as heroic and brave in a time of relative ease and comfort in the core system. Swarms and swarms of skilled workers sought out employment on the Spinward Periphery, the most prestigious and competitive location being Space Station 13.

And so it's gone for the last few years. Now, in 2559, Nanotrasen actually has an entire media department dedicated to telling heroic, propaganda laced tales of daring and adventure onboard their stations, as more and more hapless individuals succumb to the meat grinder. Nanotrasen has managed a healthy rebound and recovery, much to the chagrin of workplace reformers and the Syndicate, though they aren't completely out of the woods yet. Government investigations and sanctions continue to plague NT as they continue diversifying towards the private sector, and it's become readily apparent that the kind of crewmember willing to work for NT for the thrill of it all is more than happy to double their fun and succumb to various Enemy Organizations of the Corporation. Asset losses are reaching astronomical levels as NT tries to regain control of their growth, which now outstrips their income sources and is beginning to bite into their cash reserves.

It is into this world that the crewmembers of SS13 now enter. There are many reasons to become a crewmember on a Space Station as dangerous as SS13, whether it be the attractive hazard pay, the academic clout that comes with contributing to an NT publication, the promise of a fresh start in spite of past sins, or simply the thrill of surviving one day at a time. Cloning aside, no two crewmembers are quite the same, as they all meld together with their unique experiences and skills to try and survive until the end of their contracts to reap the rewards of their work. And, of course, they look to make the most of their time in an environment so completely removed from normal life as being an employee of NT. Basic Setting Tenets

The following is a collection of basic things to keep in mind with the CC Universe

  • The mood and feel of CC should reflect the nature of the game: fast, loose, and heavily improvised. This isn't an indictment against structure and depth, SS13 is after all an incredibly deep game that keeps people coming back for years, but it's very important to keep the medium in mind when writing for it. Conversations between players in SS13, even ones in the bar during a slow round, tend to be terse and more focused on the immediate environment and situation rather than longer, wandering digressions, and writing for CC should keep this in mind. See the next section for guidelines on what to write about and how.
  • The setting is not grim-stupid. SS13 is not one big social experiment to see what happens if you send a bunch of mental rejects into a nonsensical metal deathtrap (though there may be many social experiments of a smaller scale running at any given time), and the suits and command staff working behind the scenes to keep SS13 running aren't the kind to just throw crewmember lives into the trash en masse because they feel like it unless the admins think it's REALLY funny (NOT CANON), though it's definitely not in your best interest to draw too much attention to yourself. There's lots of shady, shady stuff going on around the station, but when it comes to the fate of resources with significant value, it should be played more like Burke from Aliens than a temperamental child throwing away an expensive toy without a care in the world. (More on interactions with Centcom specifically later)
  • Nanotrasen is a massive and powerful megacorp that operates with effective extraterritoriality on the Periphery where SS13 operates, but they're not impervious to outside forces. Were they to get too far out of line and take on too many enemies at once, the combined mass of bureaucracy from the galaxy's various governments and direct action from other private interests could readily dismantle NT after a protracted fight. In fact, this is exactly the nightmare situation NT is currently going through, as public sentiment grows against them with each successive scandal. While the company is currently experiencing a short-term boom from useful idiots prospective crew members as a result of the romanticization of life on their nonsensical metal death traps, NT's leadership knows it won't last forever, and is doing everything in their power to prepare for their next moves.


Misc Setting Assertions

Random things and facts that don't deserve their own article or I haven't gotten to yet.

  • Travel from Sol's core to the Spinward Periphery takes anywhere from upwards of a few months for slower mass cargo freighters to a few weeks aboard an average long-distance mass transit ship. Unlike travel to Alpha Centauri, which benefits heavily from TerraGov's attention and investments, the Spinward Periphery remains mostly in the hands and sights of private interests who either have their own transport fleets or contract it out with one of the firms that do. Rumor has it that some of NT's new experimental bluespace drives could cut the trip down to a few days with good conditions, though said rumors usually also mention catastrophic failures of a grotesque nature as a byproduct.
  • Travelling back to Sol on anything other than official NT business would likely be an extended vacation or off-rotation. Hardly nipping down to the shops halfway across the galaxy for a carton of milk, you know.
  • Non-NT owned housing for Spinward employees generally lays within the borders of the Spinward Stellar Coalition, which is a day or two away from SS13's dispatch station. Life in the SSC is usually pretty austere, but NT's company stores keep its employees in considerably more luxury than the average Spinward resident as long as they're making decent bank.
  • Sol is prosperous by and large, though there's a great deal of variation within the solar system (being an entire solar system, obviously).
  • Terra in particular is a very expensive place to live, and serves as the capital planet for TerraGov's government (no shit). The main reasons to live there vs. anywhere cheaper and less crowded in Sol are because you have a good job with TerraGov's bureaucracy, you're someone important or looking to rub elbows with important people, or you're very interested in the history of mankind. A great deal of old architecture from centuries past still stands outside richer areas, and the planet is regarded as a bizarre melding of human history across history all coexisting in one place.
  • Most other settlements, both on other planets and on man-made space structures, are easily dated by their construction style and aesthetic to the range of a few decades, as they start out with a unified design and are slowly replaced and repaired bit by bit afterwards using newer technologies and trends.

Further Reading

For further reading look at our Backstory set of pages