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Futuristic Icarus - Lore

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SilverFlight

Tende altum, volare altius
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Icarus ~ Lore

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Most people see space as beautiful…just a vast sea of stars, endless little lights and never-ending potential.
When you’re actually out here though? It’s not so pretty:

There are five corporations that control most of known space here. They call themselves “the Five Celestials”.
If that wasn’t dumb enough? They spend their days amassing power so they can destroy one another.
Crime is rampant. This is a world of mercenaries, spies, assassins and syndicates. The rule here is take what you can, when you can.
Most planets are under control of one Celestial or another, their leadership pacified with wealth and a promise they will stay in power.
Those that fight back? Well, the Celestials do their best to make them examples.

It's hard to do honest work in a place like this. Still, some try.
Some do more than try, they’ve promised to see the Celestials fall. Big talk, but, so far? Nothing's come of it.

So…this is it, what will you do?



  • This galaxy is named Briareos, and from afar, it's light is the soothing blue of a warm summer sky. There are many planets within this galaxy that support life, and the species that make this place home are natives, and travelers far-flung from distant stars. Most have been living here so long nobody remembers to which species this galaxy is authentically home. Between planets, there are often space stations, set for resource gathering or cultivation. Not all quadrants have the five celestials to worry about, but the Daedalus quadrant? That is where the dragons nest. The Daedalus quadrant is home of the panets most tightly under celestial control, and many specie stations and planets have been destroyed or abandoned because of the conflicts. Ones like Vela, were repurposed into living colonies for people trying to escape the heat of the fights and make lives for themselves under the celestials' notice.
 
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Locations



  • A no-man’s land space station called “Vela”, home to couriers, merc ops, various crime syndicates and the general underbelly of the quadrant. The station is gritty and the lower areas are filth-ridden slums. The mid-town is only a little better, with casinos, brothels and nightclubs that never sleep. The elites, crime bosses and white collars live at the top of the station, on the other side of a massive garden and agricultural sector, that provides most of the water and food to the station.


    “Lowtown”

    The most ill-kept part of the station. Vela’s most vulnerable and most predatory live and operate here. Sanitation comes sporadically, sometimes, not at all. It smells. Of everything. All the time. Walls and windows are covered in tags and profane graffiti. Most buildings are blocks, where families are packed six to a room or more. These are refugees, mostly, from wars triggered by one of the Five. Honest work is hard to find on the station, so those that don’t have valuable skills, and don’t take to crime search the station’s garbage, trying to salvage things to repair and sell. They make easy prey. There are a few poor shops, but mostly there are drug dens, bars and scavenger hides. People here would steal the teeth from your mouth if they could.

    Docks here are barely monitored, and if smuggling was your game, you’d likely operate through here. It’s the route least likely to run into law enforcement. You’d have to find a way to bypass the rough shakedowns of the low-level crime bosses that try to run Lowtown, but enough pull higher up and they usually clear off.

    Not everything in lowtown is bleak and hopeless. Though much of the artificial lighting is broken, some still works, emitting UV light, and in some areas, plants have begun to reclaim the station.


    “Midtown”

    Is cleaner, brighter, and altogether better-built and repaired than Lowtown. Neon lights dominate the landscape and the space surrounding the central column is usually buzzing with hover cars. There are three central levels to Midtown, that ring the column. The red-light district is on the lowest floor, and often patrolled by crime goons running errands for their higher ups, trying to curry favour.

    The second and third levels are mostly respectable shops and businesses. The interstellar assassin’s guild has an HQ on the third level, though it can only be found be people who already know where it is. Respectable couriers and better smugglers use the docks on the second level.

    The little green that is in Midtown is usually encased in bubbled biospheres or lining streets or corralled in small parks by concrete walkways. There is no day cycle in Vela, just points of lighting in areas that can seem bright as day.


    “Hightown”

    Hightown is mostly made of impossibly large walled estates for the ultrarich of the station. Vela is a haven for crime lords given its placement in the quadrant and its lax rules for white collars. Most of the buildings are owned by the drug barons, brothel owners and merc managers of the entire quadrant. Anyone who’s anyone on the underside of the galaxy in this particular quadrant. Choice theme is white, white walkways, walls, buildings. There is a day cycle here, and the lights make it just like a sunny day. At night the environment walls drop their opaque colouring to show the starry skies surrounding the space station.


    “The column”

    A vast round cylinder running the entire length of Vela station. At its lowest end it houses the waste management sectors. Around about midtown is air filtration and agriculture, going further up to “Hightown” level are the gardens, where rare species of plant and animal from all across the galaxy are maintained. You can’t get to Hightown without going up through the column via a series of elevators through the gardens. The crown of the space station and the top end of the column is the most affluent housing on Vela. This is reserved for planetary leaders, the top crime lords and, whenever they care to visit, some of the Five Celestials.




 
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