Setting and plot Escape Velocity Nova
1 setting , plot
1.1 federation
1.2 rebellion
1.3 auroran
1.4 polaris
1.5 vell-os
1.6 pirates
setting , plot
the game takes place in milky way in 1177 nc , follows several human civilizations have broken away colonial council , developed independently of each other. there 3 main governments: federation, auroran, , polaris, , several smaller factions. back-story , other role-playing information can gathered several preambles come documentation game.
federation
at start of game, federation latest in line of earth based governments, succeeding colonial council. first explorers earth go faster speed of light used devices known hypergates, developed omata kane. humans settled other habitable planets , formed organization known colonial council. council made first contact vell-os, group of telepathic humans had left earth centuries before, , benefited advanced technology. breakaway group of humans left colonial council , settled planets beyond star polaris, taking name people. when council recontacted polaris, became clear not tolerate interference council. when council sent diplomatic delegation, polaris viewed , small military escort precursor invasion , destroyed it, prompting council declare war on polaris. vell-os opposed war, , destroyed council s invasion fleet before reached polaris space. fifty year long war broke out between council , vell-os. vell-os, being peaceful in nature, surrendered avoid further bloodshed , enslaved mainstream humanity. should noted until decided sue peace vell-os holding own against more numerous council forces.
after war ended, many of colonies south seceded council , formed loose confederation known auroran empire. once again council thrust war, time regain lost colonies. although did not defeat of groups made aurorans, 1 group known armetis turned terrorism. 1 former council member disenchanted colonial council gave armetis codes hypergate system. armetis destroyed earth s hypergate, sent shock waves throughout entire hypergate system, crippling , isolating many of former council worlds.
it took 2 hundred years before earth based ships capable of exceeding speed of light. recontacted many of former worlds, formed alliance earth due fear of expanding auroan empire. earth forces attempted invade aurorans, little success. result, decided pool resources , form federation.
the federation created investigative body known bureau of internal investigation. bureau, known, created investigate , remove subversive influence in federation, pursues goal of reunifying humanity under federation. based in wolf 359 system, bureau pervasive federation citizens charge runs government. many of federation s leading citizens have started rebellion against bureau.
rebellion
the rebellion in middle of war against federation, bureau. rebellion claims bureau has committed heinous crimes, , controls federation , bureau should removed power. rebellion hates killing puppets of bureau knows there no way of fighting bureau without destroying federation ships. rebellion vital in of major storylines, , outcomes of of them affect rebellion, , war against bureau in 1 way or another.
the rebellion more of ideological faction political one; such has control of 2 systems, evlei , koria, galactic north of federation. merrol in aldebaran system federal planet in open rebellion, under permanent blockade bureau.
by , large, rebellion made of older pilots , great deal of funding comes association of free traders. although have managed acquire polaron technology , steal few of less powerful federation warships, sparse numbers prevent them fighting other minor battles. result, majority of war between rebellion , bureau fought spy-war .
auroran
the auroran empire 1 of main political blocs in game. populous of blocs, but, since remain largely uninterested in technology, 1 of least technologically advanced.
the auroran population approximately 100 trillion, according atmos - planets have @ least 1 arcology can house tens of millions of people, , homeworlds of 6 different auroran factions each average population of around 175 billion. result, many auroran worlds suffer severe pollution , overcrowding problems, , colonization of new systems relieve burden of overpopulation major factor in political agenda.
the auroran empire consists of 5 families or houses (moash, heraan, tekel, dani , vella). each of 5 families fight each other constantly. additionally, there systems governed auroran empire . these systems not belong family, instead governed central auroran government. also, 1 system formally governed dechtakars , warriors loyal auroran empire whole rather specific house, although presence spread throughout empire. warriors love tattoo , engage in honorable combat, , ships have heavy armor. auroran weapons heavy deal lot of damage. player can aurorans either passing through bounty hunter storyline, or having high combat rating , going bar within federation or non heraan-family auroran space.
as player progresses along auroran , polaris storylines, encounters thurokiir, obsidian heart or spiritual master of house heraan, techerakh bloody hammer. if following auroran storyline, techerakh renames character karhallarn, or wolf. both titles, 1 thurokiir, , 1 fleet master (karhallarn of pack) symbolize aurorans deep respect clan-warfare , battle honor. similar east asian countries of earth dark ages mid-1960s, aurorans build society around face , shame. flee battle or surrender enemy atrocity against 1 s empire, house, , self. aurorans provide 1 of complex factions in nova, due intricacies of warrior society.
polaris
the polaris race of technologically, , in cases telepathically, advanced humans broke away colonial council in 480 nc. first expedition ventured in direction of north star arranged kerrell polaris, died 3 days before started. on next century, polaris encountered wraith, space dwelling race of creatures can utilize hyperspace. encounters polaris had wraith ended in bloodshed, fostered polaris isolationist ideology.
the isolationism of polaris, in turn, caused problems when colonial council attempted re-establish contact them sending in diplomatic fleet. polaris misinterpreted act of war, , destroyed fleet. outraged, colonial council sent out invasion fleet, stopped vell-os — cousin race of humanity advanced telepathic abilities, have supported polaris. sparked vell-os/colonial council war, did not affect polaris.
after destruction of council hypergate system, polaris hypergates still operational, allowing polaris advance technologically. on 500 years later, federation (successor colonial council) sent military task force polaris space, polaris destroyed quickly.
the polaris have 6 separate castes, set skills of individual can best utilized caste or becomes member of.
vell-os
the vell-os telepathic race. led out space, united telepathic powers indian prince vell-os in around a.d. 980. vell-os not pilot true ships; objects use psychic projections made vell-os inside. classify humans , vell-os have telepathic abilities 7 ranks, or t s. lowest rank possible t6 (all normal humans @ level no actual telepathic ability), , starting actual telepathic powers @ t5, continues downward until t0, highest rank telepath can ever achieve. no vell-os in recorded history has reached rank of t0.
the vell-os part of colonial council (which preceded federation) seceded when protested colonial fleet trying invade polaris. following devastating war colonial council, enslaved , colonial council , proceeded raze every inhabited vell-os world via intense orbital bombardment, leaving dead planets dangerously high radiation endure millennia. leaders of vell-os ruling council, krypt-tokh, escaped enslavement fusing bodies nanite-producing organs, becoming immense, immortal, telepathic space-roaming beings ply ruins of vell-os space. krypt await liberation of vell-os race foretold in so-called korell prophecy.
there 3 classes of vell-os ship ; darts, arrows , javelins, in order of power. vell-os ships not ships in common sense. psionic power of vell-os pilot forms shell of vessel. ship powered pilot s mind, , defenses come pilot. ship literally extension of pilot within. while ship not have powerful armor, shields , weapons of powerful in game.
pirates
pirates represent criminal side of universe. there many different branches of common pirates mercilessly plunder , kill ships. in game, can disable , steal player s goods , money , leave player stranded in open space.
the marauders small raiders , pirates plunder in small scale, , nothing worry armed merchants. ships normal civilian ships, upgraded, although starbridge or valkyrie joins in fleet. marauders independent raiders have no real leader or government, , therefore make easy foes, though should not underestimated. marauders weaker normal pirates, though attack within federation space. universally despised, other pirate factions, attacked warship or interceptor of faction in system.
the association of free traders proud dwindling organization. see guardians of federation space, , main enemy guild of free traders. have created own class of ships, civilian ships have been thoroughly upgraded , tweaked, , fitted vast array of weaponry , pirate technology. once-proud association met decline in power after strong bureau fleet, of guild of free traders, organized attack on association. bureau invited association leader, morgan, peace-treaty, turned out ambush, helped guild of free traders. morgan, crew , wife met death there, , leadership of association has been replaced olaf greyshoulders. association has ever since been enemy of bureau of internal investigation, though not in open war federation. joining them reveals morgan have been protagonist s father.
the guild of free traders worrisome , dangerous group of pirates. have own government, , current leader mcgowan. far more organized, , smuggle illegal drugs , other goods. have many secret bases scattered in federation space, , commonly strikes , raids among traders , merchants. not use civilian ships, , instead use association ships heavily upgraded. guild of free traders, though enemies of federation, have ties bureau of internal investigation.
the other pirate branch consists of auroran houseless warriors. equivalent common pirates in federation, , have similar strength , methods. fleet consists of auroran civilian ships, gun ships , fighters. attack in center of auroran space, , have own base hidden inside asteroid field.
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