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Hero - Universe Preview

This document provides an overview of the Hero Universe (HU), a unified meta-setting that encompasses the settings of all major Hero Games products. The HU centers on Earth but is not confined to it. It spans all major genres and eras, allowing interaction between characters via time travel and other means. While not every Hero product fits into the HU, those that do will be clearly indicated. The HU establishes certain universal constants, like the existence of gods/immortals and magic, that remain true across settings. It provides a timeline of settings from prehistory to the future.

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Jey Walle
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100% found this document useful (1 vote)
332 views6 pages

Hero - Universe Preview

This document provides an overview of the Hero Universe (HU), a unified meta-setting that encompasses the settings of all major Hero Games products. The HU centers on Earth but is not confined to it. It spans all major genres and eras, allowing interaction between characters via time travel and other means. While not every Hero product fits into the HU, those that do will be clearly indicated. The HU establishes certain universal constants, like the existence of gods/immortals and magic, that remain true across settings. It provides a timeline of settings from prehistory to the future.

Uploaded by

Jey Walle
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Hero Universe By Steven S. Long  Based on work by Steve Peterson and Steven S.

Long

The end result of all this is a roleplaying meta-setting of


INTRODUCTION unprecedented scope, covering all major genres and eras. It
allows for interaction between many different types of characters

A
ll roleplaying games require a setting, whether that set-
via time travel, blood relationships, and many other means.
ting is created by the designers of the game or the gamers
Of course, Hero products arent going to fill every part of the
who play it. Since the HERO System is a universal rules
HU timeline; theres just too much material to cover (at least in
system one gamers can adapt for any time period, set-
the short term). That leaves plenty of blank canvas for you, the
ting, or genre it seems only fitting to provide it with an equally
enterprising Hero GM, to fill in the gaps.
unified setting: the Hero Universe.
This document is a work in progress, and will always remain
The Hero Universe (HU) encompasses the settings for
so. We deliberately left many of the dates and settings described
all major Hero Games products: Champions, Dark Champions,
here somewhat vague; after all, theres no reason to tie our hands
Fantasy Hero, Star Hero, and many others. It centers on Earth, but
now when an author might come along with an intriguing or
isnt confined to it. Some genres or time periods may have multi-
clever idea that wouldnt fit if we defined everything at the begin-
ple settings described, such as Millennium City and Hudson City
ning. So, dont think of the HU as a straitjacket; instead, its a
(both modern-day settings, the former for Champions, the latter
series of signposts and markers, pointing out interesting cam-
for Dark Champions). Similarly, there are multiple fantasy set-
paign and roleplaying opportunities, and a source of inspiration
tings during the early parts of the HU timeline; and even in the
to existing and budding authors.
same period, two or more books could describe in detail specific
parts of broad settings, such as the Valdorian Age. Champions And Hero
Not every Hero product fits into the HU. For example, we As a general guideline, if you see Champions in a title for
might publish an alternate setting for Champions or Fantasy one of the time periods or genres listed in the HU timeline, that
Hero, such as Aaron Allstons Strike Force universe, that has no product or setting tends to be for Superheroic characters. Hero
relation to the HU (other than, perhaps, as an alternate dimen- indicates a product or setting for Heroic characters. Specific
sion). Products that are a part of the HU will be clearly indicated exceptions or alternate names will be noted.
as such, with notes for how they interact with other settings.
2 THE HERO UNIVERSE
Cataclysmic through the Medieval Age magic
OTHER
DIMENSIONS
UNIVERSAL CONSTANTS is powerful (though not always common). It is the
Certain aspects and features of the Hero Uni- equal of science and technology, and spellcasters of
The Hero Universe verse remain true over time, from setting to setting great power can arise; some gifted individuals or
uses the dimensional and place to place. These include: civilizations even find ways to link magic and sci-
structure and cosmol- ence. In other periods from the Early Modern
ogy set forth in The GODS AND IMMORTALS Age onward, particularly the Future magic ebbs,
Ultimate Mystic (for- Gods, and other immortal beings of compara- becoming less common, less powerful, and less
merly The Ultimate tive power, exist. At times, when their worship is believed in. In these periods, science and technol-
Supermage): the realms ogy hold sway, often relegating magic to little more
and worlds arranged in
commonplace and their existence openly acknowl-
the pattern of the Sephi- edged, they are enormously powerful, able to than superstition.
rothic Tree of Life, and reshape the world at will and snuff out the lives of However, even when magic is at its low points,
so on. mortals with but a casual thought. At other times, its still there. Among other things, it makes the
when no one has propitiated them for centuries, existence of superpowers possible. This is not to say
they are weaker, but by no means powerless. that every superhuman has magic-based powers
Even at his lowest level of power, a god is few do! Rather, what it means is that the exis-
mighty a lesser god is usually built with at least tence and nature of magic allows superpowers to
2,500 Character Points, and a greater god with evolve. Its the ambient magic in the world that
7,500 or more. In eras and places where they are makes radiation accidents and other such coin-
worshipped, gods can become much, much more cidences lead to the development of superpowers,
powerful. rather than the death of the unfortunate victim.
As described below, during the Primeval A superhuman with chemical powers that arise
period, the gods walked the Earth regularly, inter- after hes accidentally dunked in a chemical spill
acting directly with their worshippers. However, has magic to thank for his abilities (and survival!),
after their wars nearly destroyed the world and its even though he doesnt detect as magical and his
inhabitants (which would, ultimately, kill the gods powers have no magical effect.
as well), they chose to depart this dimension for
SUPERHUMANS AND NORMAL HUMANS
others (notably the Land of Legends). They still
come to Earth on occasion, particularly when con- As youll see below, there are some periods,
ditions are favorable for them (such as the Age of such as the late twentieth century, when Super-
Legends and Age of Heroes), but usually stay away, heroic and Heroic genres coincide. For example,
reluctant to risk their existence by risking divine most of the various forms of Champions fit into
war on Earth. the timeline at the same point with the Heroic-
level Dark Champions (and subgenres of it, such as
THE UNDEAD Danger International). And yet, those Heroic genres
The undead humans and, in some cases, or settings do not feature superhumans even
animals or members of other races who return though theyre all part of the same world.
from the dead exist, and are almost uniformly There are several reasons for this. First, genre
evil. The earliest ones were created by sorcerers, considerations come into play. Even in worlds
adepts of the arcana of Necromancy, but many where superhumans exist, Heroic characters rarely
(such as vampires) possess limited procreation interact with them. Somehow they each stake out
abilities. According to most scholars who have their own turf and respect each others boundar-
studied the matter, undead are created by fusing ies, though theres no realistic explanation for
life-essence with evil arcane energies from the this. For example, even though Millennium City
Netherworld (or sometimes even Qliphothic and Hudson City exist in the same country at the
dimensions!). Thus, the undead are almost uni- same point in time, youll never see a Hero Games
formly evil and destructive and powerful. How- product where a Hudson City vigilante takes on a
ever, other scholars have put forth other theories, case in Millennium City, or where the Champions
or questioned aspects of the primary theory, so no (or any other four color-style superhumans) come
one can say for certain exactly what the undead are. to Hudson City to take on Card Shark. Never. What
you do in your own games is entirely up to you,
THE EXISTENCE AND NATURE OF MAGIC but for purposes of the Hero Games product lines,
Magic exists in the Hero Universe; in fact, its the two shall never meet. Thus, the Heroic and the
a key component, as vital in some ways as gravity, Superheroic genres can live side-by-side without
matter, or time. But though its existence is con- ever tainting each other.
stant, its nature and level of power arent, neces- If it helps, think of it this way: you live in
sarily. In different periods and places, mankind a world that abounds with professional athletes,
interprets magic in different ways, thus creating movie stars, and famed musicians. But how many
different arcana of magic (bodies of associated lore have you ever met? Most people never meet anyone
and procedure, such as Necromancy, Thaumaturgy, famous, and never will. They live in the same cities
or Alchemy), different spells, different magical cul- and countries with them, but their paths never
tures, and so forth. cross. From this perspective, with a little suspen-
Additionally, the degree of power magic pos- sion of disbelief its easy to envision a world where
sesses in the Hero Universe waxes and wanes. In superhumans exist, but the average vigilante, spy,
some periods mostly early ones, from Pre- or action hero never interacts with them.
THE HERO UNIVERSE 3

Second, for gamers who prefer an in-setting ing the planet to settle down and the few surviving
explanation, consider this: as mentioned above, humans to rebuild their shattered civilizations.
magic is a fundamental part of the Hero Universe,
Turakian Age (73,000 to 65,000 BC)
even when its at a low ebb. Perhaps the same mys-
This is the next great civilization to arise
tical forces enabling the existence of superhumans
during this period, after the continents of the world
also subtly control events and attitudes to keep
have reformed through means both physical and
Heroic and Superheroic characters from mixing.
magical. This is the time of the Hargeshite Empire
of Vashkhor, the bold knights of the Mhendarian
THE HERO Palatinate, the twisted sorceries of Thn, and most
especially the evils of Kal-Turak, Ravager of Men,
UNIVERSE TIMELINE from whom this period takes its name. It ends with
the overthrow of Kal-Turak at the hands of all the
This timeline represents the basic outlines of free peoples of the world, in a magical cataclysm
the HU, including suggested campaign settings at that once again re-shapes the world.
various points in time. However, many of these
periods (particularly pre-cataclysmic) could be VALDORIAN AGE (50,000 BC TO 33,000 BC)
subdivided into several different campaigns, and It took the world 15,000 years to recover and
many time periods could support multiple setting rebuild after the ending of the Turakian Age. By
books. 50,000 BC, many empires, kingdoms, and city-
states arise, the chief of them being the Valdorian
Empire (so called from its hero-founder, Valdor)
The Pre-Cataclysm Period that gives this time its name. Due to this periods
The Pre-Cataclysm Period is an age of civili- length, not only Turakian ruins and menaces, but
zation prior to the recorded history of mankind. in later days those from earlier in the age, linger.
For flavor, think Robert E. Howard, Clark Ashton The Valdorian Age is a classic sword-and-sor-
Smith, Jack Vance, Lord Dunsany, Michael Moor- cery style fantasy setting in the mode of Howard
cock, Lin Carter, and the like. or Moorcock. Mankind remains the dominant
race on the planet; other races go into decline
FANTASY PRIMEVAL (100,000 TO 75,000 BC) (many apparently vanish). Fantastic creatures of
The first civilizations of men arise in this all descriptions are found on the Earth (some rem-
period (as well as the civilizations of other races, nants of the Primeval age, others newly arisen).
such as Dwarves and Elves, though Men remain The gods still exert a strong influence on the Earth
dominant). through gateways, priests, and avatars.
Initially, many of the dreaded Elder Races
Major Valdorian realms: the Empire of Valdoria;
(some of whom came to Earth from other parts of
the Kingdom of Khor; the Kingdom of Zothedris;
the galaxy, or other dimensions), control much of
the Kingdom of Tharestan; the Dominion of Atlan-
the planet, and dominate most of the races of men
tis (a late ariser).
either directly or through fear. These include the
bizarre and deadly Kings of Edom, and the terrify- Minor Valdorian kingdoms and city-states:
ing Elder Worm that long subjugated so much of Athurashurel; Borellia (a far northern realm);
humanity. However, many of the Elder Races are on Dalthyr; Grecoria; Naraat (an archipelagic king-
the decline, or gradually leaving Earth after warring dom); Shaya; Tolmiria; Ureth-Kalai; Varzend;
with each other for millennia. Eventually humans Zimaravia.
throw off their shackles and take their world back. ATLANTEAN AGE (32,000 TO ~30,000 BC)
Mankind creates its first civilizations. The
remnants of alien and extradimensional technology Toward the end of the Valdorian Age, a new
still remain on Earth, and mingle with the strange empire, the Dominion of Atlantis, arose. Based on
and powerful, but primitive, sorceries arising in an ancient island (of the same name) of great mys-
the wake of the Elder Races. The gods evolve, and tical power, Atlantis soon came to dominate most
many walk the Earth, oft using humans as pawns of the world. Its sorcerers and priests carried the
in their interminable wars with each other. Wild practice of magic to unprecedented heights, creat-
magic, bizarre alien superscience, and the influence ing a magic-technology based on the enchanted
of strange gods abound, though the general level of mineral orichalcum that lets the Atlanteans dare
technology for most people is Bronze/Iron Age. to essay the heavens themselves. Spellcasters (and
During this time, gods are commonplace, and those they served) became like unto gods.
come to Earth often. But this leads to struggles The ruler of the Dominion is Vondarien, an
between them, over differing beliefs or control immortal king of great power, wisdom, and benev-
of worshippers. Eventually, divine politics breaks olence. Under this rule, towering cities were built,
down into divine wars. At long last, the wars of the and all but a few men came under the sway of the
gods come to a head, and in a tremendous clash lords of Atlantis. It was a Golden Age, when magic
they break the world. Disasters both natural and rose to the level of a science.
supernatural wrack the planet. Realizing they could But all good things end. Around 30,500 BC,
destroy themselves by destroying their worshippers, Dalsith, son of the rebellious warrior-king and
the gods depart Earth for other dimensions, leav- sorcerer Cormar the Mighty, sacrificed his soul to
the Kings of Edom for great mystical power and
4 THE HERO UNIVERSE
became Sharna-Gorak the Destroyer, Vondariens ones. See Phillip Jose Farmers Hadon of Ancient
greatest enemy. The clash between Sharna-Gorak Opar for a good example of what this could be
and the forces of Atlantis shook the earth, even- like, or Wilbur Smiths The Sunbird, or Charles
tually sinking continents, toppling mountain Saunderss Imaro series.
ranges, and creating a great flood. Their struggles
THE CLASSICAL AGE (10,000 BC TO 400 AD)
destroyed almost all traces of civilization prior to
this time. Mankind was devastated, and the sur- Age of Heroes (10,000 BC to 200 BC)
vivors were thrown back to Stone Age technology Ancient Egypt begins this era of civilization,
and magic. along with Mycenae, Crete, and Sumeria, but
The Atlantean Age is a superpowered high Greece is the dominant culture near the end of the
fantasy sort of campaign setting, where spellcast- era. Many believe in magic, but it is rarely seen in
ers are almost like comic books superheroes. It action (at least, not by everyday folk!). The era of
has a culture that mixes swords and crossbows Greek, Norse, etc. mythology, when gods, demi-
with orichalcum-powered flying ships and similar gods, and mortals mingle on Earth. The decline of
techno-magical wonders. Think Barsoom or Jack Greece and the rise of the Roman empire marks the
Vances Dying Earth with a touch of superpowers. end of this age.
During this time, the ancestors of Hudson and
The Cataclysm (~30,000 B.C.) LeMastre are Greek orators and philosophers.

This is not a roleplaying setting, but a major The Roman Empire (200 BC to 400 AD)
event. The lands of the Atlantean Age are shattered, The Roman Empire conquers much of the
or sink beneath the waves, destroying virtually known world during this period; great civiliza-
all traces of the pre-Cataclysm civilization. New tions also flourish in China and the Americas. For
lands arise. Those few survivors of the Cataclysm the most part, the pragmatic Romans disbelieve
found the underwater realm of Atlantis (gaining in magic, as the gradual decline of mystical forces
the ability to breathe water due to one last heroic makes true spellcasters increasingly uncommon
act by their emperor, Vondarien), and several other (though magic remains stronger in some corners of
hidden kingdoms that exist at least through the the world far from Rome).
modern era. During this time, the ancestors of Hudson and
LeMastre are Roman senators and soldiers.
THE MEDIEVAL AGE (400 AD TO 1500)
The Post-Cataclysmic Period
(~30,000 BC and on) Arthurian Hero (400 AD to 900 AD)
This era is a time of Merlin-esque magics,
During this period, the magic so strong and the faerie folk, and adventure around the world.
common in the pre-Cataclysmic world begins to It focuses on a Fantasy Europe, a dark/low sort of
decline, at first slowly, but after the rise of Greek fantasy set in the Celtic/Arthurian Age (with, of
philosophy more swiftly. Some speculate that the course, anachronisms like plate armor as necessary
experiments of the sorcerer-scientists of Atlantis for flavor). Europe is a wilderness with pockets of
caused the beginning of the decline, while others civilization here and there. The wilds are danger-
see it as the (super)natural course of things. ous, home to dragons, trolls, and fierce beasts.
During this time, the ancestors of Emil
THE WORLD OF TUALA MORN
Hudson are chieftains/knights in Britain (mothers
(28,000 BC TO 20,000 BC)
side) and France (fathers side); those of Andre
The waves recede, leaving strange new land- LeMastre in France; those of de Morphant are like-
masses for the survivors to inhabit. New civiliza- wise in France.
tions, mostly predecessors of those to come, arise, Think the Bard series by Keith Taylor, Celtic
such as the quasi-Irish Celtic land of Tuala Morn, myths, Arthurian legends, and Norse sagas for
the quasi-Arthurian land of Logres, the quasi- flavor.
Meosamerican Taloctec lands, and so forth. But the
lands are unstable, and after eight thousand years Fantasy Europe (900 to 1500 AD)
collapse back beneath the waves to arise again. The classic period of medieval adventure,
when magic briefly surges upward in power again
AGE OF LEGENDS (20,000 BC TO 11,000 BC) before continuing its swift decline during the
New continents arise, in the form known to us Renaissance. Knights in shining armor, powerful
in the modern age, though most of North Africa is yet fairly rare sorcery. High adventure in a fantasy
forest and savanna rather than desert. Civilizations medieval Europe where magic exists, knights in
whose influence is later seen during historic times shining armor slay dragons, and only the power of
arise in this period after a few thousand years of the Church keeps demonic minions at bay. Fantas-
Stone Age level technology. Great cities are built tic realms, such as Lyonesse, Hybrasil, and Antillia
in South America, Africa, and Asia, as well as in exist, but eventually sink or pass into the Land of
Europe and Australia, with each culture or civiliza- Legends as magic diminishes or magical disasters
tion a sort of fantasized version of what appears occur.
later. Toward the end of this period these civiliza- During this time, the ancestors of Emil
tions all collapse, leaving the stage empty for later Hudson are nobility in Britain, having come over
THE HERO UNIVERSE 5

from France with William the Conqueror in 1066 fighting Prohibition era). The level of magic in
(or, in the case of his mothers family, having been the world begins to take a slight upturn. Masked
native Celtic Britons). The ancestors of Andre adventurers, more commonly known as mystery
LeMastre, longtime allies with the Hudsons, are men, abound, and the first true superhumans
nobility who still live in France. The Barons de manifest toward the end of this period. Mystery,
Morphant, including Giles the Black Paladin, are adventure, crime-fighting, the occult, science fic-
their enemies. tion, and more. For influence and inspiration,
think Indiana Jones, the Shadow, Doc Savage, the
THE EARLY MODERN PERIOD (1500 TO 1800)
Spider, H. P. Lovecraft, and the other great heroes
Swashbuckling Hero (1500 to 1650) and stories of the pulp magazines.
Age of Reason Hero; the era of the Three Golden Age Champions (1939 to 1945)
Musketeers, and of exploration of the rest of the Golden Age superheroes helping to fight
world by Europeans. By this time magic has largely World War II and stop Hitler. Brightly-colored,
faded away (particularly in civilized areas), and is lower powered heroes, highly patriotic. Haysville,
rarely encountered by anyone. Kansas becomes an epicenter of unusual phenom-
Pirate Hero (1650 to 1750) ena, and the birthplace of many heroes.
The era of Blackbeard, Captain Kidd, Treasure War Hero (1939 to 1945)
Island, and maritime deviltry on the Spanish Main. Hudson City and the world in the grip of
Circa 1675: Emil Hudson and Andre LeMastre war. A game of military and espionage action
emigrate from Europe to Boston in search of set against the romantic/horrific backdrop of
adventure and riches, and go on to found Hudson World War II. For influence and inspiration, think
City. Rat Patrol, Kellys Heroes, Saving Private Ryan,
Schindlers List, and the like.
Revolutionary Hero (1770 to 1799)
Hudson City and America in the era of the Silver Age Champions (1965 to 1980)
Revolutionary War. The era of the very earliest Generally younger, lower-powered, bright and
masked adventurers ever seen in America. Explo- optimisitic. Superheroes at the dawn of the modern
ration of the Americas. The French Revolution and, age of comics, in the style of early Stan Lee/Steve
later, Napoleon. Ditko, Jack Kirby, and the like. The destruction of
Detroit in a massive super-battle signals the end of
THE 1800S (1800-1899) this period.
Victorian Hero (1837 to 1910) Danger International (1950 to 1990)
A fine time for adventures, beginning with Hudson City and the rest of the world during
Queen Victorias ascension to the throne and the the post-World War II era and the many other tur-
invention of the cartridge. Encompasses great moils that existed at that time. Beginning with the
explorations, gold rushes, frontiers, the American heyday of the likes of James Bond, Flint, and others,
Civil War, lost lands, darkest Africa, strange forbid- and the perils of the Cold War, it eventually segues
den magics, Frankenstein, the Mummy, Dracula, into the rise of international terrorism, industrial
Fu Manchu, Sherlock Holmes, Captain Nemo, and espionage, conspiracies, drug lords. Police action-
more. Hudson City is a hustling, bustling center of adventure, mercenaries, detectives, and so on.
commerce and culture, second only to New York Closely tied, in many cases almost inseparably so,
City in the Americas. to Dark Champions.
As yet, no superheroes exist, but there are
Champions (1980 to 2020)
masked adventurers from time to time, and many
Superheroes in the modern-day world. Mil-
more who are not masked. Toward the end of this
lennium City, built on the ruins of Detroit, is the
period some people begin to verge, albeit slightly,
scene of many superheroic adventures. At the end
toward true superpowers; this is best seen in
of this period, superhumans fade from the scene
Hawley Griffith, the so-called Invisible Man, and
for centuries due to the concommitant fading of
Dr. Jekyll. The presence of steampunk weird sci-
magic (meaning that accidents and discoveries
ence is also possible.
which once created superhumans now have purely
For influence and ideas, see the works of Hag-
mundane outcomes).
gard, Doyle, Verne, Stoker, and Wells.
Dark Champions (1985 to 2020)
<5> Western Hero (1866 to 1890)
Modern-day Hudson City as an urban battle-
The Wild West, an era of gunfighters, Indians,
ground between ruthless, heavily-armed criminals
lawmen, outlaws, gamblers, saloon gals, and trains.
who prey upon the innocent and the equally heav-
Some magical or strange elements shamanic
ily-armed vigilantes determined to stop them. It
magic, steampunk science, vampires could also
features no true superhumans such as seen in
exist.
Champions, but some low-powered quasi-superhu-
THE MODERN ERA (1910-2020) mans with various powers and abilities that con-
tribute to the feel and flavor of the setting.
Pulp Hero (1920-1940)
Hudson City and the world in the era of the The Future (2020 and on)
great pulp adventure stories (and the gangster- During most of this period, magic and super-
6 THE HERO UNIVERSE
powers diminish to extremely low levels. The on strange worlds. Humanity encounters many
emphasis shifts to technology and the possibilities alien species, and Hudson City expands its role as
it affords to everyone, both for good and for ill. the key Earth city for extraterrestrial politics.
Cyber Hero (2020 to 2080) Alien Wars (2300 to 2400)
Hudson City as a cyberpunk setting in a Bugs, Mr. Rico zillions of em!
world gradually running itself to ruin. The rise Mankind engages in its first interstellar war
of pervasive computer technology, genetic engi- with an implacably hostile species, the insectoid/
neering, and increasing political factionalism and reptiloid Xenovores. Powered armor, starship
splintering (including terrorism) lead to constant battles, and bizarre alien tactics and technology
struggles for power over this new world order. take center stage as the vicious Xenovores try to
Techno-anarchists, vigilantes, eco-terrorists, rogue exterminate humanity. The war rages for a century
capitalists, and others fight against the domination throughout human and Xenovore space, throwing
of the major forces in society, governments and mankind into turmoil and shattering his sphere
mega-corporations. of control into many individual worlds (or small
During this period, mankind builds its first confederations of worlds) that have little or no
tentative manned orbital and lunar colonies, and contact with Earth... and soon dont feel beholden
sends explorers to Mars. But for the most part the to it anymore.
eyes of men are not cast up toward the stars, but
The Terran Empire (2400 to 2700)
downward into the squalid urban settings where
In the wake of the costly defeat (but not utter
the vast majority of them live, or outward into
destruction) of the Xenovores, militarists struggle
the glittering neon pseudoworld of the CyberNet.
for control over Humanspace after Earths attempt
Superheroes and superpowers no longer play
to re-assert its control fails in the face of deter-
any role, having died off or faded away (likewise,
mined independence movements in many Human
magic has ebbed once more, to, some say, its lowest
worlds and systems. After decades of struggle,
level ever, and remains low until the Galactic
Admiral Marissa DeValiere establishes the Terran
Champions period). Cyberpunk style, but with a
Empire, which the House of DeValiere rules for
heroic bent, as vigilante-style heroes with attitude
the next 250 years. Forged from the bits and pieces
fight back against the forces that threaten to plunge
of Humanspace, and soon including various con-
the world into darkness.
quered or allied alien races, the Empire is a politi-
Solar Hero (2080 to 2200) cal juggernaut, wielding influence throughout the
Humans make their first true journeys away Milky Way Galaxy.
from their birthplace. They explore their solar The Terran Empire setting features a multitude
system, establishing colonies and exploiting the of adventuring possibilities: political intrigue,
heavens for commercial gain. Relatively cheap space rebellions against the Empires authority, military
travel has a huge impact on society. Cut off from action against alien enemies or targets of con-
the mainstream of human civilization, colonies and quest, galactic power struggles with alien empires,
outposts sometimes become lawless places, with expanding the boundaries of Human knowledge
reports of slave labor in the asteroid belts. Coun- via exploration and trade, and many more.
tries and corporations wage an undeclared war over
The Galactic Federation (2700 to at least 3000,
the resources of the system, and many new political
perhaps beyond)
entities appear. An alien invasion in 2153 throws
After decades of worsening political unrest
all of this into even deeper turmoil. Hudson City
beginning about 2660, the Empire falls in 2702,
becomes a major political center for space-related
leading to thirty years of instability, warlordism,
embassies, and space-related political entities.
and troubles. Eventually, led by charismatic diplo-
By this point Earth has saved itself from the
mats and scientists, most of humanity (and some
potential societal collapse hinted at in Cyber Hero.
alien species) comes together to form the Galactic
Solar Hero is a hard SF/low SF setting limited to our
Federation of Free Worlds. Based on free trade,
solar system, with perhaps tentative, slower-than-
democracy, and federalism, it rebuilds, then blos-
light (sleeper ships, generation ships, and the like)
soms and expands for centuries.
journeys to nearby systems, (e.g., Alpha Centauri).
Who knows what mysteries may lurk, hidden on Galactic Champions (3000)
the planets so close to us, and yet so far away? As magic once again subtly waxes, superhu-
mans (and super-beings from other species) arise
Interstellar Era (2200 to 2300)
throughout the galaxy. Superheroes and starships
Human existence is revolutionized by the
fight planet-shattering battles to preserve the future
discovery of FTL travel (or perhaps enterprising
of sapient life in the galaxy against a myriad of ter-
humans swipe it from the defeated alien invad-
rifying threats. Civilization breaks down in a few
ers of Solar Hero). At first FTL drives arent much
places where magic becomes so strong that tech-
faster than 1 light-year per year, but they improve
nology becomes unreliable.
slowly and steadily. Military and commercial ves-
sels tasked with exploration spread out through the Beyond 3000
stars within 200 light-years of Earth. Independent The possibilities are endless!
traders seek to bring back the wealth of the stars as
adventurous colonists try to establish new homes

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