Citadel/Sol’s Worldbuilding Thread

WARNING!!! A lot of the early stuff is outdated, shitty, and/or r*tconned. I will respond to any questions (can’t guarantee I’ll fully answer because gatekeeping is fun sometimes)

I got too impatient to wait 3 days for my polls in forum surveys to close

For those who retain their sanity by virtue of being nowhere near me, making up worlds is my hobby and I’ve been doing it for like five years (all of them were ass). This time I’m making it somewhat publicized so that, in the event that I need some sense knocked into me, you lot can do so with the mighty weapon of a stinking tomato

Expect semi-frequent updates to what I’ve been working on, as well as the occasional schizophrenic rant and cameos from my friends who stalk me on this website

The map so far no I don’t care about realism yes I play Starscape and yes there are a ton of references in here (some of you might get a system at some point)

Also feel free to ask questions about anything as I’ll presumably be very active here

thumbnail

8 Likes

Explanations regarding the map and cosmography in general

Star System Colors

Empire Capital - Capital systems of sovereign states are marked in green. Why these systems are usually the safest places to be needs no explanation

Secure - Secure systems are marked in blue and are patrolled predominantly by either local authorities, a local peacekeeping organization, or the Metropolitan Police, a coalition whose mission statement is to make a shipwreck of anyone who tries to do illegal shit

Vulnerable - Vulnerable systems are marked in yellow and are more or less decent places to live, but their system authorities or measures implemented by said authorities possess some sort of flaw that provides the opportunity for heightened criminal activity

Contested - Contested systems are marked in whatever the orange color that Starscape uses to mark contested systems is called, and the only criterion for being labeled as such is some form of instability brought on by external forces, such as a war. Despite this, contested systems are, in times of peace, decent places to live, usually no worse than a vulnerable system. Contested, along with fractious systems, are often collectively referred to as “unstable.”

Fractious - Fractious systems are labeled in red, and are labeled as such due to internal causes making the system dangerous. This can be for any number of reasons, including heightened levels of piracy, a failing or extremely incompetent system authority, or simply general disarray. Despite being under the same umbrella as contested systems, fractious systems are generally the most dangerous system type in general, considering contested system authorities usually protect people within the system’s boundaries, and wild system explorers have the vastness of space on their side.

Wild - Wild systems are marked in purple, and are defined as systems without a permanent or semipermanent human population. The main hazard is the sheer emptiness. Help is light years away from you if you need it, and occasionally a large freighter will be lured into wild space before being ripped to shreds by pirates

Hazardous - Hazardous systems are marked in magenta, and are defined as systems where simply being there presents danger to human life regardless of the presence of other humans. Almost all hazardous systems’ threats are posed by dangerous astronomical objects, such as a black hole or nebula (both make it difficult to escape the system). No system with the hazardous classification exists within the boundaries of this map

The Districts

The Metropolis is subdivided into sixteen districts by peacekeeping authorities. They aren’t really political boundaries (although no star empire’s core territory stretches across more than one district), they’re the boundaries of small groupings of stars, each of which is serviced by a MP field office (the boundaries are more visible if you remove the lines, oddly enough)

The names of the districts are all derived from constellations. Some of the names selected are somewhat relevant to the district’s features, such as Ursa and Octans being the northernmost and southernmost districts respectively, as well as the Argo Navis district being the most prominent shipbuilding location thanks to abundant materials vital for starship construction. Most, however, were picked because they were either culturally important to the people there or, for more than one according to a cosmographic surveyor, just because it happened to sound cool.

Sovereign States, Arks and Stations

Sovereign states usually hold a claim to a single habitable world and the surrounding star system, marked in green. Many also lay claim to nearby stars, and a few have multiple planets under their belt. (The Orion district is named after the fact that one lucky empire happens to have three planets in one system)

There are, of course, numerous exceptions to this. Space station states are relatively common, but most of them are vassals to larger nations, so most international organizations tend to treat them as if they were a core part of their overlord state.

Arks (arks are the largest type of ship, basically a mobile city with big ass ftl engines) are similar, but they tend to exercise more independence, considering they can literally just pack up and leave. Arks tend to either congregate around other arks or drift through the cosmos nomadically, but in any case, large fleets of them often either operate like a fully independent country or are actually considered one. One such example of an ark city is in The Junction (the system that took an embarrassing amount of time for me to get it precisely in the center of the map). Despite The Junction being a pretty garbage star system for human habitation, boasting a rather violent home star and hot, asphyxiating hellscapes for its planets, it’s got enough raw material to build an ungodly number of ships, including new arks.

Almost every inhabited star system has at least one space station somewhere in the system. Traditionally, systems without a planetside settlement (and many with an inhabited world) are governed from their biggest space station.

2 Likes

super neat! I love the starscape like map!

1 Like

morock would conquer these systems with ease btw

1 Like

I’m not gonna reveal exactly why yet… but Morock would get dragged.

Pwettty pweassee add space dragons and mechs.

Also, I haven’t heard the name starbase in a WHILE.

dont ever fucking lie on my grandpapas name kid

Wait so then my mage supremacy is earned and not hereditary?

yes. i will elaborate on how im gonna make it work in just a moment
however the fishing scene from project hail mary is on and im finishing this

Was referring to my absence in skittle’s mage supremacist family tree

yes you are a descendant of torren, father of wikians (another one of the noble families of cerulea)

no wikians are not noble nor cerulean, but the torrenites are, and they rule over the wikian sheeps

I mean, neither are most forumers

Except for Creedarians who rule forumers

I don’t think vetcord has any noble lines, being a land of savages and barbarians

you are not wrong, friend

we are civilized and wise aristocrats in a world of tribals :face_exhaling:

if you wouldnt mind, would you please refrain from derailing this thread

Dope! Super lit!

1 Like

mechs seem plausible enough
not sure about dragons…

this is dead interesting! will be watching with great interest

1 Like

Stellaris space dragons exist though…

Eh whatever its your world building.

MORE.
Map is going decently well; Andromeda and Crux are finished, so I’m getting to work on Triangulum next

Techniques and other weird magic shit

In the context of this verse, a technique is, broadly speaking, an expression of the remnant of power that exists inside the human spirit. Techniques are usable by virtually any human with enough intelligence, although it can take months to years to actually learn one and execute it properly. Think of it like learning a song on an instrument. Almost every adult human has the physical ability to play a piano, for instance, but only some will develop the necessary skills to actually play. The ability to use techniques in general would be like learning how to play the piano, while each individual technique would be comparable to a song.

All techniques hinge on Man’s original purpose to be the stewards of life, and the power that comes with that. While this power used to be much more intuitively and efficiently used, as humans degraded into their evil ways and the corruption spread further into the gene pool, “magic” as many used to call it got much, much weaker. Nowadays, its strength is pretty much stable and has been for well over a thousand years of recorded history, but it’s basically nothing compared to what it used to be.

Regardless of humans’ lacking ability to make use of their own power, there are, in fact, other things from humanity’s homeworld that are not humans. Certain plants and materials retain their arcane properties, which have been exploited by humanity to tell numerous diseases, aging and the laws of physics (>c speed, creating matter, etc) to get bent. Some techniques play a critical role in the extraction or utilization of these materials, although most of these arcane substances can be handled with more mundane equipment.

Weaponry

There are no shortage of weapons in this verse, because fighting with combat techniques alone is what experts like to call a very bad idea. Some techniques exist that allow the user to conjure a weapon, but creating anything out of thin air is like the Rush E of techniques, if we were to return to the piano example.

Stereotypical sci-fi laser guns don’t really exist in this. The mechanisms required to generate an energy beam strong enough to do serious damage are simply too big to be held in the hand or attached to small ships. Most small projectile weapon systems utilize more traditional bullets, and really aren’t that different from real-world cartridges. Their propellant is a highly combustible but quieter material known as black spice, which emits a blue flash rather than orange or yellow.

Most ships carry machines known as fabricators that essentially make their own ammunition on-site out of very little material. Stationary fabricators also exist that allow personal weapons to be refilled for a low cost. How exactly this works is something I’m not sure about yet, but it likely will involve the creation of matter from nothing through the use of the exotic materials mentioned above.

As for lasers, little laser guns aren’t on the table, but what you might know as a death ray certainly is, at least for larger ships. Many larger combative ships use massive energy turrets the size of a small house to fire continuous beams of energy at their target, completely shredding their shielding.

To damage hulls, the preferred weapons are torpedoes and other explosives. Torpedoes are usually launched from specialized bays on the decks of larger combat ships, although strike craft (very small combat ships) have been developed to carry torpedoes as well. A torpedo large enough to be used against a very large ship is known as an anti-freighter torpedo.

1 Like