Life Beyond the Earth Part 2

My last blog post left the humans at war with the expansionistic Hordaq Empire, then jumped to the present (3057 AD) to summarize the two powerful fleets within Humanus Space (human and humanus). Let’s back up a bit and see what happened during that war and soon after…

You can only push a human so far and then they will push back, sometimes harder than they were pushed in the first place. Such was the case on the front lines of the Humanus Theater. The more the Hordaq attacked, the more severe was the human response. After all, they’d left everything they knew behind to start a new life dozens of parsecs from their home, and they were backed up against a wall on Endama. They were being supplied with everything they needed to protect the Republic’s borders and so it was a shot in the arm and the government and megacorps were overjoyed –– not that there was war, but that they were reaping the benefits of war.

It was only later that they realized they’d been set up, and even then, it still had its benefits, though the conspiracy was publically assaulted at every turn. At the start of human involvement in the war, the taager were looked at as saviors, and by the end when all came to light, as conspirators, though in truth, they’d been pushed into that position by the Alliance Senate.

The Humanus themselves had also been a part of the conspiracy though this never fully came to light. They had come alongside the humans to fight the Hordaq, initially on the front lines, but soon falling back as a second line of defense, and this never sat well with the remnant of Earth, though it enabled them to expand their control, which ultimately proved very fruitful for them. Since the Humanus weren’t able to adequately control and take advantage of the distant star systems anyway, it wasn’t seen by them as a great loss, but later as the human megacorps established a powerful trade union that became the middle man between the Alliance and the native Humanus, they were hit financially and regretted allowing the humans to have room to breath.

The human colonists were allowed to set up their own provisional capital and maintain a distinctly separate fleet as their tactics and philosophies during the war proved too different to effectively merge and it was always assumed that new arrangements would be made later.

Later never came, for the war both reinforced their differences and made them realize how much they needed each other. The greatest fear in the minds of the humans was that they might one day vanish completely, absorbed into humanus society and Earth would be forgotten, while the humanus assumed a paternal position of authority and seemed unsympathetic, though pleased with the earthlings’ performance during the latter days of the war.

Spread too thin fighting a war on two borders, and facing significant military strength, the Hordaq had finally pulled back inside their borders to lick their wounds and rebuild. Everyone knew it was simply delaying the inevitable. The Hordaq had more than a taste for war; to them it was a way of life, or so it seemed. Frankly little was known of the Hordaqi culture, but everyone seemed to hate them regardless.  This hatred was bolstered by the sygmans who originally came from Hordaq space, fleeing the great armada and enslavement, and settled in Alliance, quickly becoming the backbone of their military.

The war had been very bloody, with heavy losses on all sides, but seemed to reinvigorate the frustrated humans who had nothing left but to fight, and did so with everything they had. It was a fight for survival and they rose to the challenge, surprising their new allies in both the Alliance and Humanus with their adaptability and resourcefulness. After the war, however, their neighbors were less forthcoming with technology and the humans largely had to fend for themselves.

Years after the war, the taager all but admitted they had set up a pulse beacon on the Asteroid Gate to help the earthlings find it, redirected it to point at the edge of Humanus Space where they were sure to find both a habitable world and also run into the Hordaq, and knowing the state of Earth from monitoring our world and well aware of our aggressive nature, that we would not back away from a fight.

The outcry of the survivors on the war-torn and overcrowded CDF capital of Endama, called loudly for restitution. The taager of the Alliance, all but admitted their involvement and terraformed Neo Earth as a gift to the remnant of Earth. In the early decades following the war, billions moved to Neo Earth. It wasn’t just a new, lush world, but the technologically advanced taager had made it to be a near perfect duplicate of the humans now-quarantined homeworld. This gave the survivors new hope, and fresh resources, and made it easier for them to give up on their true homeworld.

This Neo Earth was a new opportunity to avoid the mistakes of the past and carve a new and exciting future! It was a new era and looking back to what they had lost was discouraged. But settling Neo Earth proved more cumbersome than the humans realized, for claims thought long dead resurfaced, and the government struggled to control colonization efforts. As before, it was impossible to please everyone. Old conflicts resurfaced, and racism as it turned out, had never completely vanished. If anything, it was worse than ever, with many more races appearing as they explored worlds, including orcs, gnomes, elves, skree, xeelotians, taager, axcii, humanus, of course, and many others.

Megacorporations have stepped up to assist in rebuilding and expanding the human-controlled regions, though the Colonial Defense Fleet (CDF) lost some political muscle to gain that help. And now, some worlds are completely under megacorp control, whether they realize it or not. Life under the thumb of a megacorp is not always be as cheery as it might seem on the commercials.

Back to the present: 3057 AD
On distant Tandem, capital and homeworld of the Humanus, the citizens have fully integrated biorobotics technologies into their society and enjoy a more comfortable level of living, though they too have had some major setbacks due to recent terrorist activities still under investigation. The two great Humanus fleets remain separate, though there is growing dissension between the species, both of which feel they deserve more than they are getting out of the deal. Such is the state of things in the Humanus Republic in 3057 AD.

This Blog is changing directions!
Still reading? Sorry for the long post. You’ll be happy to know that I’m changing directions! First off, I’m going to attempt a …

Monday Minute (The word, minute, is my clever attempt to make you think you can read my Monday posts in only a minute!), but I will do my best to make those posts super short (really), providing you with a once a week quicky (another veiled term!) spotlight on some random bit of Cosmothea goodness I think you’ll find interesting!

In addition to that change, I am going to spend some time writing some hopefully short blog posts, maybe one per week, that will address some…

Tough questions
Questions about why I am bothering with making a game and setting when there are already loads of games and settings out there. I’ve answered questions like the Power 19 before, but as this is a new version of Cosmothea (our 5th major overhaul of the rules and expansion of the setting), I’m going to start over and take a fresh look at each question I pose (and I may not use all of the 19 or exactly as they worded them – I’ve written some of my own over the years too), but I’ll do my best to answer them thoughtfully. And of course if you have some questions of your own about the setting or game system, or a Monday Minute you’d like me to do, I’ll be happy to address those as well!


About Bob Whitely/QT Games

Welcome to QT Games! Mission Never publish junk or waste people's time. Publish only high-quality fiction and games. 'Nuff said. Company Overview QT Games LLC was created to publish blended-genre (fantasy blended with sci-fi, etc.) fiction, board, card and roleplaying games for a discerning gaming community. Unlike most small press, we have very strict standards: Only pro writing, pro editing and pro art. That means that if we can't get it right, we find someone who can. We pay well for what we don't do in-house. We don't cut corners on quality. This means we stand to make less money than other small publishers, but that's okay with us. We value your time and money, so we're willing to take the bullet. We've designed a large number of games and written a pile of stories. Now we're polishing some of them and getting them out the door. 'Bout time, we know. Good stuff ahead!
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