"There is nothing to fear", it broadcast in the many tongues of scattered humanity, on all common spectrum of communication.
The Yggdrasil, the great Star Mountain, the burning torch of civilization, has come to remind you of who you were. For better or worse.
About six years ago I ran, a sadly brief, campaign for Stars Without Numbers titled "The Voyage of the Yggdrasil" I would like to revive it for solo play, and I have decided to keep my notes here.
The Yggdrasil, the great Star Mountain, the burning torch of civilization, has come to remind you of who you were. For better or worse.
About six years ago I ran, a sadly brief, campaign for Stars Without Numbers titled "The Voyage of the Yggdrasil" I would like to revive it for solo play, and I have decided to keep my notes here.
The Yggdrasil is a massive, and theoretically impossible, space station/craft, that can move into and out of hyper space to travel between star systems. Its immense mass shouldn't be able to make the jump in and out of the higher dimensions necessary to make such voyages, and yet it does.
It visits space faring system and lost worlds. It rarely is seen in the same sector twice, after its initial exploration. It brings the gifts of higher technology and it leaves behind star maps of its prior voyages. Some cultures rapidly advance to star faring, others hide away the information as not to change a valued status quo, but nothing is ever the same for them again.
What is taken away with the Ygg, as it vanishes into the deep dark depth of space once more, are people. Sometimes a mere few from a backwater that has even forgotten how to use electricity, and some times a score from a techno dystopia dominated by tyrants.
Those taken a way join the crew for a period of 4-6 years and then become passengers, residents, and explorers, because save for the few kilometers around the central hub of the hollow impossible mountain, the rest is lost in ruin, patrolled only by repair bots and ghosts of a prior, greater age.
The plan, as it stands, is to write this for my own play. I am going to strip out all of the rules mechanics and leave it as neutral as possible, but as it does have its origins in the modern OSR game Stars Without Numbers, a version of their free PDF, game and setting book could be useful. If you want to pass on reading that weighty tome, the essentials you need to know about the grander setting are as follows.
Once Terra (Earth) was the center of an ever spreading human civilization, that quickly grew out of control of any empire, so it was regulated by the Terran Mandate, a set of shared laws and customs, sometimes brutally enforced. Though, the spread was initially through hyper drive, eventual matter transport gates were constructed that offered instant access to all corners of human space. These were made possible because of gifted persons with teleportation psionics and complicated physics warping engines, some of which may have originated in alien technology.
Then came the Scream. Some psychic wave event that killed most of the psionically gifted and left the rest mad. An end result though was that none of the old matter transport gates could be operated, and many settlements on far flung worlds around near uncharted stars were left lacking food, mechanical necessities, or personnel. Thus, human space fell into a several hundred year dark age.
The story of the Voyage starts with some systems emerging from this dark age, and the Mountain of Space, which is not even known in ancient legend, moving system to system jump starting humanity back into the stars, should the shadowy and unknowable "Bridge" deem the planet ready.
This Link will take you to the old intro and ToC for the aspects of the setting already worked out. The rest I will slowly fill in as I play.
Whether you wish to join the Yggdrasil as a passenger, a distant observer, or just let it pass unseen, happy voyaging.
W.D.
It visits space faring system and lost worlds. It rarely is seen in the same sector twice, after its initial exploration. It brings the gifts of higher technology and it leaves behind star maps of its prior voyages. Some cultures rapidly advance to star faring, others hide away the information as not to change a valued status quo, but nothing is ever the same for them again.
What is taken away with the Ygg, as it vanishes into the deep dark depth of space once more, are people. Sometimes a mere few from a backwater that has even forgotten how to use electricity, and some times a score from a techno dystopia dominated by tyrants.
Those taken a way join the crew for a period of 4-6 years and then become passengers, residents, and explorers, because save for the few kilometers around the central hub of the hollow impossible mountain, the rest is lost in ruin, patrolled only by repair bots and ghosts of a prior, greater age.
The plan, as it stands, is to write this for my own play. I am going to strip out all of the rules mechanics and leave it as neutral as possible, but as it does have its origins in the modern OSR game Stars Without Numbers, a version of their free PDF, game and setting book could be useful. If you want to pass on reading that weighty tome, the essentials you need to know about the grander setting are as follows.
Once Terra (Earth) was the center of an ever spreading human civilization, that quickly grew out of control of any empire, so it was regulated by the Terran Mandate, a set of shared laws and customs, sometimes brutally enforced. Though, the spread was initially through hyper drive, eventual matter transport gates were constructed that offered instant access to all corners of human space. These were made possible because of gifted persons with teleportation psionics and complicated physics warping engines, some of which may have originated in alien technology.
Then came the Scream. Some psychic wave event that killed most of the psionically gifted and left the rest mad. An end result though was that none of the old matter transport gates could be operated, and many settlements on far flung worlds around near uncharted stars were left lacking food, mechanical necessities, or personnel. Thus, human space fell into a several hundred year dark age.
The story of the Voyage starts with some systems emerging from this dark age, and the Mountain of Space, which is not even known in ancient legend, moving system to system jump starting humanity back into the stars, should the shadowy and unknowable "Bridge" deem the planet ready.
This Link will take you to the old intro and ToC for the aspects of the setting already worked out. The rest I will slowly fill in as I play.
Whether you wish to join the Yggdrasil as a passenger, a distant observer, or just let it pass unseen, happy voyaging.
W.D.
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