BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Era of Expansion

Scope

The motivation behind building Era of Expansion

This world is a backdrop for my TTRPG passion project, Era of Expansion. It will contain all of the lore and worldbuilding for the game; free for everyone to use and access.

The goal of the project

With this world, I hope to create a believable science fantasy world that people can become immersed in and used for their games.

Era of Expansion's Unique Selling point

So many times I see futuristic settings that focus on "grimdark" futurism, "high tech low life" cyberpunk, and post-apocalyptic games. These settings are ripe with ideas and potential and even have some of my favorite fantasy worlds in them, but these days worlds with these settings tend to blend together due to how numerous they are. With my world, I hope to create something that reflects a golden age of discovery and exploration for humanity, and all the positives and negatives associated with it.

Theme

Genre

My world is a fusion of Science Fantasy and Science Fiction. Where the boring reality stuff ends is where the fantastical elements begin.

Reader Experience

My goal is to create a world that captures the wonder and horror of the galaxy, and humanity's reaction to it as they colonize the stars and experience these things first hand. Thrusting the players into tense and awe-inspiring situations regarding cosmic curiosities will be a staple of the game.

Reader Tone

The overall tone of this game reflects a positive outlook of humanity's future, but also comes with its share of dangers to consider. The price of progress is often a lot of blood. Luckily for the players, that blood was shed hundreds of years in the past...

Recurring Themes

Despite the overall tone of the game being one of positivity to the future, fear is the most common recurring theme throughout the world.

The Arr'kai constructed their galaxy-barrier out of fear that other K2 civilizations would invade; then retreated to the Noosphere out of fear of losing their progress and memories. The Cognitorae sent expeditions to their neighboring galaxies because the fear of not knowing what was out there was simply driving them mad... only to fight anything they encountered out of fearing they may grow to become a threat to their civilization later on. Humanity installed neuro-peptide inhibitors within their Gesir races in fear of them revolting... only to give those same creations a reason to hate their creators.

Often times, a physical conflict is born out of a tumultuous mental state; one induced by fear.

Character Agency

Players start out small, and they are free to become as important as they want or to simply remain as the "little guy" in their campaigns. Progression is nonlinear and any character can become (almost) anything they want given time... provided they don't die in the process.

Focus

Setting up a sense of scale within the universe will be one of my first goals. I want to make the characters feel small, then as they grow, they can tangibly sense how far they've come. My favorite example of this is in the first EoE campaign I ran, where the party's first combat encounter was fighting a band of desert raiders. It was a close fight, but they managed to win. Fast forward nearly a decade, and the party is practically in charge of those deserts they fought in so long ago... ordering around the raiders as cheap labor to accomplish their next tasks.

To adequately impose a sense of scale upon my readers, I'll need to set up interesting environments and locations within those environments. The Vortex System's Struka was my first ever environment, one that I consider to be my world. It sports a diverse ecosystem, dynamic factions and peoples, and plenty of dangers and curiosity. I plan on shaping several "core" worlds, --that is, worlds that are very well-developed and fleshed out-- then having several worlds that are barely fleshed out... ones that the GM can fill in as they see fit for any environment or storytelling location they want.

One of my weaknesses is fleshing out the culture and peoples of my worlds. I'm sure many other have the same issue, but for me it's especially difficult to come up with a truly unique cultural identity for my locations... often times I simply copy+paste an obscure real-world culture onto any of my fantasy locations. I want EoE, my magnum opus, to be different. Creating a unique identity --or as close to a unique identity as I can get-- for all of my locations will be one of my biggest focuses for this universe.

After the world made and then populated with people, creating dynamics, stories, intrigue and plot hooks for players to become invested in will be my final goal. A living world isn't made from its cities, or its environment, even the people that live within those cities... it's instead made from its dynamics. How people interact with one another, how the world interacts with the party, etc. Even if a world doesn't have an encyclopedia worth of information written about it: it can still feel alive and have amazing depth through simply being dynamic with what little is written about it.

Drama

Religions re-gaining powers
Arr'kai being re-awakened
Interpecies alien wars on the horizon
Federal expansionism problems
Technological hyperprogression