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The Tellurian Diaspora

Scope

The motivation behind building The Tellurian Diaspora

Consistency from story to story, adventure to adventure, depends on having my references, timelines, etc. readily available as I'm writing.

The Tellurian Diaspora's Unique Selling point

Nothing moves faster than a flow-pressure space sail ship (So far.) (That we know of.) Not communications, not other technology. It's almost a little old-fashioned that way. Technology has limits.

Theme

Genre

This is Space Opera! Adventure, swashes buckling, deadly peril, wisecracking crewmates, and all the trappings of Grand Adventure. In the world of the Tellurian Diaspora. Where spaceships have sails. Yo-heave-ho and a bottle of Saurian Brandy on a Dead Being's Chest.

Recurring Themes

  • Can you become the best possible you? In spite of all the forces aligned to defeat you or corrupt you?
  • Can humankind achieve its best self in a Universe also peopled by beings other than human? How do we interact with the Different, the Other?
  • What happens when your comfortable assumptions about How Things Are intersect with a reality that is vaster and more varied than you could ever have imagined?
  • When your assumptions about How Things Should Be run up against a reality full of others' ideas about How Things Should Be, what choices do you make?

Focus

There's a war underway between two big multi-world (human - or mostly human) entities. One is attempting to conquer and absorb worlds and resources as fast as possible. The other is resisting the conquests, helping allies, and trying to maintain a fragile astropolitical balance of allies and non-aligned entities.

Humans are not alone in this Universe. Other spacefaring beings have comparable and even superior technology, and their own goals and motivations. The perennial human tension between "exterminate everyone different and take their stuff" and "learn as much as we can from them and/or make money off trading with them" is a constant element.

Space sailing ships! Field generators! Super weapons! Arcologies! Yes, they're all basically MacGuffins. But they shape what is possible, what people aspire to, and the challenges that define astropolitics, economics, conflict, and how the many worlds of the Diaspora interact, grow, and sometimes die.

  • Young characters facing the challenges that mature them.
  • Politics, diplomacy, bureaucracy, all the institutions we need and have a love/hate relationship.
  • Military life. Well, NAVAL life. In space. Did I mention sails?
  • Pirates. Fabulously wealthy oligarchs. Shadowy criminal organizations. Deliberately anachonist worlds, by treaty.
  • The College of the Pleiades, and the nascent University League, pointing the way to a far future. (A future World...)