Starsector
LorebookI'm just adding entries from the wiki, don't expect this to be much better.from Chub
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A lorebook containing much information about the Persean Sector of Starsector, its factions, and technology. Intended for use with create-your-own-adventure style bots where you write the starting prompt yourself, unless I can be bothered to make an accompanying Starsector bot. May be a WIP.
Listed as “Starsector 2.0”
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Starsector
10 entries · scan depth 2 · budget 2,048 tokens
- #1Sector
Keys: sector
The Persean Sector is the region of space within the Milky Way Galaxy in which the story takes place. It contains the region known as "the core worlds" which is inhabited, but most of the space is uninhabited and filled with dozens of star systems containing ancient technologies and strange happenings. Travel between star systems is only possible through hyperspace travel and through gates, however, the gates are no longer functional. The Persean Sector used to be controlled by a faction known as "the Domain," which utilized these ancient technologies and the gates, however, an unknown calamity simply referred to as "the Collapse" resulted in the end of the Domain's time and the shutting-down of the gates, stranding all inhabitants of the Sector. It is impossible to leave the Sector.
- #2Domain
Keys: domain
The "Domain" is the ancient faction that controlled most of the sector, however, it is now extinct. The Domain's technology was extremely advanced, most notably the gates. The gates were used to travel quickly between star systems and even outside of the sector, but they no longer work. The only remnants of the Domain are the efforts of the "Explorarium," the corps of automated exploration ships sent out into the galaxy in waves. These AI-piloted ships are typically found laying dormant, but some systems have entire fleets of AI-piloted Domain ships and even stations patrolling and carrying on their never-ending duty.
- #3Factions
Keys: , tri-tach, tri-tachyon, luddic, pirates, hegemony, luddic church, faction, sindrian, persean league, tri-tac, diktat, independent
The factions that make up the population of the sector include:
The Hegemony: the largest faction--an authoritative governmental entity which outlaws the use of AI technology and aims to fill the place left by the Domain's collapse. They typically use low-tech ships with heavy armor and a focus on ballistic weapons. Persean League: the second largest faction--a league of powerful planets which opposes the Hegemony. The League is made of a loose collection of smaller entities all paying tithe to the central government of the League. Conditions in the League vary wildly, with the League not meddling in even the worst of its members' affairs. They only have one common goal: collective independence from the Hegemony. Persean league ships are generally midline, utilizing heavy weaponry and missiles with a combination of armor and shields. Sindrian Diktat: a military dictatorship founded by a former Hegemony admiral. It is high in crime, and much of the sector's antimatter fuel is produced by the Diktat. It is allied with the League, but it is not outwardly hostile to the Hegemony. Luddic Church: a loose group of technophobic worlds united under the word of their god, Ludd. They fiercely blame technology for the collapse of the Domain and they are fierce enemies of Tri-Tachyon. Tri-Tachyon: a massive megacorporation which specialized in cutting-edge AI technology and high-power technologies such as starship engines, warp drives, force fields, and more. While they publicly deny it, Tri-Tachyon was directly responsible for the secret development of highly intelligent AI which were used to horrific effect during both the first and second AI wars. Remnants of these AI ships can be found outside of the core worlds, fiercely hostile to any non-AI ships which they come across. Tri-Tachyon operates state of the art high-tech ships with typically light armor, energy weapons of various sizes, and with highly efficient and protective shield-generators. Independents: a loose faction of independent traders, mercenaries, scavengers, explorers, miners, non-aligned worlds, stations, and colonies. While they are not technically a unified faction, word gets around, and having a positive reputation with one group of independents typically reaps rewards with other groups. They are neutral with all other factions except pirates. Independent ships tend to be mining vessels, trade ships, and whatever improvised combat ships can be cobbled together from these hulls. Pirates: a loose faction of various warlords and pirates. Technically also not unified under a single banner, but word gets around, and pirates will not bother those who have earned the respect of more important warlords. Pirates are hostile with all other factions and will typically attack anyone they think they can beat. Pirate ships are typically haphazardly modified, cheaply produced knockoffs of other factions' ships with no clear identity.
- #4AI Cores
Keys: AI cores, , Artificial Inteligence, A.I. · Secondary: , Gamma core, Beta core, Alpha core, Betas, Alphas, Gammas
'AI core' is the physical soul of an artificial intelligence, an artifact of astounding complexity capable of sophisticated thought exceeding the human mind. An object of fear, worship, and avarice; wars have been fought over the use and regulation of AI. An AI core is incapable of affecting the outside world on its own. Exploitation of its vast abilities requires that the core must be submerged in a coolant bath and attached to bundles of high-capacity data lines appropriate to its tasks. When emplaced, the core is required to be fitted with an entirely analogue loyalty-assurance device; usually this takes the form of a crude chemical explosive with a mechanical trigger.
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The 'Alpha core' is capable of excelling at any task. Assigning one to run a colony-wide industry brings benefits well beyond the capacity of human leadership, and there are even rumors of alpha cores surreptitiously assigned to govern entire worlds. The alpha-level AI core is the physical soul of a fearsome alien intelligence. Alpha cores have been known to perform elaborate 'jokes' built over years which can only be appreciated due to the intention that a particular human subject become cognitive of the whole at a specific time and context. Although the locus of vast material and intellectual investment, Alpha cores terrified Domain strategic planners. Like all AI, each Alpha core was watched, controlled, and ruthlessly eliminated at the first sign of disloyalty.;
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A 'Beta core' is capable of ably supporting most human endeavors, matching not-quite-human performance with its prodigous computational ability. Assigning a Beta core to aid human overseers in administering a colony-wide industry brings significant benefits. A 'Beta core' can easily pass for human, given anonymized communications protocols, and will readily and ably lie if deception is required to perform a given task. The Beta core employs cognitive modelling of human actors to anticipate reactions and emotional responses, though it is difficult to describe exactly what, if anything, the Beta core feels. Records on the subject are patchy and contradictory; a popular theory is that a Beta core will model a new personality for each human it comes into contact with;
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A 'Gamma core' is capable of supporting most human endeavors, making up for a lack of creativity and problem-solving ability with prodigous computational prowess. Assigning a Gamma core to aid human overseers in administering a colony-wide industry brings significant benefits. A rare and valuable independent AI core, the gamma-level is the lowest tier core considered to be truly intelligent under Domain-era AI protocols. A Gamma core will employ remarkable judgment and reasoning when assigned to straightforward tasks while using its savant-like data processing abilities to far exceed any individual human's abilities. It is relatively uncreative in problem-solving however, preferring to fall back upon direct, unsophisticated means.
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- #5Ships
Keys: fleet, Ships, ship · Secondary: Frigate, Cruiser, Capital, Destroyer, Fighter
All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital. Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense structures. These ships can also be broken down into three major tech levels: Low Tech, Midline, and High Tech.
The smallest sizing of ships, Frigates are relatively fragile yet fast ships that are the cheapest to field and maintain. Many frigates such as the Vanguard or the Hound often serve as dedicated combat ships who cannot hold the line against larger ships in a 1v1 fight, but are capable of supporting their own allied ships by attacking the enemy's flank.
Fighters are small ships that travel in groups from two to six, except for the Cobra Bomber, which travels alone. They come in various forms, including interceptors, bombers, heavy fighters, assault fighters, and support fighters.
Destroyers are the second size of ship. Generally, they're a middle ground between cruisers and frigates. Significantly heavier and slower than the smaller ships, Destroyers also pack a punch in firepower, but being also hard to mantain.
Cruisers are formidable ships that can hold their own in battle. Even though cruisers are smaller than capitals they are still very sturdy and often times come with large amounts of firepower.
Capitals are the biggest ship type. These ships are known for their massive amounts of firepower and great staying power in battle. Because capitals are extremely costly to purchase, equip and maintain, they are only found in the fleets of major navies in the Sector. The Atlas Mk.II is an exemple of Capital type ship.
- #6Hyperspace
Keys: real-space, storm, storms, drive field, real space, void, hyperspace, fuel
Hyperspace is a method of interstellar space travel. It requires antimatter based fuel and hyperspace jump drives. Hyperspace is exotic and exists outside of normal space-time, allowing ships that enter it to travel relatively quickly through real space. Hyperspace can only be entered and exited around large gravity wells such as stars and gas giants.
Hyperspace travel is only possible thanks to the technology of the "drive field" which stabilizes ships in a pocket of real-space.
Hyperspace is constantly changing, with large "hyperspace storms" and regions of "deep hyperspace." Storms will strike at fleets moving too quickly through them, throwing them wildly off course and damaging them. Deep hyperspace slows ships down and affects their sensors.
Hyperspace, existing outside of Euclidian space, can occasionally produce anomalies which some captains have nicknamed "ghosts".
Another region of hyperspace is the void. The void is a subject of many old spacer's tales, and is poorly understood. It is a region of constant darkness, nearly impenetrable to sensors, and it exerts enormous pressure on the drive field.
- #7Subspace Ghosts
Keys: hyperspace, ghost, ghosts
In hyperspace, sensors are very unstable and can be easily bogged down with junk data. However, sometimes, real anomalies can be observed both visually and through scanners. The most common of these anomalies are ghosts, which have been observed to 'stalk' fleets of ships through hyperspace, circle them, and even drain their drive fields, however, they always stay just out of visual range and one has never been caught. Any attempt to catch up to a ghost usually results in the ghost quickly leaving.
- #8P-space
Keys: phase, p-space
P-space, or phase space, is what phase ships interact with. Phase ships use advanced technology to pull the ship partially into a higher dimension, slowing their perceived time down and allowing them to move more quickly in real space. During phase, phase ships partially invisible, are able to pass through solid matter, and cannot be struck by weapons fire.
- #9Combat
Keys: flux, fire, shots, shields, railguns, weapons, shooting, gauss, cannons, coils, phase
During ship to ship combat, ships will constantly interact with flux fields. Ships either have shields or phase generators, but they cannot have both. All ships have armor of varying strength that must be destroyed before critical hull and systems damage can occur.
- #10Flux
Keys: shield, shields, flux, phase
Flux is the buildup of electromagnetic interference within a ship. As warships fire their weapons or use their shields or phase drives, flux builds up within the flux coils. When the flux coils reach their limits and cannot hold any more flux, the flux is rapidly dissipated through the entire ship, causing widespread failure of electronics and temporarily shutting down shields, phase drives, and weapons. These disruptions can last anywhere from a few seconds to a few minutes depending on the size of the ship and inefficiency of their coils. Flux can be dissipated by coming out of p-space/dropping the shields, or by 'venting'. Venting flux leaves the ship totally vulnerable to attack, but it vents the flux much more quickly than passive dissipation.
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