The Ten Worlds Universe
The Ten Worlds Universe is the setting for the Attack Vector line of
games. Humanity expanded from the solar system in the 22nd century, colonizing
a 10 parsec bubble of space centered on Sol.
In 2214, all traffic scheduled outbound from Sol stopped. Ships sent
back in never came back. With the loss of Sol, and the loss of Earth, more than
99.9% of the economic capability of the Ten Worlds went with it. A dark age
ensued, and from it, new nations with their own power politics.
In tone, it's perhaps closest to BioHazard's Blue Planet or GDW's
2300AD settings -- it's a human only universe so far, and like the games
set in it, it takes its science pretty seriously. We have Phil Eklund (of North
American Megafauna fame) designing biospheres, two geologists building planets,
and a whole raft of historians and military intelligence analysts writing the
backstory.
Like 2300AD, we are using a Great Game to set our backstory; it
started in mid February 2002, on the Yahoo Group
Ten Worlds Development, and its sister list for political
meta-discussions,
Ten Worlds Philosophy.
In further support of the Ten Worlds Project, we have maps a plenty.
Samples (low res, so poor printing) are linked in below:
All planetary maps are done with a consistent hex scale -- yes, Pacifica
really does have that much more surface area than Schwarzvaal.
In support of High Trader, we will provide Solar System Orbital Maps;
these maps can also be used to maneuver fleets around a star system to set up
intercept scenarios for Attack Vector: Fleets and Attack Vector: Tactical.
Finally, we provide star maps with the FTL links documented, in both
actual stellar position mode (with the flags of recognized governments for each
of the Ten Worlds) and in a much easier to navigate conceptual map.