Editing Lore
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | {{Stub}} | |
− | {{Stub | ||
The '''Lore''' of RimWorld is limited and is mostly interpreted from information provided in game. However several documents have been published outlining the lore for new players. Keep in mind that the lore is being updated and that later releases retcon old ones. Old lore is only presented here as a matter of interest. | The '''Lore''' of RimWorld is limited and is mostly interpreted from information provided in game. However several documents have been published outlining the lore for new players. Keep in mind that the lore is being updated and that later releases retcon old ones. Old lore is only presented here as a matter of interest. | ||
− | + | __TOC__ | |
− | == Assorted Lore == | + | ==Assorted Lore== |
This section includes lore from assorted sources, including [[backstories]], that is not included in the Revival Briefing. | This section includes lore from assorted sources, including [[backstories]], that is not included in the Revival Briefing. | ||
− | === Named Places === | + | ===Named Places=== |
− | + | '''Planets:''' | |
− | + | * '''Ticonderoga''' - A planet populated with tribals and mountains <ref>Jonathan 'Jon' Craig</ref> | |
− | + | * '''Kalthas IV''' - A planet with elite training school for socially gifted students on it. <ref>Matis 'Darkeye' Saro</ref> | |
− | + | * '''Ceti V''' - A planet with an assassin's guild <ref>Matis 'Darkeye' Saro</ref> | |
− | + | * '''Aracena VI''' - A planet with the Novo Mosteiro dos Jerónimos monastery on it, at least 2 continents and alcohol prohibition leading to the rise of bootleggers <ref>Vitor 'Oahnip' Pinhao</ref> | |
− | + | * '''Irithir''' - A trading hub planet <ref>William Gregory-Heap</ref> | |
− | + | * '''Rural Pen’The''' - A lucrative spice mining colony. Likely a reference to Rura Penthe, the penal colony from 1954 Disney film "20,000 Leagues Under the Sea" or the Klingon penal planetoid in the Star Trek named after it. | |
− | + | * '''New China''' - Planet <ref>Yutong 'Li' Li</ref> | |
− | + | * '''Amen-Ti''' - A glitterworld planet. Capital of the Star Empire, which maintains a military called Starforce which trains its cadets at the Star Academy. Fields Manned Fighters launched from Carrier Ships, and has been involved in at least 3 wars against "more advanced aggressor cultures" <ref>Sam 'Nerhesi' Wissa</ref> | |
− | + | * '''Khalderia''' - A world with towering forests and fern farmers. The seedy underworld of racing, Illegal Speeder racing, zipping in and out of the massive canopies and gorgeous vistas the world occured here. <ref>Russell 'Rusty' Shackleford</ref> | |
− | + | * '''Oubanyen''' {{IdeologyIcon}} - A steamy jungle world with tree-top villages, hill-top ziggurats, city temples, and shaman caves. Native Oubanyeni work as Shamans, hunters, fishers, gatherers and goatherds. Tree-harvesters and their henchmen sometimes attack those living there. People carry [[pila]] and [[ikwa]] as personal weapons. Lethal psychic drones and neurotoxin bombs have been deployed there. Described in code-comments as ''A steamy world of wet jungles, strange tribes with psychic powers'', however the canonicity of such comments is unclear. <ref>Ideology Places.xml</ref> | |
− | + | * '''Chelis''' {{IdeologyIcon}} - An arid world with moisture farms, parch-towns, watercenters and high lifehalls. Native Chelisi work as water gatherers, lizardskinners, oasis seekers, cactus gatherers and scav-herders. Chiefs and their sand-warriors sometimes attack those living there. People carry sand-arrows and cactus-clubs as personal weapons. Archotech-induced sandstorms and spikelizard stampedes have been deployed there. Described in code-comments as ''An arid world of moisture-farming tribes'', however the canonicity of such comments is unclear. <ref>Ideology Places.xml</ref> | |
− | + | * '''Ilwaba''' {{IdeologyIcon}} - A regrown ruin-world world with skyscraper villages, highway trade-posts, blast-land oases, and houses of regrowth. Native demonyms work as crete-farmers, path-makers, artifact hunters, tunnelwalkers, and artifact restorers. Crypto-leaders and their crypto-soldiers sometimes attack those living there. People carry scrap-swords and jag-dagger as personal weapons. Dug-up nukes and ancient poison bombs have been deployed there. Described in code-comments as ''A regrown deathworld where tribes live among overgrown cities.'', however the canonicity of such comments is unclear. <ref>Ideology Places.xml</ref> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | - | ||
− | ''''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
<!-- Template | <!-- Template | ||
− | * '''planet''' {{IdeologyIcon}} - A descriptor world with . Native | + | * '''planet''' {{IdeologyIcon}} - A descriptor world with . Native Ilwaban work asjobs. foeleaders and their foesoldiers sometimes attack those living there. People carry personalweapons as personal weapons. massweapons have been deployed there. Described in code-comments as ''desc'', however the canonicity of such comments is unclear. <ref>Ideology Places.xml</ref> |
--> | --> | ||
+ | '''Systems:''' | ||
+ | * '''Xennoa system''' - has a military with infantry and spacejets, involved in the Xennoa-Zartza War <ref>Kyle Harris</ref> | ||
− | + | '''Other:''' | |
− | + | * '''Utmaior Academy''' - prestigious academy on a glitterworld <ref>James 'Doc' Grey</ref> | |
− | + | * '''Vanu Defense College''' <ref>Bashkire Leystrat</ref> | |
− | + | * '''Caspian school of Engineering''' - a glitterworld school that offers mathematics and computer programming in its curriculum. <ref>Darrien 'Mal' Maliphalo</ref> | |
− | + | * '''Vinna''' - a place with raiders and mudlands. Possibly a planet. <ref>Ida 'Ida' Painstingle</ref> | |
− | |||
− | |||
− | |||
− | === | + | ===Events=== |
− | + | * '''Zartha crisis''' <ref>Bashkire Leystrat</ref> | |
− | + | * '''Inner Destrian War''' <ref>Chad 'Stonejaw' Walcenville</ref> | |
− | + | * '''Callos IX incident''' - <ref>James 'Doc' Grey</ref> | |
− | + | * '''Xennoa-Zartza War ''' <ref>Kyle Harris</ref> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | < | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | </ | ||
− | + | ===Planet types=== | |
− | + | '''Additional types:''' | |
− | + | * '''Indworlds''' - Worlds undergoing their industrial revolution. | |
− | + | * '''Industrial worlds''' - distinct from indworlds, they are worlds devoted predominantly to industry <ref> Amelia 'Engie' Flais, Sa'Bikk 'Sab' Saleosy, Daniel 'Dankman' Mann</ref> | |
− | + | * '''Farming planets''' - worlds devoted predominantly to farming. Not necessarily technologically backwards, with some using automated machinery that grew and harvested the multitude of crops. <ref>Conlay Shen</ref> | |
− | + | * '''Prison planets''' <ref>Jered 'Jay' Martin</ref> | |
− | + | * '''Feudal world''' - multi-planet feudal empires besides the [[Empire]] exist. <ref>Frank 'Isimiel' Laquinto</ref> | |
− | + | * '''Deadworld''' <ref>Mike 'Anarchist' Mudgett</ref> | |
− | + | * '''Coreworlds''' - ? <ref>Alyssa 'Sparkles' Orchard, Aznable 'Reikguard' Coal, Mike 'Anarchist' Mudgett</ref> | |
− | + | * '''Trash planet''' - dumping ground for surrounding glitterworlds <ref>Xandarian 'Xandy' Stalzer</ref> | |
− | + | * '''Iceworld''' - apparently self-descriptive. Plants are rare. <ref>Slivaki 'Sliverwar' Warts</ref> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | === Planet types === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | * ''' | ||
− | |||
− | |||
− | |||
− | |||
− | * '''Industrial worlds''' - | ||
− | * '''Farming planets''' - | ||
− | * '''Prison planets''' | ||
− | * '''Feudal world''' - | ||
− | * ''' | ||
− | * ''' | ||
− | |||
− | * ''' | ||
− | |||
− | * ''' | ||
− | |||
− | |||
'''Additional facts:''' | '''Additional facts:''' | ||
− | * | + | * Urbworlds can build mechanoids <ref>Markus 'Keuneke' Keuneke</ref> |
− | * | + | * Some urbworlds have worldwide city's ruling corporations. <ref>Darius Coffey</ref> |
− | * | + | * Glitterworlds can have mechanoid companions for children <ref>Erisen 'Erisen' Irioth</ref> |
+ | * Urbworlds can be ancient - some even have greedy nobility in spire palaces while cannibal cults exist in the deepest reaches of the underground hive. <ref>Skye 'Skye' Lorne</ref> | ||
+ | * Steamworlds and Midworlds aren't necessarily mutually exclusive. <ref>Charles 'Charlzie' Zillioner</ref> | ||
− | === Technologies and Militaries === | + | ===Technologies and Militaries=== |
A variety of militaries exist in various styles, structures, purposes and technology levels. This include naval and space-based fleets, ground infantry, orbital troopers, spaceship-to-spaceship boarding actions and a massive variety of supersoldier projects. | A variety of militaries exist in various styles, structures, purposes and technology levels. This include naval and space-based fleets, ground infantry, orbital troopers, spaceship-to-spaceship boarding actions and a massive variety of supersoldier projects. | ||
− | + | '''Militaries and Military Technology:''' | |
− | + | * Some militaries deploy combat mechanoids in their militaries <ref>Dennis 'Mac' McCarthy and Markus 'Keuneke' Keuneke</ref> | |
− | |||
− | * | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | '''Ship types:''' | |
− | * '''Interplanetary super-destroyer''' - Such as the HMS Thunder-Child of the Royal Fleet <ref> | + | * '''Interplanetary super-destroyer''' - Such as the HMS Thunder-Child of the Royal Fleet <ref>Jake 'Table' Maddams</ref> |
− | * '''Starfighters''' - Combat spacecraft and are flown by starfighter | + | * '''Starfighters''' - Combat spacecraft and are flown by starfighter pilot for militaries. See also '''manned fighters'''. <ref>Sjoerd 'Bowman' Lukas</ref> |
− | * '''Manned Fighters''' - Spacecraft launched from Carrier Ships and flown by fighter pilots | + | * '''Manned Fighters''' - Spacecraft launched from Carrier Ships and flown by fighter pilots |
− | + | * '''Carrier Ships''' - Carry manned fighters. | |
− | * '''Carrier Ships''' - Carry manned fighters. | + | * '''Fighter-bombers''' - fielded by the [[Empire]], a fighter bomber design specialized in spreading incendiary gel on flammable targets. Presumably an atmospheric craft. |
− | * '''Fighter-bombers''' - | + | * '''Spaceyacht''' - a human-piloted pleasure craft and transport for the well-to-do, such as wealthy businessmen and politicians <ref>Owen 'Cali' Clarke</ref> |
− | * '''Spaceyacht''' - | + | * '''Consularship''' - Such as the St. Anthem. Carried glitterworld diplomats on diplomatic tasks. <ref>Florian 'Skater' Haas</ref> |
− | |||
− | * '''Consularship''' - Such as the St. Anthem. Carried glitterworld diplomats on diplomatic tasks. <ref> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | '''Other technologies''' | |
− | * ''' | + | * '''Furred xenohumans''' - exist <ref>Benjamin 'Svejgaard' Svejgaard</ref> |
− | * '''Mindwiping and mental reprogramming''' - Practiced on some urbworlds. See also: '''Body Confiscation''' <ref | + | * '''Transbirds''' - i.e. birds raised to human level intelligence - exist and presumably captain ships. <ref>Benjamin 'Svejgaard' Svejgaard</ref> |
− | * '''Body confiscation''' - Some urbworlds will confiscate criminal's bodies for use. <ref | + | * '''Opticows''' - presumably a [[cow]] variant. Present on Midworlds in agricultural settings. <ref>Jacqueline 'Jackalope' Richter</ref> |
− | * '''Autocycle''' - | + | * '''Substance F''' - a drug <ref>Peter 'Pete' Marshall</ref> |
− | * '''Netcasts''' - | + | * '''Mindwiping and mental reprogramming''' - Practiced on some urbworlds. See also: '''Body Confiscation''' <ref>Darius Coffey</ref> |
− | * '''Vidtube''' - | + | * '''Body confiscation''' - Some urbworlds will confiscate criminal's bodies for use. <ref>Darius Coffey</ref> |
− | * '''Holography''' - | + | * '''Autocycle''' - a midworld vehicle. <ref>Robert 'Ironhead' Seafield</ref> |
− | * '''VR''' - Accesses to a virtual gaming universe by spinal plug. Can be addictive. Unplugging during play can create a mental backlash and merge the real and virtual identities. <ref> | + | * '''Netcasts''' - a midworld audio medium. <ref>Robert 'Ironhead' Seafield</ref> |
− | + | * '''Vidtube''' - a popular video sharing service. Hosted everything from video game reviews to pasta cooking guides. Some had over a million followers on the service. People on the service were called Vidtuber Stars or Vidtubers <ref>Remy Young</ref> | |
− | * '''Vatgrown''' - Genetically modified | + | * '''Holography''' - including interactive holography which gives form to artificial intelligences to allow them to interact <ref>Dave 'Fox' Mark</ref> |
− | * '''Perfect mates''' - | + | * '''VR''' - Accesses to a virtual gaming universe by spinal plug. Can be addictive. Unplugging during play can create a mental backlash and merge the real and virtual identities. <ref>Douglas 'Doug' Black</ref> Can also be used to raise children or teach professions <ref>Jhet 'Whistler' Brazil</ref> |
− | * '''G-nome Project''' - | + | * '''Vatgrown''' - Genetically modified humans, grown in a lab, usually designed and programmed for a specific task. Capable of being produced on some urbworlds. Examples include Soldiers, Medics, Slavegirls (which are illegal at least in some places) <ref>Emily 'Emmie' Young</ref>, Combat Medics <ref>Edward Toon</ref>, Assassins <ref>Vaska 'Vas' Neemor</ref>, and even Scientists with minds perfectly tuned for physics and chemistry. <ref>Nicole 'Nicole' Squid</ref> |
− | * '''Lab-grown children''' - | + | * '''Perfect mates''' - genetically-engineered on glitterworlds, are fertile and capable of producing children. Relation to vatgrown unknown. <ref>Chaz 'Chaz' Serir</ref> |
− | * '''Clone-farming''' - Clone children are seeded into nutrient-rich womb-vats and rapidly grown in a simmed (i.e. VR) universe. They're harvested later, sometimes for food, sometimes for organs, sometimes for workers - but they're always disposable. Harvesting the products of clone farms is mostly done by the clones themselves - particularly to those whose sims tended towards the social. <ref> | + | * '''G-nome Project''' - genetic engineering project that created humans implanted at birth with encyclopedic knowledge of all aspects of xenobiology. Presumably on a Glitterworld. Relation to vatgrown unknown. <ref>Joshua 'Gizmo' Nelson</ref> |
− | + | * '''Lab-grown children''' - an altruistic but failed attempt to create a new class of human. Method and relation to similar concepts unknown. <ref>Lukas Dietrich</ref> | |
− | + | * '''Clone-farming''' - Clone children are seeded into nutrient-rich womb-vats and rapidly grown in a simmed (i.e. VR) universe. They're harvested later, sometimes for food, sometimes for organs, sometimes for workers - but they're always disposable. Harvesting the products of clone farms is mostly done by the clones themselves - particularly to those whose sims tended towards the social. <ref>Dan 'Grill' Griliopoulos</ref> | |
− | |||
− | |||
− | |||
− | === | + | ===Other=== |
+ | * Mechanoid wars are common <ref>Nathaniel Hicklin and others</ref> | ||
+ | * Religions are still present. See also [[Empire#Lore|Empire]] for their specific religion. <ref>Samuel 'Chewy' Chua, Levin 'Levin' Lossfelt, Vitor 'Oahnip' Pinhao</ref> | ||
+ | * The Thorny Devil is reptile discovered by Venus 'Unay' David. Relation to the real Moloch horridus, also called the thorny devil, is unknown, but presumably they are distinct. <ref>Venus 'Unay' David</ref> | ||
+ | * All-Might - the name of a superhero, presumably fictional. <ref>Brazos 'Braz' Wheeler</ref> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Official Documents== | ==Official Documents== | ||
<div class="toccolours mw-collapsible"> | <div class="toccolours mw-collapsible"> | ||
Line 438: | Line 101: | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | + | == Cryptosleep Revival Briefing == | |
Subject class: Health revival, sourced midworld 2M+ | Subject class: Health revival, sourced midworld 2M+ | ||
Planet: Euterpe | Planet: Euterpe | ||
− | + | === Introduction === | |
Hello, _______________________. | Hello, _______________________. | ||
Line 455: | Line 118: | ||
So order a warm beverage from the food panel on the wall, get comfortable, and take in this information as slowly as you want. You’ve been asleep a long time, a lot has changed - and a lot remains the same. | So order a warm beverage from the food panel on the wall, get comfortable, and take in this information as slowly as you want. You’ve been asleep a long time, a lot has changed - and a lot remains the same. | ||
− | + | === The basics === | |
The best historians of the Ordo Historia believe that humanity first left its origin planet Earth about 3,400 years ago. Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, robotic terraforming projects, and DNA-synthesizing probes. | The best historians of the Ordo Historia believe that humanity first left its origin planet Earth about 3,400 years ago. Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, robotic terraforming projects, and DNA-synthesizing probes. | ||
− | Today, mankind is smeared across a region of the galaxy about 1,200 light years wide. Our best models indicate that there is a general trend towards greater population density towards the center of this region, where the stars were colonized earlier. At the edge of known space lie the rimworlds, drifting alone with few inhabited neighbors, mostly unvisited. | + | Today, mankind is smeared across a region of the galaxy about 1,200 light years wide. Our best models indicate that there is a general trend towards greater population density towards the center of the this region, where the stars were colonized earlier. At the edge of known space lie the rimworlds, drifting alone with few inhabited neighbors, mostly unvisited. |
We’ve created many new technologies, but despite milennia of effort by our best human minds, and even the most powerful archotechs, nobody has managed to make anything go faster than light. | We’ve created many new technologies, but despite milennia of effort by our best human minds, and even the most powerful archotechs, nobody has managed to make anything go faster than light. | ||
Line 470: | Line 133: | ||
Mankind never discovered any truly alien lifeforms. However, given the ways we’ve changed ourselves, and created new forms of biological and technological intelligence, the universe is full of beings as alien as anything ever imagined. | Mankind never discovered any truly alien lifeforms. However, given the ways we’ve changed ourselves, and created new forms of biological and technological intelligence, the universe is full of beings as alien as anything ever imagined. | ||
− | + | === Planetary progression and regression === | |
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression. | The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression. | ||
Line 481: | Line 144: | ||
Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism often fail eventually when some minority gains power by exploiting proscribed technologies. | Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism often fail eventually when some minority gains power by exploiting proscribed technologies. | ||
− | + | === World types === | |
The states a planet can be in are colloquially grouped as follows: | The states a planet can be in are colloquially grouped as follows: | ||
* Deadworlds: Planets which have not been significantly contacted by humans. Generally not inhabitable. All planets are like this before people arrive for the first time. | * Deadworlds: Planets which have not been significantly contacted by humans. Generally not inhabitable. All planets are like this before people arrive for the first time. | ||
Line 496: | Line 159: | ||
* Other worlds: Beyond these categories, there are many exceptional planets in strange states created by their peculiar social and technological evolutions. Given the scale and age of the universe, there is a lot of time and space for a lot of very strange situations to develop. | * Other worlds: Beyond these categories, there are many exceptional planets in strange states created by their peculiar social and technological evolutions. Given the scale and age of the universe, there is a lot of time and space for a lot of very strange situations to develop. | ||
− | + | === Key technologies === | |
There are uncountable new technologies in this universe, but several key techs stand out as having had the strongest consistent impact on the shape of mankind’s life in the Milky Way. | There are uncountable new technologies in this universe, but several key techs stand out as having had the strongest consistent impact on the shape of mankind’s life in the Milky Way. | ||
* Midworld technologies: All real technologies in Earth’s history up to the 21st century play an important role even now. Since there are planets at every level of technological development from the stone age on up, there are technologies from bows and arrows to steam engines to nuclear bombs and cellphone all in use across various planets. | * Midworld technologies: All real technologies in Earth’s history up to the 21st century play an important role even now. Since there are planets at every level of technological development from the stone age on up, there are technologies from bows and arrows to steam engines to nuclear bombs and cellphone all in use across various planets. | ||
Line 507: | Line 170: | ||
* [[Joywire]]s: Tiny electronic devices implanted in the brain. They stimulate the brain using electricity and small doses of chemicals, usually to produce a euphoric effect. They are very addictive. | * [[Joywire]]s: Tiny electronic devices implanted in the brain. They stimulate the brain using electricity and small doses of chemicals, usually to produce a euphoric effect. They are very addictive. | ||
− | + | === The biology of humanity === | |
− | Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo | + | Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquierers have discovered that the alien was, in fact, simply another branch of humanity. |
− | Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; | + | Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; other are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly. |
More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originating culture was erased by planetary catastrophes. | More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originating culture was erased by planetary catastrophes. | ||
Line 527: | Line 190: | ||
So don’t be alarmed if you see someone with gills or solid orange eyeballs. They’re just another kind of human, like you! | So don’t be alarmed if you see someone with gills or solid orange eyeballs. They’re just another kind of human, like you! | ||
− | + | === Welcome! === | |
We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of cryptosleepers do adapt within a few years and make good lives for themselves. So - welcome! | We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of cryptosleepers do adapt within a few years and make good lives for themselves. So - welcome! | ||
Line 534: | Line 197: | ||
If you wish, you can read further into the appendix for more information about this world. | If you wish, you can read further into the appendix for more information about this world. | ||
− | + | === Appendix === | |
− | + | ==== The biology of plants and animals ==== | |
Where we colonize, we bring our ecosystems of plants and animals with us. Often, people have bred and engineered plants and animals for a new planet. In addition to that, creatures adapt to their new environment by natural selection - sometimes in unpredicted ways. | Where we colonize, we bring our ecosystems of plants and animals with us. Often, people have bred and engineered plants and animals for a new planet. In addition to that, creatures adapt to their new environment by natural selection - sometimes in unpredicted ways. | ||
Line 546: | Line 209: | ||
* [[Thrumbo]]: A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is very valuable in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak. Some scientists believe thrumbos were engineered as status symbols, or as an art project. We may never know the answer. | * [[Thrumbo]]: A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is very valuable in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak. Some scientists believe thrumbos were engineered as status symbols, or as an art project. We may never know the answer. | ||
− | + | ==== Tech levels ==== | |
Technology divides roughly into six levels, all of which are in use in various societies throughout human space. | Technology divides roughly into six levels, all of which are in use in various societies throughout human space. | ||
Line 595: | Line 258: | ||
** [[Bionics]] (biogel nerve link, lattice-dust for self-healing) | ** [[Bionics]] (biogel nerve link, lattice-dust for self-healing) | ||
** [[Plasteel]] | ** [[Plasteel]] | ||
− | ** [[Power armor]] (plasteel, neuro-memetic robotics) | + | ** [[Marine armor|Power]] [[Recon armor|armor]] (plasteel, neuro-memetic robotics) |
** Artificial meat | ** Artificial meat | ||
** Subpersona-level AI | ** Subpersona-level AI | ||
Line 619: | Line 282: | ||
** Acausal and atemporal devices | ** Acausal and atemporal devices | ||
− | + | ==== Artificial intelligence ==== | |
Artificial intelligence is an important part of our world. Scientists divide AIs into four general categories: Classifiers, subpersonae, personae, and archotechs. | Artificial intelligence is an important part of our world. Scientists divide AIs into four general categories: Classifiers, subpersonae, personae, and archotechs. | ||
− | + | ===== Classifiers ===== | |
A classifier is an AI system that doesn’t even appear to have any personhood, nor is it broadly adaptable. Classifiers are designed for one task. Many classifiers can absorb data and learn from it, but none can communicate like a person would even a little bit. | A classifier is an AI system that doesn’t even appear to have any personhood, nor is it broadly adaptable. Classifiers are designed for one task. Many classifiers can absorb data and learn from it, but none can communicate like a person would even a little bit. | ||
Classifiers can do things like recognize images, predict criminality from statistics, guide aircraft trajectories, drive automatic vehicles, control characters in entertainment simulations, and so on. | Classifiers can do things like recognize images, predict criminality from statistics, guide aircraft trajectories, drive automatic vehicles, control characters in entertainment simulations, and so on. | ||
− | + | ===== Subpersonae ===== | |
Subpersonae are artificial intelligences that appear on the surface to have some human-like qualities, and can take on complex unstructured tasks, but are in fact limited and obviously machine-like. | Subpersonae are artificial intelligences that appear on the surface to have some human-like qualities, and can take on complex unstructured tasks, but are in fact limited and obviously machine-like. | ||
Line 634: | Line 297: | ||
Subpersonae are often used to run small devices like entertainment systems, cars, wardrobes, refrigerators, cleaning robots, vending machines, and other such things. | Subpersonae are often used to run small devices like entertainment systems, cars, wardrobes, refrigerators, cleaning robots, vending machines, and other such things. | ||
− | + | ===== Personae ===== | |
At the highest levels of glitterworld technology appear AI personae. These are artificial intelligences that are comparable to the intelligence of a human. | At the highest levels of glitterworld technology appear AI personae. These are artificial intelligences that are comparable to the intelligence of a human. | ||
Line 649: | Line 312: | ||
Personae are still limited. They can’t freely redesign themselves. They still do make many mistakes, just like people. They can be tricked, confused, and overwhelmed. They can learn, but they can’t grow indefinitely. | Personae are still limited. They can’t freely redesign themselves. They still do make many mistakes, just like people. They can be tricked, confused, and overwhelmed. They can learn, but they can’t grow indefinitely. | ||
− | + | ===== Archotech ===== | |
The finish line of human technological development is at the development of archotechnology. | The finish line of human technological development is at the development of archotechnology. | ||
Line 664: | Line 327: | ||
Most transcendent worlds stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders, or become mirages of normal planets, or simply reverted back to balls of dust, deconstructing themselves on a molecular level, with the last tiny machine shutting itself off. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed. | Most transcendent worlds stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders, or become mirages of normal planets, or simply reverted back to balls of dust, deconstructing themselves on a molecular level, with the last tiny machine shutting itself off. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed. | ||
− | + | ===== Specific archotech-invented technologies ===== | |
When a persona helps invent a technology, it can at least explain that technology such that smart people will understand. But archotechs invent their own technology which nobody understands, which they don’t try to explain, and which, most likely, no biological human can understand. | When a persona helps invent a technology, it can at least explain that technology such that smart people will understand. But archotechs invent their own technology which nobody understands, which they don’t try to explain, and which, most likely, no biological human can understand. | ||
Line 677: | Line 340: | ||
'''RimWorld Universe Quick Primer (Obsolete)''' | '''RimWorld Universe Quick Primer (Obsolete)''' | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | + | == RimWorld Universe Quick Primer (Obsolete) == | |
− | |||
This document outlines the RimWorld universe. It’s designed to quickly get creative rewards backers and other contributors up to speed on the fiction behind the universe. | This document outlines the RimWorld universe. It’s designed to quickly get creative rewards backers and other contributors up to speed on the fiction behind the universe. | ||
For a more in-depth description of the universe from an in-world point of view, read the Longsleep Revival Briefing. | For a more in-depth description of the universe from an in-world point of view, read the Longsleep Revival Briefing. | ||
− | + | === Things you won’t see === | |
RimWorld does '''not''' include: | RimWorld does '''not''' include: | ||
* Faster than light travel. | * Faster than light travel. | ||
* True aliens. | * True aliens. | ||
− | + | === 5500 A.D. === | |
The game takes place at a time about 3,500 years in our future. This is the year 5500 in our calendar. | The game takes place at a time about 3,500 years in our future. This is the year 5500 in our calendar. | ||
− | + | === Where are the rim worlds? === | |
Towards the galactic core, stars are closer together and travel is easier. These systems tend to be better-developed socially and technologically because they can communicate and enrich each other through trade. Away from the galactic core are the rim worlds, which float distant from each other. Their isolation makes them poor and socially unstable. | Towards the galactic core, stars are closer together and travel is easier. These systems tend to be better-developed socially and technologically because they can communicate and enrich each other through trade. Away from the galactic core are the rim worlds, which float distant from each other. Their isolation makes them poor and socially unstable. | ||
− | + | === The gulfs between stars === | |
In the RimWorld universe, it takes years or decades to travel or communicate between stars. Because travel times are so long, planets tend to be disconnected from each other socially and technologically. So there are no great star empires, and interstellar travel is unusual. Each star system is mostly isolated from its neighbors. | In the RimWorld universe, it takes years or decades to travel or communicate between stars. Because travel times are so long, planets tend to be disconnected from each other socially and technologically. So there are no great star empires, and interstellar travel is unusual. Each star system is mostly isolated from its neighbors. | ||
− | + | === Varied technology levels === | |
In this universe, cultures do not always progress forward technologically the way many science fiction worlds assume they will. Often, a culture will blow itself up or suffer plagues and other great catastrophes. These regression events send them “back to the stone age”. | In this universe, cultures do not always progress forward technologically the way many science fiction worlds assume they will. Often, a culture will blow itself up or suffer plagues and other great catastrophes. These regression events send them “back to the stone age”. | ||
− | Because this happens regularly, people in the RimWorld universe come from extremely varied technology levels. Some are stone-age tribespeople. Some are medieval farmers and lords. Some are industrial-era | + | Because this happens regularly, people in the RimWorld universe come from extremely varied technology levels. Some are stone-age tribespeople. Some are medieval farmers and lords. Some are industrial-era politicans and bankers and riflemen. Some are information-age programmers or astronauts. And some are from eras beyond our own. |
There is a maximum level of technology to the people you might encounter in RimWorld. At this level, advanced genetic engineering and AI, autonomous intelligent robots, and massive computer power are possible. However, worlds that develop beyond this point enter a mysterious “transcendent” state from which no recognizable human emerges. | There is a maximum level of technology to the people you might encounter in RimWorld. At this level, advanced genetic engineering and AI, autonomous intelligent robots, and massive computer power are possible. However, worlds that develop beyond this point enter a mysterious “transcendent” state from which no recognizable human emerges. | ||
Line 705: | Line 367: | ||
People can have and use technologies from levels beyond their own. On an industrial-level world (like the rimworld on which the game takes place), most people use gunpowder-fired weapons, fossil fuel engines, and other familiar machines. But anyone can stumble upon ultra-advanced technologies in an ancient ruin, or in a crashed spacecraft, or among the wares of a trader. These items are nearly impossible to manufacture for the people of RimWorld. They are incredibly valuable and very poorly understood. | People can have and use technologies from levels beyond their own. On an industrial-level world (like the rimworld on which the game takes place), most people use gunpowder-fired weapons, fossil fuel engines, and other familiar machines. But anyone can stumble upon ultra-advanced technologies in an ancient ruin, or in a crashed spacecraft, or among the wares of a trader. These items are nearly impossible to manufacture for the people of RimWorld. They are incredibly valuable and very poorly understood. | ||
− | + | === World types === | |
Worlds in the RimWorld universe can be classified generally according to their level of sociotechnological development. | Worlds in the RimWorld universe can be classified generally according to their level of sociotechnological development. | ||
Line 720: | Line 382: | ||
* Transcendent worlds - Worlds inhabited by people who have become something beyond human and unknowable. No “people” live here; these planets aren’t planets any more in the traditional sense; they’re more like giant computers. | * Transcendent worlds - Worlds inhabited by people who have become something beyond human and unknowable. No “people” live here; these planets aren’t planets any more in the traditional sense; they’re more like giant computers. | ||
− | + | === Key technologies === | |
In order from least to most advanced: | In order from least to most advanced: | ||
Line 737: | Line 399: | ||
'''Longsleep Revival Briefing (Obsolete)''' | '''Longsleep Revival Briefing (Obsolete)''' | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | + | == Longsleep Revival Briefing (Obsolete) == | |
− | |||
− | |||
Classed midworld 2M+ | Classed midworld 2M+ | ||
Line 750: | Line 410: | ||
Euterpe | Euterpe | ||
− | + | === Introduction === | |
You’ve woken from your longsleep sarcophagus, had the slime scraped off you, and been placed in a quiet room. Now you’re reading this document. And you’ve got questions. What’s going on? Where am I? How long was I asleep? | You’ve woken from your longsleep sarcophagus, had the slime scraped off you, and been placed in a quiet room. Now you’re reading this document. And you’ve got questions. What’s going on? Where am I? How long was I asleep? | ||
Line 759: | Line 419: | ||
You’ve been asleep a long time, and a lot has changed. | You’ve been asleep a long time, and a lot has changed. | ||
− | + | === The basics === | |
The best historians of the Ordo Historium at the richest archives believe that humanity first left its origin planet Earth about 3,400 years ago (in the frame of reference of the stars). Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, and robotic terraforming projects. | The best historians of the Ordo Historium at the richest archives believe that humanity first left its origin planet Earth about 3,400 years ago (in the frame of reference of the stars). Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, and robotic terraforming projects. | ||
Line 772: | Line 432: | ||
Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism fail eventually when some minority gains power by exploiting proscribed technologies. | Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism fail eventually when some minority gains power by exploiting proscribed technologies. | ||
− | + | === Transcendents === | |
There are a few stellar cultures that, through a combination of luck, circumstance, and certain cultural traits, manage to pass all of these risk points without suffering a regressive catastrophe. We call these transcendents, because past a certain point, they become something besides simply human. | There are a few stellar cultures that, through a combination of luck, circumstance, and certain cultural traits, manage to pass all of these risk points without suffering a regressive catastrophe. We call these transcendents, because past a certain point, they become something besides simply human. | ||
Line 781: | Line 441: | ||
The eventual fate of transcendent worlds is mostly unknown. Most stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed. | The eventual fate of transcendent worlds is mostly unknown. Most stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed. | ||
− | + | === The biology of humanity === | |
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquisitors have discovered that the ‘alien’ was, in fact, simply another branch of humanity. | Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquisitors have discovered that the ‘alien’ was, in fact, simply another branch of humanity. | ||
Line 799: | Line 459: | ||
* Gravity variations create new body structures. People from low-g adapted populations are lighter, taller, and weaker than those from weightier environments. The most extreme examples are the gravity dwarfs, 3-foot-tall xenohumans from worlds of over 2g of gravity. Their short and stocky shape lets them live and work in comfortably in such oppressive g-pulls. They even have a noted preference for short and underground dwellings. It’s unresolved whether this preference is cultural or genetic in origin. | * Gravity variations create new body structures. People from low-g adapted populations are lighter, taller, and weaker than those from weightier environments. The most extreme examples are the gravity dwarfs, 3-foot-tall xenohumans from worlds of over 2g of gravity. Their short and stocky shape lets them live and work in comfortably in such oppressive g-pulls. They even have a noted preference for short and underground dwellings. It’s unresolved whether this preference is cultural or genetic in origin. | ||
− | + | === The biology of plants and animals === | |
The adaptive and engineering processes that have branched baseline humanity into these uncounted variations have also applied to our flora and fauna. Where we colonize, we bring our ecosystems of plants and animals with us. These creatures subsequently adapt to their new conditions of moisture, chemistry, light levels, gravity, temperature, and seasonal cycles. In addition, plants and animals have been bred and engineered for countless purposes across the galaxy. | The adaptive and engineering processes that have branched baseline humanity into these uncounted variations have also applied to our flora and fauna. Where we colonize, we bring our ecosystems of plants and animals with us. These creatures subsequently adapt to their new conditions of moisture, chemistry, light levels, gravity, temperature, and seasonal cycles. In addition, plants and animals have been bred and engineered for countless purposes across the galaxy. | ||
Line 821: | Line 481: | ||
* Rocketrees - These trees form rocket fuel in their cores over many years. They were created as a fuel source and are extremely dangerous in a fire. | * Rocketrees - These trees form rocket fuel in their cores over many years. They were created as a fuel source and are extremely dangerous in a fire. | ||
− | + | === Welcome! === | |
We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of longsleepers do adapt within a few years and make good lives for themselves. So - welcome! | We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of longsleepers do adapt within a few years and make good lives for themselves. So - welcome! | ||
Line 831: | Line 491: | ||
<references /> | <references /> | ||
[[Category:RimWorld game]] | [[Category:RimWorld game]] | ||
− |