Garnfellow
Cosmic Mongoose
Awesome! Thanks for this.Updates have been made, simply redownload from our website or Drivethru for the latest version!
Awesome! Thanks for this.Updates have been made, simply redownload from our website or Drivethru for the latest version!
Thanks so much for the kind words: this was a very fun and challenging project to work on. Of course, I could only do it by standing on the shoulders of Giants. A lot of good work had been done on these sectors (https://greatdungeonnorth.blogspot.com/2023/12/the-deep-and-dark.html) that is well worth checking out.Having just completed my read-through of The Deep and the Dark, I wish to agrre with @GabrielGABFonseca and say that this is outstanding in the annals of sector guidebooks! Thank you, @Garnfellow and all the people who edited, formatted, and helped make this what it is!
The rough guides to how the different larger polities (Confederation, Hierate, & Imperium) work on an operational level (e.g. What do nobles do? How do clans work with each other) actually helped me clear up some questions I did not realize that I had.
The astrographic information was also nice, and I liked the consistency. Knowing what people call the local clusters, etc. adds to the feel of the place as far as star-faring Travellers are concerned, and knowing the high tech levels and populations in a subsector grants insight into who the dominant cultures in the area might be.
I liked the front-loaded chapter on Aliens rather than having them placed in their home sector, on the other hand, I prefer the "beasts" to be described in proximity to the entries on the worlds they are from since they are less likely to be found on other worlds. On the other other hand, if there are beasts that are common throughout a region, I think it would make sense to have them described at the head of the region. On the other hand, this makes for more work in layout, so it's up to you if it's really worth it.
Similarly, I also appreciated having the names of important people (higher nobles and such) and groups as well as brief descriptions to give some insight into how they might act and interact. These are useful, but not too constraining.
Aaand, my biggest issue is that I would pronounce the Aslan names differently, but then I spend an inordinate amount of time trying to pronounce Aslan, Vargr, Gaelic, etc. words...
Thank you again--
Trokh words are really hard -- sometimes they look cool but are like marbles in the mouth. If you have an alternate pronunciation -- particularly one that is easier for a human from 21st century Terra, I'm all ears.Aaand, my biggest issue is that I would pronounce the Aslan names differently, but then I spend an inordinate amount of time trying to pronounce Aslan, Vargr, Gaelic, etc. words...
Hah! I have spent a significant portion of my life playing with phonetics and getting my vocal apparatus to consistently produce sounds that no conventional American knows exist. Does that mean I can pronounce Trokh and Gvegh words the way Aslan and Vargr pronounce them as described in the first Alien Modules? Not even close.Trokh words are really hard -- sometimes they look cool but are like marbles in the mouth. If you have an alternate pronunciation -- particularly one that is easier for a human from 21st century Terra, I'm all ears.
At one point I had developed "Galangicized" names for some of the big clans: Yearly, Kaukle, Soso, Trelly, Rashes, etc. but I could not in good conscience publicize those and get unsuspecting Travellers killed in unnecessary duels with Aslan. They are a proud and exceedingly touchy people.
Year (IY) | Aslan TL | Human TL | Notes |
-2000 | 7 (max 9) | 12 (max 13) | Aslan largely at TL7 but with J-1 technology. While the Terran Confederation reached limited TL13, this was not common for humans in Aslan space. |
-1700 | 8 (max 10) | 12 (max 12) | Aslan at TL8 but with J-2 technology. Begin trading with trailing worlds, traveling as far as the Solomani Rim. |
-1500 | 8 (max 10) | 11 (max 12) | Twilight ends and Long Night begins for Humans in the Rim. Aslan Age of Expansion underway. |
-1400 | 9 (max 10) | 10 (max 12) | Reavers take a toll on interstellar commerce |
-1100 | 10 (max 10) | 10 (max 11) | Parity allows for start of border wars. Human-Aslan trade stops. Aslan advance spinward through Dark Nebula |
-800 | 10 (max 10) | 9 (max 11) | Superior human numbers and organization hold out. Old Earth Union sends occasional expeditions to support Solomani. Aslan begin encroaching into the Deep and trailing Dark Nebula |
-500 | 10 (max 10) | 9 (max 10) | Border wars start to sap human capabilities. Aslan with solid footholds in trailing Dark Nebula and the Deep, raiding Daibei and Magyar. After -575 the Old Earth Union provides little support. Pace of Aslan expansion begins to slow just as Aslan gain the upper hand. |
-200 | 10 (max 11) | 8 (max 10) | Only a few powerful pocket empires in Magyar retain interstellar ships. Internal pressure within the Hierate impedes Aslan progress. |
100 | 10 (max 11) | 9 (max 11) | Renewed contact with the Imperium and revived Rim states spur human tech advances. Combined with Aslan distraction by Cultural Purge leads to Treaty of Dark Nebula with Magyar states in 212. |
400 | 11 (max 11) | 10 (max 11) | Entrance of the TL12 Imperium, Old Earth Union into the region leads to the Peace of Ftahalr (380) |
704 | 11 (max 11) | 11 (max 12) | Solomani Autonomous Region |
832 | 11 (max 12) | 12 (max 13) | War of Kimson’s Stand |
871 | 12 (max 13) | 13 (max 14) | Solomani Confederation |
1002 | 13 (max 14) | 13 (max 14) | End of Rim War, Confederation begin encroaching on neutral space |
Presumably the emergence of potential rivals like the Third Imperium and the Solomani Confederation. Enforced monoculture aside, the clans were going to respond to alien powers by innovating or at least achieving parity, I'd say.1200 years for the Aslan at TL10, but only 471 at TL11. What accounts for the acceleration in their tech progression?