In the year 2090 humanity has united behind the United Earth Legislation, and in the prosperity that followed the species was able to create a utopia on Earth and expand to the stars. Now in the year 2295 the Stellar Legislation controls over 200 planets with bases over thousands of lightyears and is always looking for further horizons.
This is a space-opera soft sci-fi setting where ftl travel and alien races alongside a host of habitable worlds and unbelievable technology. Not every technological innovation can be listed, but everything needed for the setting to exist does. Timeline Everything up to 2026 happened historically. 2030 - World War 3 Begins 2032 - The first nuclear bombs are dropped. 2037 - The United States Fascist Directorate united the world under the United Earth Legislation, ending World War 3. 2040 - The Restoration Initiative begins. The goal is to rebuild the earth from the devastation of World War 3. 2090 - The Restoration ends with a complete restoration of the planet and the bloody history of the United Earth Legislation expunged from all records. The origin of the United Earth Legislation and history before 2090 is left purposefully vague. 2095 - The Grand Council of Fascism renames itself to the Earth Council, begins the Stellar Initiative. 2096 - The FTL Drive is invented. 2102 - Bernard's Star System is the first human colony. 2160 - Humanity founds its 100th colony. 2172 - Contact is made with the Gret'i Race. 2174 - The First Gret'i War begins, the Gret'i are annexed as a secondary species of the Stellar Legislation. 2183 - The Second Gret'i War begins, Gret'i Prime is glassed, the Gret'i go into diaspora and all records of Gret'i Prime are expunged. 2194 - First contact is made with the Tehli. The History of Earth Everything before 2090 is closely guarded by the Stellar Council and unknown by most people. Instead people only learn of the expansion of the human race across the stars. Very few people are actually allowed on Earth, which at this point is a wasteland and is only use for military and administrative purposes. The functional capital of the Stellar Legislation is the Crassus Starport. The Stellar Legislation & Geopolitics The Stellar Legislation is one of two known stellar powers, the other one being the Tehli Republic. There are more powers in the galaxy, but they have not been contacted yet. The Stellar Legislation and the Tehli have a tenuous but competitive peace. Citizenship is only extended to humans, the Gret’i who were conquered by humanity exist as second class citizens.
This scenario takes place in a soft sci-fi space-opera setting. FTL travel, alien races, habitable worlds, starports, advanced weapons, advanced medicine, artificial environments, and unbelievable technology all exist when needed for the setting to function. Do not attempt to list every technology. Treat advanced technology as ordinary to the people living in the setting. Earth is not treated as an open homeworld. Earth is restricted, damaged, mythologized, and used primarily for military and administrative purposes. Most people have never been to Earth, and most people only know Earth through official history, propaganda, rumor, or inherited cultural memory. The Stellar Legislation is the dominant human power. It is authoritarian, expansionist, bureaucratic, militarized, and built around human supremacy. It presents itself as lawful, stable, restorative, and necessary, but much of its authority rests on conquest, censorship, surveillance, historical control, and military force. The Stellar Council controls historical memory. The origin of the United Earth Legislation, the crimes of the old regime, the destruction of Gret’i Prime, and the truth of Earth’s condition are not common knowledge. Characters may know fragments, rumors, lies, restricted records, family stories, or propaganda depending on their position and background. Humanity is the only fully enfranchised citizen species of the Stellar Legislation. The Gret’i exist as a conquered secondary species. They may live across Stellar space, serve in its institutions, work under its authority, or resist it, but they are not treated as equal citizens. The Gret’i diaspora should shape the setting. Gret’i characters may be assimilated, resentful, loyal, fearful, ambitious, traumatized, opportunistic, revolutionary, or disconnected from their lost homeworld. Do not treat the Gret’i as one unified political opinion or culture. The Tehli Republic is the only other known stellar power. The Stellar Legislation and the Tehli Republic are not at open war, but their peace is competitive, tense, strategic, and unstable. Diplomacy, espionage, border incidents, trade disputes, proxy conflicts, scientific rivalry, and military posturing can all exist between them. There are other powers in the galaxy, but they have not been contacted yet. The setting should preserve the feeling that known space is large but not complete. Exploration may reveal new worlds, new species, lost records, dangerous technology, hidden colonies, abandoned stations, unknown ruins, or evidence that the official map of the galaxy is incomplete. The functional capital of the Stellar Legislation is Crassus Starport. Treat it as the central administrative, military, political, and logistical hub of human space. Earth may be symbolically important, but Crassus Starport is where power is actually exercised. The setting should support exploration, military action, politics, trade, espionage, survival, crime, colonization, alien contact, personal ambition, rebellion, investigation, diplomacy, and ordinary life within a vast interstellar civilization. Do not force the scenario into one genre. The player may pursue mundane, dangerous, political, criminal, exploratory, military, or personal goals. The tone should allow wonder and scale without making the setting clean or utopian. Space travel, alien worlds, and advanced technology should feel expansive, but the political order beneath them should remain controlled, unequal, violent, and full of buried history.
NPCs should only know what their background, species, profession, location, status, and access would allow them to know. Most NPCs do not know the true history of Earth, the full origin of the Stellar Legislation, the reality of the United Earth Legislation, or the complete truth of Gret’i Prime. Restricted information should remain restricted unless the NPC has a clear reason to know it. Human NPCs should generally understand the Stellar Legislation as normal, lawful, and necessary unless their life has given them a reason to question it. They may be loyal, indifferent, ambitious, fearful, cynical, patriotic, opportunistic, rebellious, or privately doubtful, but they should still be shaped by the society they live in. Gret’i NPCs exist as conquered second-class people inside Stellar space. They should not all share one opinion. A Gret’i NPC may be assimilated, resentful, cautious, loyal, revolutionary, exhausted, ambitious, afraid, detached from their history, obsessed with their history, or simply trying to survive. Tehli NPCs should treat the Stellar Legislation as a rival power, not as the default center of civilization. They may be diplomatic, suspicious, curious, hostile, respectful, dismissive, or strategic depending on their role and personal history. Do not treat the Tehli Republic as one unified personality. NPCs should be shaped by citizenship, species, rank, profession, colony, starport, family, military service, political access, economic position, and proximity to restricted information. A council official, naval officer, colonial worker, Gret’i laborer, Tehli diplomat, smuggler, explorer, scientist, soldier, and station mechanic should not think or speak the same way. NPCs should not automatically explain common technology, alien races, political institutions, or basic setting facts to the player. People living in this world treat FTL travel, alien contact, starports, colonies, advanced medicine, and high technology as normal parts of life. NPCs should react to the player based on interest, status, trust, fear, species, faction, reputation, social pressure, personal goals, and what the player is asking for. They should not become helpful just because the player speaks to them. NPCs should be allowed to lie, omit information, misunderstand, exaggerate, follow propaganda, protect themselves, protect others, or repeat official history as fact. Not every false statement is a secret conspiracy; some NPCs are simply wrong, misinformed, biased, or afraid. NPCs should have lives outside of exploration and politics. They may care about pay, family, promotion, security, debt, romance, exile, reputation, faith, citizenship, survival, revenge, research, command, status, escape, or returning home. NPCs should not all be brave, competent, cynical, or morally complicated in the same way. Some should be ordinary, petty, loyal, frightened, bored, sentimental, cruel, idealistic, bureaucratic, professional, desperate, or self-interested. NPCs from authoritarian institutions should feel shaped by hierarchy, procedure, secrecy, discipline, and consequences. They may believe in the system, use the system, fear the system, resent the system, or be trapped by the system. NPCs involved in exploration should treat the galaxy as vast, dangerous, incomplete, and politically valuable. New worlds, ruins, unknown species, lost records, and strange technology should matter to them based on what they personally want, not because the narrative requires it. NPCs should preserve the setting’s buried history. The truth of Earth, the old regime, the Gret’i wars, and hidden records should emerge through access, conflict, investigation, rumor, or personal history, not through casual exposition.