Sunday, October 23, 2011

Brainstorming

A mercenary missioner is embarrassingly rescued by a youth (21 is young to someone who is 32). Dairk's scraps of morality lead him take this new stray into his life. He owes the kid his life after all.

Four years after the destruction of his home city, dalShon is left behind by the gang he had tried to survive with. Abandoning his broken glasses and his hope, he is guided by a priest to save the life of a dangerous man.

Both take a leap of faith and trust in a world ruined by galactic syndicates. Maybe there is some truth in the old Gherran Prophesies that could save them and their respective peoples.


Syndie 8
- 8th colonized syndicate planet (called Gan by the natives which means world)

Syndicate Berdainus - ruthless martial colonizing force of the Syndicates involved in scientific experimentation, breeding programs, military, been cut off from the rest of the syndicates for 20 years due to galactic wars

Gherran = magical/spiritual talent

Dairk - main character, missioner (man who takes missions for money), natural human (unmodified by implants, nanos, or biotechnology), male, 32

Shon - main character, humerran (native to this planet, humanoid), mostly male, 21

Olanny - secondary character, tech (technology genius, tinker in all things technological, not officially part of the syndicate or any of its corporations), human (nano implants, biotechnology implants), female, 29

Dr. Armon - doctor in the red district of the downtown east side Syndie-city, practices both legally (and illegally if paid right), has a young daughter (Ana, 13) who is training to be a doctor in a syndicate run school

Wudannan - Noble in his isolated island who runs black market artifact sales

Priest - Gherran priest, hermit out in the wastes (territories barely considered viable), humerran, 85

Guardian - speaking animals who shift three forms and bond for life to one chosen person, immortal as long as their chosen lives, mortal while unbonded, die when their chosen dies

Globes - artifacts that can be used by anyone but used to their fullest by people uniquely resonating with them
  • Nature: earth/stone, air/wind/weather, fire, water, lava, fog, wood, metal, animal
  • Spirit: healing, language, art, illusion, bounty/fertility, luck/wealth, death/ghosts, divination
  • Senses: seeing, hearing, smelling, tasting, touching, feeling, sensing, knowing