Age Of Tyrants: Learning About The Draconis Alba Galaxy
July 13, 2015 by crew
Thanks for checking us out. In this article I'd like to fill you in a little on Age of Tyrant's gaming universe. It's been in development since 2000, where it all started with the Void game. I developed the background and co-designed that game with John Grant, based on an original concept by John Robertson, Ricardo Pinto and John Grant.
Then I went on to write a few force books for it. Since then it's been further developed with Void 1.1, Urban War and Metropolis, with additional material by Bill Ward and John Robertson. Now Age of Tyrants, which uses some of Bill's original timeline material is the latest game to be set in the Draconis Alba galaxy.
The Galaxy
Draconis Alba is a large, spiral galaxy in an alternate universe. Just like our universe human life evolved there, on a a planet called Viridia in a binary star system in the southwestern quadrant. Viridia orbits a spectral class G yellow star called Viridia Solaris, which in turn orbits the dead supergiant, Leviathan.
In the distant past, the Viridians suffered an ecological disaster which saw much of their world's surface flood when their planet's ice caps melted. After this catastrophe a single world government arose from the ruins, rebuilt and began exploring space.
The Viridians' space exploration agency, VASA, soon developed a method of faster than light travel called grav-shunting. This technology involved firing high energy x-ray laser beams into the gravity wells around massive objects, for example planets or dead stars. Doing so expanded the gravity wells, connecting them via sub-space wormholes to other known gravity wells. With such a tunnel open, a craft could pass through it cutting out light years of travel.
Faster than light travel enabled humans to quickly spread through the galaxy, colonising worlds to exploit their resources and build new homes for the burgeoning ranks of humanity. This galaxy spanning civilisation has become known as Pan-Humanic Space.
Before they even ventured far outside their local system though, the colonies around Viridia Solaris and Leviathan fractured, breaking away from Viridia's central governance in a series of secessionist wars. This period of upheaval gave rise to the four dominant powers in the galaxy today.
These are the Viridians themselves, the Imperialist Junkers from the desert planet Ironglass, the technologically advanced Syntha of Prime, and finally VASA. VASA, the one time space exploration agency now now acts as the Protectorate, a galactic policing agency that monitors traffic through the grav wells and charges excise duties on it.
For a long time after the last war of secession peace reigned throughout the galaxy, and the serious business of colonisation and expansion got underway. A plethora of smaller, independent powers were established, some by fighting against their rulers following the model of violent secession, others by treaty and diplomacy.
The major powers developed their own niches for exploration and settlement, with the Junkers specialising in arid worlds, Viridians jungle and oceanic worlds, Syntha in their exotic planetoids and asteroids, and VASA with their icebound grav well outposts.
Communications over the vast distances were handled by sub-ether relays, a method of instantaneously transferring data over vast distances. The technology shared similarities with grav-shunting, but involved transfer of digital packets rather than physical objects. SecNet, the early military network that utilised this technology persists. There are a number of commercial communications networks built on the back of it, and the security forces of each power still use it.
Pan Humanic Space became a hotbed of political experimentation and evolution, and many systems ranging from liberal and collectivist utopias to repressive dictatorships were tried. Some thrived, many failed and were absorbed back into into the folds of the original powers.
The State Of Play
Much of the galaxy remains off limits to the descendants of those original pioneers from the Viridia Solaris-Leviathan system. There are large voids, many light years across, where no suitable objects for grav shunting have been identified. A further limitation of the technology is the boundary of the galaxy. For the time being, grav-shunting is unable to bridge the vast gulfs between galaxies.
Beyond the homeworlds of Viridia Solaris-Leviathan, the most wealthy and powerful colonies are known as Gate Worlds. These are so-called because of their proximity to stable grav-wells, making them hubs for commerce and travel. VASA pays particular attention to the security and welfare of such worlds, as galactic trade depends heavily on them and they are also of strategic military importance.
Peace is always a transient and febrile thing though, and after all the obvious worlds were occupied and the great frontiers of the galaxy shrank, the major powers began to cast covetous glances at one another's colonies and resources.
For a long time hostilities were covert between the powers. They'd fight proxy wars against one another, supplying arms and special forces support to rebels on worlds where the locals chafed against their current homeworld rulers. The Treaty of Vacillus always prevented the homeworlds directly acting against one another, and even in the Age of Tyrants this holds true. Since the wars of secession, no homeworld power has directly violated the homeworld of another signatory.
However, in the Age of Tyrants, the homeworld powers have broken with centuries of tacit agreement to openly pit armies against one another. This is one of the most dangerous periods in the history of Pan-Humanic Space, threatening to engulf all of human civilisation in a galaxy spanning maelstrom of war.
Check Us Out At The Following Links
- http://www.ageoftyrants.com/
- https://www.facebook.com/AgeofTyrants
- Forum: http://www.ageoftyrants.com/index.php/forum/index
Follow along as we get deeper into this exciting game world.
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"Now Age of Tyrants, which uses some of Bill's original timeline material is the latest game to be set in the Draconis Alba galaxy..."
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"This is one of the most dangerous periods in the history of Pan-Humanic Space, threatening to engulf all of human civilisation in a galaxy spanning maelstrom of war..."
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ooh cool, will give it a try soon.
sounds interesting.
This sounds interesting, and 6mm is my favorite scale for sci-fi. I’ll be keeping an eye on this.
Love the artwork with the huge vehicle and infantry. Not really my scale, but i’ll give it a read. D.x
That does sound really interesting.
Hey Folks,
Thanks for the interest, there’s lots more to come, there will be an article on the factions and then one on game-play soon. However, in the mean time, please feel free to wade in with any questions, both Mark and I will be on hand to answer your queries. All the best!
6mm is great scale. I am very happy to see this!
The background of this game is so interesting! On the official website there is more, if someone is also interested!
Can’t wait for the KS to see the miniatures as well!
Cheers fella 😀
Thanks for the comments guys, as John says, there are a couple more of these articles on the way, so watch out for them.
Loving the background, virtually all my favourite sci-fi tropes are in there 🙂 Although i fear the galaxy name will always make me think “the sylvan liege had locked tight the gates of his arboreal realm” due to a bal sagoth song called Draconis Albionessis.
Excellent B-), wasn’t aware of that song. We’d gone for Draconis Alba to mean “White Dragon” as a sort of alternate universe sister galaxy to the Milky Way (Via Lactosa)
Urban War is one of my favourite miniatures games. The opportunity for large-scale mass-combat in that universe is too good to miss!
Man that’s a very nice thing to say, much appreciated sir 😀
You definitely seem to have an excellent fairly hard SF universe there. It reminds me a bit of Dune (high praise there), though slanted a little more toward the harder SF end of the spectrum (no Spice and no precognition or any equivalents so far as I can see), which I personally like. I will follow this game’s development with interest.
When i was reading the article (and subsequently the site) got quite a few reminders of a dune type universe, along with a neal asher polity type universe, all it would need is crabs with lasers, some gabble ducks and some hooders and it would be almost my perfect sci fi setting to go hog wild in
No crabs with lasers, but there’s snakemen with gravity projectors!
Thanks vetruviangeek, yeah Dune is certainly an influence along with a host of other SF stuff we’ve enjoyed over the years
Great, glad you like it so far.
I am definitely looking forward to getting my hands on this game. I’ve always liked the old Void/Urban War setting and I’ve wanted to get into a 6mm game for a while.
Very pleased to hear that Zethnar 😉
6mm works really well for ww2, Modern and sci fi
Certainly does, when the rules article shows up you’ll get a bit more of an idea of how WWII style battle groups and combined arms tactics formed the basis of our command system
is it Adrian Smith’s work? the red tanks ilutration?
That is indeed Adrian, he’s done a lot of work on this universe over the years. Wayne England is the main artist on Age of Tyrants and you’ll see more of his stuff in due course.
love those guys’s work. I grew up watching their craft. +1 brownie point in my book ^^
Thanks shyvax B-)
It sure is 🙂
Adrian did an enormous amount of work development the Void universe in the beginning. As Mark said Wayne’s been doing most of the work thee days, however we do have the fantastic work from Christophe Madrua and Clint Langley who did all the art for all the infantry types we’ve brought over from the Urban War game.
@John & Mark. Thanks guys for the answers. just looked at the official website. looking fwd the KS.
A pleasure sir, delighted by your response, all the best 😀
Cool to see the “VOID” universe make a comeback. Their Skirmish game looked cool but never seemed to take off.
Cheers 😉
This seems quite promising. I absolutely love the 6mm scale but all the available stuff so far has mostly just been Epic standins and while there is nothing wrong with that it’s a game with it’s own unique backround I have been seeking and this seems to have it!
I hope we fit the bill abstractalien more stuff soon
All sounds interesting. Have always liked 6mm Scifi from starting with Epic and more regularly with Dirtside2
Do you know when we will have a glimpse at some rules at all?
Hi torros, there’s currently a preview version of the rules available over on the Age of Tyrants website http://www.ageoftyrants.com/. It’s pre-production so all a bit rough in terms of layout and diagrams (don’t worry, that’ll all be fixed in production). There’s an outside possibility we might tweak some things before release, but’s it’s pretty near final version
Cheers
Must be going blind in my old age
Ok had a quick look and all looks very interesting.. The only bit I raised my virtual eyebrows at was pivoting and facing. It’s not something you often see in large scale Sci fi games. Also and I admit I may have missed it but i couldn’t see any rules for overwatch/reaction fire in the rules
Cool, yeah I think we have one or two innovations in there, particularly the command system. It’s true that in the first draft our rules for movement rules were a bit looser, but we changed that when we decided we wanted something that could be used for tournament play, hence pivoting and facing to really lock it down. In practice, I think players will find their own level with this, and won’t necessarily go through the whole pivoting process when they turn and move. Overwatch/reaction fire was something we thought about, but as the orders system allows for counter-attacking and… Read more »
Thanks for the reply. I guess its all going to be in the testing to see how it all works as a whole though I can’t really me seeing pivots as I think infantry units should have 360 fire. I do like the look of the C&C system
Cheers torros. The main thing about pivoting with regard to combat is in establishing a facing relative to enemy combatants for a particular instance of fighting, as they will get a bonus for flank or rear attacks. It isn’t really about restricting who they can fire on, as bases can pivot for free to attack their chosen target. Course I’d always encourage you to use whatever house rules make sense for you
I’ve played this a couple of times now and I don’t think the pivoting is a major issue. As Mark says, it’s more about arcs for firing than about restricting movement.
The bit I think is more interesting is the command/control element. This is simple in rules terms, but hides an intriguing set of wrinkles which you start to see when the shells start to fly and you want to do something clever. And as you frag the opposing leaders their army starts to degrade rather nicely 🙂
I love Junkers’ artillery 😀
Thanks Quirkworthy B-)
Thinking about it, I might be a bit too fond of Junkers artillery. It is *very* shooty. Always makes me think of Baldric’s poem…
Boom, boom, boom! Artillery is pretty scary and rightly so. That said, I am in the process of making a couple of tweaks so it doesn’t dominate and become the only strategy in town. Rest assured though, if you get caught in the open and your opponent has spotters, you’ll still get muntered