ENTRY 156: Communion of Re
“The Future Lies On Alien Suns”
- Motto of the Communion of Re
The suryas and salamanders that inhabit the corona of Sol
are one of the most enigmatic groups of morphs in the system; few can
comprehend the mentality of skimming through a seemingly endless layer of
plasma, much less imagine what drives such entities, what their goals and
aspirations might be. Strange as they are, the sun-dwellers are still
transhuman, divided into different groups and factions based on one difference
or another. One of those factions is the Communion of Re.
A minor gatecrashing organization that buys time on the
Vulcanoid Gate, the Communion is organized like a hypercorp but close-knit like
a religious fellowship, their headquarters at Caldwell
a combination of slipstream Neo-Egyptian imagery, mini-Heliopolis meets raygun
gothic. While it has only used the Vulcanoid Gate a dozen times, in its six
missions five have used new gate coordinates which emerged near stellar bodies
or Jupiter-like gas giants, sending through suryas or salamanders to
investigate. How the Communion knows which coordinates to feed in is a
carefully concealed secret, with speculation ranging from gravimetric
calculations to a TITANs artifact or something bargained out of the Factors.
Because of their relatively small size and resources, the
Communion of Re is often eager to hire experienced gatecrashers for their
missions. Hired-on must resleeve into appropriate morphs for the expected
environment, usually (but not always) salamanders and suryas, and given basic
acclimation training as well as classes in sunspotting. The gatecrashing
insertion itself involves a specially designed plasma chamber called the
“Oven,” which is brought up to heat and pressure levels equivalent to those
expected at the other side of the gate—the better to ease transition for morphs
passing through the wormhole.
Using the Communion of Re
The Sun is a difficult spot to adventure in Eclipse
Phase—it’s not friendly to a wide variety of morphs, and there’s not a vast
amount to do once your player characters get there. The Communion of Re is a
means to get a bit more use out of suryas and salamanders, easing the PCs’ path
into resleeving and providing environments and settings that the PCs might
actually be interested in. The very fact that the Communion has found gates
located within the coronas of strange suns and the bright/hot layers of gas
giants suggests there may be remnants of alien life there, or perhaps native
entities of some sort. As for the Communion itself, the iconography is more
than superficial, but an expression of a NeoGnostic sect that is at the core of
the group, basing its ideology on something
supposedly found drifting around the sun. How much of this the PCs are
exposed to and pick up on is up to the gamemaster, but certainly the
cult/corporation has a distinct purpose to their missions—perhaps they’re
looking for something specific.
Seed
- The PCs are hired by the Communion to rescue a party of salamanders that had previously gone through to explore an alien waypoint made mostly out of artificial diamond. When they arrive, the salamanders appear to be fine—they’re attempting to fix the station’s degrading orbit—but the longer the PCs observe them, the more clear it is that something or someone on the station is influencing the salamanders’ actions…perhaps the station itself, which may be operated by an alien AGI.
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