The Ten Worlds Universe

The Ten Worlds Universe is the setting for the Attack Vector line of games. Humanity expanded from the solar system in the 22nd century, colonizing a 10 parsec bubble of space centered on Sol.

In 2214, all traffic scheduled outbound from Sol stopped. Ships sent back in never came back. With the loss of Sol, and the loss of Earth, more than 99.9% of the economic capability of the Ten Worlds went with it. A dark age ensued, and from it, new nations with their own power politics.

In tone, it's perhaps closest to BioHazard's Blue Planet or GDW's 2300AD settings -- it's a human only universe so far, and like the games set in it, it takes its science pretty seriously. We have Phil Eklund (of North American Megafauna fame) designing biospheres, two geologists building planets, and a whole raft of historians and military intelligence analysts writing the backstory.

Like 2300AD, we are using a Great Game to set our backstory; it started in mid February 2002, on the Yahoo Group Ten Worlds Development, and its sister list for political meta-discussions, Ten Worlds Philosophy.

In further support of the Ten Worlds Project, we have maps a plenty. Samples (low res, so poor printing) are linked in below:

All planetary maps are done with a consistent hex scale -- yes, Pacifica really does have that much more surface area than Schwarzvaal.

In support of High Trader, we will provide Solar System Orbital Maps; these maps can also be used to maneuver fleets around a star system to set up intercept scenarios for Attack Vector: Fleets and Attack Vector: Tactical.

Finally, we provide star maps with the FTL links documented, in both actual stellar position mode (with the flags of recognized governments for each of the Ten Worlds) and in a much easier to navigate conceptual map.