Infinity Bible Part II



Infinity: Earth

This particular setting has a lot going for it.  You can go all the way back to the beginning, in the first few years when mortals didn’t really known anything, or work forward from there.  As long as you don’t write anything that impacts the main storyline (avoid killing immortals, or inconveniencing them, and this takes care of itself).

Infinity: Earth  (The Cen War).

I’m not good at war stories.  Imagine what it would be like to have an army of human animal hybrids, as well as gengineered insects and spider troops, up against a coalition of humans, superhumans, vampires, were-folk, and mages.  If you have inclination to write in this era, drop me a message and I’ll give you a rundown on what I have for the war already.

Infinity: Earth (Aftermath and the Reunification Wars).  The age of new colonialism.  But now the competing groups aren’t different human phenotypes, but humans, preternaturals, and alien creatures struggling for some kind of elbow room together.  The former United States is broken up into several different regions (still drawing the boundaries) ranging from the highly religious, very insular Republic of Texas and its closest neighbors.  The Northeast coast is gone, devastated by the nuclear attacks the Cen attackers launched.  Mages on the west coast had defended their territory, but scared politicians had chased them all away from DC… so no one was there to repel the bombs.

The same is true for the Southeast as far as South Carolina.  People are starting to return to the areas to the north, but slowly.  No one is sure how long the radiation will last in isolated pockets.  Sales of Geiger counters are hot.

I have included no real details about any other area on the planet.  It’s an open field.  I write about areas with which I’m familiar.  I ask that other people do the same.

Infinity: Prime:  This is the hardest to explain.  Let’s try this.  Our earth is only one of an infinite variety of worlds… some barely a step away, others with countless variations.  The base of operations for the various interworld agencies is Starhaven, a massive construct that counts as a small universe of its own.  No one knows how large it is, nor how long it has existed.  There are new areas discovered all the time.

The web of worlds, different aspect Earths that are each different from another, created by some historical turning point that pivoted the direction history took.  A world in which the Roman Republican never became an empire.  A Rome that never fell.  Aztec conqueror invading Europe.  A Celtic empire that spans the globe.  Where the French colonized N. America, where the American Revolution failed, etc.. etc.. and it can go back eons.  Epochs, even.  In fact, there are universes that birthed other intelligent creatures than man.  Procyon Lotor Sapiens, for example.  Ursine Erectus.

The different agencies on Starhaven, each run by a member of the Immortal High Court, operate in a kind of demi-feudal arrangement.  Each agency polices one particular obsession, or, as some have been known to put it, each agency specializes in meddling in different places—all of in which they don’t belong.

Tau, having begun to police time travel, needed a reason to continue once the primary time travel threat had been eliminated.  They picked technology being carried into places that weren’t prepared for it.  A noble goal.  It is under the authority of the immortal Athena.

The Crimson Sash is a worm can of a different shade, however.  They police magic.  Or, at least, they attempt to.  There are so many ways to abuse magic, or abuse people with magic.  The Crimson Sash and its rag-tag army of Mage-Engineers, Mage-Physicians, and Warrior Mages, Spiritwranglers and dabblers, attempt to keep some serious heavies at bay.  That’s always been Sash’s job.

Of course, Sash can’t do it alone.

When it comes to worming itself into the heart of the enemy, nothing beats the Triwar Guild.  This mercantile outfit smuggles and sells everywhere, in nearly open defiance of Tau’s mandates.  If you want a heavy weapon smuggled into a backwater, talk to the Guild.  If you want some great magical artifact stolen and smuggled out?  Talk to the Guild.

Then there’s the Knights of Anarchy.  Ruthless buggers.  They’re the ones you bring in to foment rebellion.  Very handy for leading the charge against wizard-kings.  Spies and assassins.  Their symbol is an eight pointed throwing star.  Their sign is a knifing in the night.

Havoc.  The big boys with the big guns.  You need a solid military outfit, designed for whatever tech level you’re looking at?  Grab a few boys and/or girls from Havoc.  Parahumans, Lycanthropes, and Hybrids wielding the most destructive technologies to be found anywhere.  Level a city in minutes.  Lay waste a planet in hours.  “Havoc:  We ARE the Dogs of War.”

Helix is the agency populated by Mage-Physicians and does its best to keep agents in fighting shape.

And what can you really say about Magitech?  Purveyors of the finest magical and technological gadgets in the known metaverse.  Artificer, the first and greatest of the Mage-Engineers.  Gwen Pas-Aym, the albino steward with the powerful psychic gifts owed to her exposure to Loki’s meta virus.  The sentient raccoon Chikitar.

Can’t say much to introduce the next act.  Mirage.  Jasmine Tashae.  Nyx Deathweb.  Orcus the lycanthropic killer whale, and Cecil the were-otter.  And the imp.  Quickfingers.

Together these different agencies, and their immortal patrons, try to keep the lid on a recipe for disaster of epic proportions.  So many societies, so many different powers, swirling together in a wild web of probability.  And they know it.

Agents attract trouble.  It’s their job.  This does not stop when they are on vacation.  Vacation is a curse word.  They never go well.

And, last but not least, the final milieu.  Infinity: Empire.  It’s the original Earth’s (the immortals’ Earth) mid 23rd Century civilization, protected by sentient, magic-using mageships and their pilots.  Centers around the Magitech Lounge, a kind of meeting hall for the most powerful freaks in the Confederation of Worlds.  Just a bar where the really weird folks get together to shoot the shit.  And stand by each other.  The bar is run by Jack, a retired time traveler.  Notables include a repentant Hades, Stormchild, the living vampire Rio, Several demonic looking “Abyssians,” and the djinn Dylan.

Part 3, Magic, coming up Next.


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s