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Table of Contents

1. Outline for the Joint Writing Project: Acheron

1.1. World-Building

1.1.1. Technological Level

  • The story starts as a traditional cyberpunk narrative but transitions to post-cyberpunk space opera.
  • Tech should exponentially escalate every arc, mirroring a second industrial revolution or "time of madness."
  • Starting point: Blade Runner 2049-inspired world with early-stage cyberspace technology and more advanced stuff yet to appear.

1.1.2. Key Technologies for space opera transition

  • Gravitational Control: Early nascent stages similar to Altair 8800 personal computer revolution.
    • Initial use for creating sky carriers and fortresses.
    • Essential for FTL travel (via Alcuberre drive) and advanced space elevators to get materials into space to build large space ships in the long run.
  • Fusion Power: Needed to power the gravitational control systems.
  • Spires
    • Alien technology: Spires are rogue terraforming drones landing on Earth, causing significant environmental changes.
    • Self-replicating and self-repairing: implying they contain all the information necessary to produce their raw components, construct them, and control them.
    • Produce exotic matter: can be mined for use in gravity manipulation tech, leading to the creation of superweapons.
    • Beyond human understanding (at first): The Spire technology can't be reverse engineered or controlled, nor exotic matter produced, only harvested from the Spires.
    • A key turning point is when someone gains access to the data inside the Spires: this allows humanity to reverse engineer their tech and create their own organic matter, bringing about the collapse of the old order and the transition to post-cyberpunk space opera.

1.1.3. Corporate Dynasties

The corporate dynasties are a key element of the world's power structure, operating as both central and antagonistic forces to the political entities like the Security Council.

  1. Historical Origin:
    • These corporations have been around for hundreds of years, making them deeply entrenched in the economic and social fabric of society.
    • They started as powerful families that accumulated wealth through various means and eventually became corporate entities ruthlessly optimizing for their perpetuation.
  2. Structure and Power:
    • Each dynasty is headed by a fictional corporate person who never existed but owns the company legally indefinitely.
    • One person at a time "becomes" this fictional corporate person in order to lead the company. When they reach middle age, they select a "scion," which they will keep with them every hour of every day until they die, at which point the scion will assume their identity and become the new ruler.
    • There is often a pederastic, mentally, physically, and sexually abusive relationship between the current ruler and their scion.
  3. Selection Process:
    • The chosen one’s history is rewritten to make them appear as a child of the dynasty, so that they can blend in with the dynasty's actual children, whom they use as a smokescreen.
    • They are rigorously modified to be intelligent, unkillable, and effective in their role.
    • Upon ascension, the scion must permanently take on the name of the previous head, further cementing the illusion that the corporate person is immortal.
  4. Internal Dynamics:
    • The chosen one is trained to be a perfect successor, absorbing all knowledge and skills from the previous head.
    • There is an underlying tension between the scion and their family members, as they are often seen as threats or replacements.
    • The process of selection and modification is brutal and extensive, ensuring that only the best candidates rise to power.
  5. External Relationships:
    • These dynasties maintain a delicate balance with each other and the Security Council.
    • They can form alliances but also compete for dominance, leading to complex power dynamics.
    • The dynasties often use their vast resources and influence to manipulate political and economic outcomes in their favor.
  6. Example Corporations:
    • Dynacore: A mining corporation that controls a large city in the middle of the ocean.
    • Reichenbach Family: The family behind Leon Reichenbach, who is a key player with significant biotechnological experiments.

1.1.4. Geopolitical Setup

  • Spires Locations
    • Total: 22 spires distributed with 3-4 on each major continent, with specific locations chosen for maximum impact.
    • None hit Europe because it's so tiny.
  • World Superpowers
    • Key countries becoming superpowers due to access to Spire exotic matter, which they can use to create superweapons:
      • US, Argentina, Brazil, Russia, China, Egypt, Saudi Arabia, Congo.
    • Australia and Canada being annexed by the U.S., making them shadow colonies.
    • Europe becoming a museum-like tourist destination, with high-end retreat and luxury housing industry – irrelevant to global politics, kept around as essentially a resort or preserve for the rich.
    • Japan emerging as the global tech hub, with a significant brain drain from other countries.
  • Two "One World" Governments
    • Actually controlling the gravity manipulation technology requires insane computational resources, so despite that tech mostly being used for world ending superweapons, countries actually invested in a joint venture to create a research institute to build, maintain, and program three orbiting quantum supercomputers to do the calculations.
    • This organization was initially intended to be neutral, and subservient to the countries. However, due to the fact that in effect it controlled all their superweapons, eventually it was able to secretly take control of all world governments, setting up a shell organization called the Security Council, the membership of which is not publicly known, to control things on their behalf.
    • Meanwhile, the corporate dynasties have their own competing oligarchic one world government.
    • There is a delicate balance of power between the two.

1.2. Plot and Structure

1.2.1. Arcs and Length

  • Four main arcs initially planned (with a potential fifth), each book-length at around 120,000 words.
  • Total word count: 480,000 words.
  • Serialized storytelling

1.2.2. Throughline

  • Follow the collapse of the old order through key characters instrumental in this process.
  • Initial focus on setting up the new world superpowers and their rise to dominance.

1.3. Characters

1.3.1. Keller

1.3.1.1. Background and Motivation
  • Full Name: Eron Keller
  • Position: Mid-level within the Reichenbach family corporation.
  1. Initial Personality Traits
    • Meticulous planner, detail-oriented.
    • Paranoid and prone to overthinking.
  2. Character Arc
    • Begins as a hard worker who has climbed the corporate ladder through sheer determination.
    • Decides to overthrow the Reichenbach dynasty.
    • Starts with good intentions but becomes corrupt by the end of the first arc.
    • Becomes increasingly paranoid and manipulative after discovering that Leon Reichenbach survived.
1.3.1.2. Key Scenes
  • Initial setup as a competent and ambitious middle manager within the corporation.
  • Key turning point where he chooses his side, aligning with the corporate dynasties he initially intended to oppose. Demonstrated through sexually molesting Yuki, just as other Scions
  • Final confrontation with Fabian, where Fabian is killed.

1.3.2. Yuki

1.3.2.1. Background and Motivation
  • Full Name: Yuki (not specified)
  • Position: Close to Keller as a business partner and augmented operative.
  • Background: sold at 3 to a corporation by her parents because they couldn't financially support her.
  1. Initial Personality Traits
    • Socio-pathic tendencies, highly augmented with advanced cyberware.
    • Machined movements and high charisma.
    • Betrayal complex due to her history of corporate espionage and being sold by her parents.
  2. Character Arc
    • Initially sees Keller as a source of jobs and financial security for Yuki.
    • Gradually evolves into a relationship where she sees him as more than just a business partner, developing feelings of loyalty and dependency.
    • Ultimately becomes his scion on a small scale, with a complex dynamic involving both mental/physical/sexual abuse and personal affection.
    • Ultimately leaves Keller when he tries to sexually abuse her as most Scions are abused.
1.3.2.2. Key Scenes
  • Initial scenes establishing her background and history in corporate espionage.
  • Key moment where she experiences a suicide attempt due to the toll of her past.
  • Confrontation with Keller after his character arc turns sour, leading to her betrayal and eventual rejection by him.

1.3.3. Magnus

1.3.3.1. Background and Motivation
  • Full Name: Magnus (not specified)
  • Position: Former Black Ops Wetwork agent for a corporate military.
  1. Initial Personality Traits
    • Deeply closeted repressing trans woman.
    • Thinks he's opposed to the war crimes he's being asked to do, and only does them out of necessity, but eventually is forced to confront the fact that he likes the power being a wetwork operative gives him on the world stage, finding meaning in it.
    • Deep-seated insecurities about his masculinity and identity.
    • Partner with Winter in the field.
    • Berserker/mad dog tendencies.
  2. Character Arc
    • Initially working for corporate military forces, torn between his duties and personal beliefs.
    • Has a falling out with Winter that massively traumatizes him, and is killed soon after, only to be revived.
    • Revived on Mars, where he does deep soul searching, only to reject what he finds (that he's trans), further damaging him.
    • Eventually finds his sister Morgan and her polycule, and for a time is able to emotinally open up and experiment with more feminine and soft presentation.
    • This comes to an end when there's a riot and two members of the polycule die, and his sister blames him, leading to a confrontation with her, where she gives a monologue completely shattering his psyche, leading to him giving in finally to his mad dog tendencies.
  3. Relationship with Winter
    • Winter and Magnus share a bond based on their shared suffering, both recruited into a corporate military as kids.
    • After Winter becomes a war reporter exposing her old army’s crimes, they continue their relationship because they agree the corps are evil and Magnus’s actions are necessary.
    • When Winter finds a way for Magnus to leave the military (becoming a human rights auditor), he rejects her offer, realizing he finds the power of being a corporate operative fulfilling.
    • Their relationship ends. Days later, Winter is killed while reporting at a location Magnus was actually at. Magnus has a breakdown and is shot to protect others.

1.3.4. Reichenbach

1.3.4.1. Background and Motivation
  1. Initial Personality Traits
    • Due to Scion training, hyperomnicompetent, and tightly in control.
    • However, when he does let his emotions loose, he has a terrifying temper, leading him to be tightly wound almost all the time.
  2. Character Arc
    • Develops a genuine emotional bond with the patriarch, leading to deeper complexity in his character.
1.3.4.2. Key Scenes
  • Initial scenes establishing his relationship with the patriarch of the Reichenbach family.
  • Survives Fabian's attempt to wipe out the Reichenbach dynasty by pretending to be an innocent bystander.

1.3.5. Bennett

1.3.5.1. Background and Motivation
  • Full Name: Bennett (not specified)
  • Position: Muscle and melee operative for Fabian.
  1. Initial Personality Traits
    • Psychopathic hedonist
    • Finds meaning in duty and loyalty: Has committed similar crimes as Magnus but due to a misplaced sense of patriotism and loyalty, which are how he finds meaning.
  2. Character Arc
    • Initially seen as the muscle, providing physical support and protection to Fabian.
    • Develops a deep bond with Fabian, becoming his primary caretaker and emotional support.

1.3.6. Winter

1.3.6.1. Background and Motivation
  • Full Name: Winter (not specified)
  • Position: War reporter and partner of Magnus.
  1. Initial Personality Traits
    • Chelsea Manning type character, inspired by her experiences in the field.
  2. Character Arc
    • Initially seen as a war reporter who inspires Magnus through her work.
    • Key moment where she creates an organization that encourages Magnus to leave the military.

1.3.7. Morgan (Magnus' Sister)

1.3.7.1. Background and Motivation
  • Full Name: Morgan (not specified)
  • Position: Twin sister of Magnus.
  1. Initial Personality Traits
    • Sadistic streak
  2. Character Arc
    • Initially seen as a supportive figure for Magnus, but her relationship with him is complicated by their shared history.
    • Key moment where she blames Magnus for the shooting incident and confronts him in a powerful monologue.
1.3.7.2. Key Scenes
  • Confrontation scene where she pushes Magnus into the closet, leading to his mad dog tendencies.

1.3.8. Fabian

1.3.8.1. Background and Motivation
  • Full Name: Fabian (not specified)
  • Position: disabled hacker and programmer, queerplatonic partner of Bennet.
  1. Initial Personality Traits
    • Disability: Fabian's disability symptoms are significantly worsened by extensive use of advanced neural jacks and cyberware, which makes him light-sensitive, overstimulated, dizzy, and prone to neurological pain and headaches. The more he uses these tools, the worse his symptoms become.
    • Relationship with Bennett: Fabian relies almost entirely on Bennett for daily support, including basic things like getting groceries and walking.
    • Gifted Hacker and Programmer:
      • Extremely talented in programming and hacking but suffers from extreme cycles of productivity and depression.
      • His advanced skills allow him to bring in significant financial resources every once in a long while, but he relies on Bennett in between.
    • Discomfort with Social Interactions:
      • Finds it difficult to work with others, especially when his interests or ambitions are not aligned.
      • Prefers solitude but relies on Bennett's support to function daily.
  2. Character Arc
    • Eventually becomes an engram.

1.4. Cyberpunk and Tech Details

  • Cyberware
    • Advanced cyberware can look natural but often has visible access panels.
    • Prosthetics grow skin, sometimes even muscle or nerves on top.
    • Augmentation technology powered by oxygen and metabolism, with first augmentation involving lung replacement to keep the augmentations powered.
    • Can usually allow an augmented person to reach about 25% past whatever an Olympian in a relevant sport could do, but not past that, because the human body couldn't withstand it.
  • Biotech
    • Cloning and vat-grown individuals: Some have unique features like no belly button or square pupils.
    • Biopunk elements mixed into cyberpunk to create a more complex world.
  • Mechs and Armor
    • TALUS armor larger and more powered to protect augmented individuals during dangerous misscions.
    • Delta Force operations involving both human and mech forces.

1.5. 6. Plot Devices

  • Engram
    • Developed by Fabian for detailed brain scans, initially a shallow mirror of the brain it is intended to scan, but grows in complexity.

2. Next Steps

  • Character Profiles: Detailed profiles of major characters for future reference.
  • Plot Workshop: Discuss where we want the plot to go next.
  • World Expanscion: Further exploration of technological advancements and their societal impacts.

This work by Novatorine is licensed under CC BY-SA 4.0