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Showing posts with label Sub-ether. Show all posts
Showing posts with label Sub-ether. Show all posts

Sunday, January 14, 2024

Sub-ether 04 is live. Legions of the Imperium are now available.

Don’t mind those sonic booms rolling through the upper atmosphere. Everything is under control. Imperial Control. The Legions are here.



Sub-ether 04

Special Military Sci Fi issue!

Diverting a bit from Galaxy Black’s usual criminal hijinx, we explore an alternative to normal gameplay – the Imperial Legions.

Special Legionnaire chargen, see if you can survive boot camp at the Dour Yard.

Legion organization, history, orders of battle, culture, traditions, slang, and Legion scenarios – from one line suggestions all the way up to whole military campaigns.

Full military mission & campaign generators.

More Black Angels references than you can possibly stand!

Military weapons and armor; military tech; many examples of Imperial Legions at a variety of scales, aaaaaand we do horrible horrible weepy things to DCC combat.

In non-Legion content we have a deeper dive into the pervasive reach of the elder space gods, the Angels of Man. Here also, one of their abandoned creations, a full character class – the Muzikatauri

Brightly coloured genecrafted centaurs and masters of song and the magic of the noosphere; a unique take on Bards and other music-magic based classes.

Inspired in good measure by the Titan books by John Varley and at least somewhat, My Little Pony (yes you read that correctly).

We have First Contact! Tables in the Space Alphabet, and a marvelous little tourist destination, a Saurid planet in the Satrapies in Worlds of the Imperium. Travel to Korvell and get a stylish hole drilled in your head at Zonder’s Trepanation Parlour.


Throw tacnukes at Designated Targets. Study your World Invasion Protocols. Eat a faceful of CF.

151 pages of tongue in cheek anti-colonial action. For Galaxy Black and any DCC RPG characters you are even less attached to than usual.

Come join the Imperial Legions, heroes. Come and die. 


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Monday, January 8, 2024

FUNGICIDE - a Legions of the Imperium article (for Sub-ether 04)

\\\FUNGICIDE!!! 

A sweep and clear of some minor consequence for three to five fire teams of Imperial Legionnaires, levels 0-2


Background

An old, nay ancient threat now but seldom encountered.

First contact it is said occurred early and again late in the First Empire.  Many wars.  As with the progression of time and the collapse of the universe, the pace of change for some civilizations is too much.  Sometimes even elder civilizations fall.

Their kind scattered too well.  Throughout the local group they came seeking mineral and material resources while bringing their fell gods and eldritch science-sorceries. They archeologie’d upon the Primordial Ones, much as the Imperium would later do.   They made war on their many enemies. But for many many millions of years, the star fungi, once commonly called the Migoh (once, the Migoux Plague; there were many wars) are threadbare.  No longer mighty empires spanning many galaxies, so much as many increasingly isolated settlements, running down, pondering the swelling of the stars and the end of times. Increasingly their religious proclivities demand their attentions. 

Many of that which they once served was long ago freed to Stalk the Galaxies once more.   Their own civilization weathered the experience, but it was a destructive period. The eldest brains of the modern era’s star flung settlements are led by councils of brains from this time. 

An Imperial deep survey vessel charting the Rim detected the telltale signs of gravitational lensing in a nearby star cluster.  Investigation led to an unmitigated fail of a  first contact situation.  Unlike most, this one ended in the disintegration of an imperial vessel.

You are the first responders. 

In some imperial variations, the Great Fungal War is about to begin……

download Fungicide here for absolutely nothing



Mi-go illustration  By Khannea SunTzu - Artstation.com/khanneasuntzu - "I drew it in pencil. I own the full rights.", CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=5569619

check out more of their work here https://www.artstation.com/khanneasuntzu


Wednesday, January 26, 2022

Sub-ether 03 is here!


 Riding on some savage speed of light lag, the latest Sub-ether transmission has been received.

 Drive Thru Link

Dreaming Gynoid store link 

 

“Get paid simstar, get paid.”

Sub-ether 03 Age of the Spice Pirates

takes you to Canopus, head of the Imperial Spice Commission

A complete future crime campaign!  The Age of the Spice Pirates will take your criminal band of zeros to second level and beyond.

 

Serpent Men conspiracies of the deep future

Saurid heresies of the ancient past

Robing  the ultra-corrupt Spice Commission right there at their doorstep.

Spice Smuggling! Ancient Conspiracies!  Can you survive the Eve of a Dozen Vipers ?

 

It’s not about fuel.  It’s not about rebellion. It’s about Spice. It’s about Crime.

It’s about coming out ahead of your enemies.

The Age of the Spice Pirates begins in Sub-ether 03

For the DCC RPG, Galaxy Black, and the whole family of DCC games.

Friday, February 12, 2021

Colony Hazard - Thulk Worm Contagion

 Dear mother

 

Extraordinarily sun-burnt greetings from the distant imperial frontier!

We are coming up on our first local year here and what a year it has been!  This is my fist test of my homebuilt ansible, I have no idea how long it will take you to receive or how badly it will have degraded.  We are well into the Quarantine, but our little colony is doing incredibly well for itself. To be perfectly fair I think it was declared while I was still in transit, but we only learned of it locally maybe 20 progressions back if that.  

 

We are on the northern continent right now, which is in winter strangely, so we may have picked a bad time.  Apparently there is a sapient people up here and I would like, am trying to make peaceful first contact with them, as a representative of the colony if nothing else.   One of the other colony sites encountered them on their first trip to the mainland and well I am pretty much the resident scientist for the colony at this point.   I’m happy to help! 

 

A lot more has gone on and I have several strange new friends, but I can’t real.ly talk about that.

I may need to formally speak to ‘Great Aunt Greta” about the family giving me a grower’s license for some napthentevine.   I’ll need the full one as I’m so far from home. Also, I would eventually need to bring in and vette my own licensors.  Never saw that coming.

I believe we have spores.  Must dash,

Regards to father

Your socially appropriately loving daughter

 

 

 

P.S.  The megafauna here used to be dregging ENORMOUS.  I’ve scanned in a few of the bigger fossils for you to print on your Maker.  I’m sure Gran will appreciate the conversation starter



Colony Hazard – Thulk Worms (free!  Get it here )

What is this about?  Get Colony Black here  (drive thru link) 


Friday, January 29, 2021

Colony Black - Useful Colony links post

Every time someone has come to the cluster and tried to recover, or reactivate the portals and gates here, disaster has struck.   If the Player Characters (or worse, the authorities, or even worse, the Company) get their hands on these portals will it happen again? How soon?

 A few additional resources that would be of extraordinary extra help in making use of the material in Colony Black! Enjoy. 



A brief history of the corporation

https://www.ribbonfarm.com/2011/06/08/a-brief-history-of-the-corporation-1600-to-2100/

 Andre Norton’s Forerunner, a big big big influence on this ish

https://www.tor.com/2017/12/18/a-little-alien-magic-andre-nortons-forerunner/

(Part of a great little series looking back over Andre Norton’s total output. Pretty much the only reason I go to Tor nowadays.)

 

 A few links from the BRILLIANT Atomic Rockets page. This Man Deserves Your Moiney

 So…company scrip

http://www.projectrho.com/public_html/rocket/money.php#id--Finance--Medium_of_Exchange--Trade_Tokens

 the galactic survey

http://www.projectrho.com/public_html/rocket/survey.php

 interstellar colonization

http://www.projectrho.com/public_html/rocket/colonysitereal.php#id--Interstellar_Colonization

 

 

Finally a few links for those of you looking to flesh out colony 5

This is part of an awesome YouTube series on alien biospheres

https://www.youtube.com/watch?v=B_SNUf5udMU&feature=youtu.be

 What is an archipelago?

https://oceanservice.noaa.gov/facts/archipelago.html

 some additional inspiration

https://www.britannica.com/place/Malay-Archipelago

Colony Black

Welcome to the Imperial Frontier

Want to get away from the law, the public eyes, the constant surveillance, and all the damn biometrics? Want to make use of some wacky sociopolitical theory that would Never. Fly. in Imperial space?  Start your own commune or temple!  
Each time someone has come to the Cluster and tried to recover or reactive the portals there, disaster has struck.  If the Company, the Authorities, or - worse - the PCs - get their intenticles on these portals will it happen again?  How soon?
A sample colony and rules to found your own barebones colony on the frontier.  All the possible threats that could initially manifest and just maybe a path to forge your world's destiny!  It's all up to you. The tools here for you to explore, exploit, survive, and conquer. 
Tools for solitaire and one-on-one play
A sourcebook for the New Orien cluster, cut off from the Imperial network
The beginnings of a complete campaign! 

Yes two releases in a single week.  IT just happened that way. :)

Now available from drivethrurpg and our own storefront




Friday, September 4, 2020

Voyage of the ICSS Serendipity (Expansion material for Orphans of the Black)

 

Voyage of the ICSS Serendipity

 

“At these velocities, time, and distance, space, and light - even such commonalities as sight, and meaning, all become highly relative phenomena.”

 

This article augments the (otherwise greatly abbreviated) voyage of the ICSS Serendipity into the Interrupts. (Sub-ether 2 p 75), doing so in the form of a day by day accounting of the voyage (done as an event log with *short* sub tables and statblocks accordingly).  If you have access to the Sub-ether rules in Galaxy Black you are encouraged to embellish or ramp up what’s here or substitute your own choice of encounters. It’s your game.  

 

Ship voyage time - Day one – Ship’s clock set to zero hour, Serendipity dives into the shallow first layer of the Sub-ether.  Wherever the party is located, the remaining visible hull damage all speak as though the holes are mouths, moaning once greatly in unison first in horror and then ecstasy as the ship descends into Sub-ether from material space.

For the next progression (seven days) the PCs are all somewhat laid up with jump sickness;  meanwhile the walls seem to bleed or crawl with devouring insects.  Soft calming music plays in your compartment. It doesn’t help.

 

Day twoBehavioral Meme Breakout - an epidemic of “being a single person standing in place and then shouting, carrying on a sustained scream until stopped or passing out” hits the crew passing inscrutably from one to another, sequentially but randomly until it has passed through every single person aboard.  Should take most of the journey…..

 

Day three Throughout the vessel, all of the corridors seemingly have gained an additional 500 feet while traversed.  Everyone on board is very patient with you but they don’t seem at all alarmed.     “Ya okay. mmmm Space is weird,. man.”

 

Day four a small group of spectral entities get through the tatty ghost screens and lay waste to the outer upper deck, slaying several members of command.  They are repulsed.  The party hears of it later.

 

Day five as all are sharing a communal meal in the Gods’ hall, one of the ship’s engineers literally just fades from existence. Any technically inclined characters may be recruited to become Engineer’s Assistant 4th Class - (apprentice)

 

Day six – most of the crew are hypnogogicly aslumbered as the vessel drops into a lower sub-ether depth.  Everyone has intense fever dream visions of a charging army, an actual wall of screaming maenads charging at them with sword, axe, and dagger.  A day of stupid jump scares puts everyone on edge

Meanwhile the gravity drive has trapped 1-6 photonic birds in it’s drive tubes until the vessel rises back to the first sub-ether on day Nine (see below).

 

Day seven A few younger members of the crew known to the PCs inscrutably age 40 years, leaving one of them infirm and pro’lly close to death.  These effects are persistent.

 

Day eight meme warp. Everyone make a Will save (DC 13) or have one of the following irretrievably spinning around in the back of their head …. Forever.

“… the desert, or the sea, that only voices out of the air can reach them”

“……..mana – mana…..doo DOOOO dee DOOO DOO mananana doo doo DOO DOO”

“ARRmor hot dogs….”

 

The ancients of the radio shell surely spoke in quite strange riddles.

 

Day Nine  The ship makes what appears to be unexpectedly good time/arc and rises back into the first sub-ether several days early.  In the drive compartment, the photonic birds trapped days before briefly have a window of escape. Somewhere else aboard vessel these critters “materialize”

Photonic Birds (1-6)  Init +0; Atk   fists +1 “bite” melee (1d6 light absorbsion); AC 16; HD 2d8; hp; MV 230’; Act 1d20; SP dark matter creature, creature of the vacuum photovore; SV Fort+0, Ref +0, Will +3; AL N.

Dark Matterthe creature is wholly composed of non-baryonic ‘dark’ matter which ignores matter and energy completely but affects and is affected by gravity.  Lower forms of such life are common along the galactic rim and the void beyond as well as in specific concentrations that seem to follow ancient galactic ‘leys’ splayed outward from the core as a spiral.   Such creatures are commonly destroyed by the use of Gravity Drives,   It is thought by some that the empire’s artificial gravity technology attracts such beings. 

Photovores - the being’s spiritual, psychic, or metabolic needs require them to feed upon light and its constituent make up, literally consuming available light sources. Such Light eaters gorge when fed and thus create darkness in a 5” radius / HD each round that the creature gives itself over wholly to consuming available light. 

When confronted with a hologram, the Photovores will be able to inflict 3d6 ‘permanent’ hit point damage per bite attack

Creature of the Vacuum – the life form is native, descended from native, or was long ago engineered to survive natively in a near or total vacuum and is adapted to such an environment.

Creature begins with 1d3 innate resistance of the effects of cold, heat, and exposure; each time such damage is inflicted, the creature takes 1d3 less damage than would have been the case.   The Judge can stack this many times on the same life form to create much hardier vec life creatures.  Each time this is taken, the resistance stages up once on the dice chain.   Further all such creatures save v. dazzling, bright light, and radiation at +4 but this saving throw is not augmented by stacking this ability. 

Such a life form requires no vacuum suit to work in space though may still require an environment suit when going planet side or into a strange atmosphere (which for most such creatures will be all of them) - at the Judge’s option any single atmosphere can be considered non-hostile and so the creature will not need additional protection; commonly Garden oxygen-nitro atmosphere but not necessarily)

Day Ten   necrotic warp discharge – the ship is momentarily washed in a wave of negative energy that sucks the colour out of all within it for but a moment.  IN the aftermath the character with the lowest luck score has …changed.  Roll once on Physical Appearance of Un-dead (DCC core p 381) and apply the results immediately.

 

Day Eleven - Day of the Reader In the Sub-ether the ship is surrounded by strange misshapen lights, orbiting ominously in a perfect ring.   The Green maiden manifest many places on the ship at once, seeking you out -  “You” being

a) anyone who has espoused interest in playing a psion, psychic, telepath, or other such 

b)  anyone the Judge choses at random

c)  the character with the single highest combination of PERS + INT

Those selected are offered a glowing seemingly golden apple, nut, acorn, or berry, as appropriate to the character and life form.   Those who consume it will experience an incredible psychedelic vision resetting that realigns their cozmik Yuka.

On waking they have developed Empathy at 1d16.  Those already so gifted will find the action die for it now boosted to a d20k, and they have gained a psychic proclivity. 

Meanwhile the lights outside dissipate and fade.

 

Reader Proclivity/Truthseeker Psion - secrets are impossible around you, they seem to be drawn to your mental ability of their own accord. Whatever is repressed calls to you, whatever is hidden whispers

+2 to discern or detect hidden strategies, kept secrets, things they aren’t supposed to talk about, and the like during any psychic activity. 

 

Day Twelve  11-30 breveavement hallucinations (see below) are loosed on the ship.

Active Perceptual Breveavement Hallucinations – one of the commoner consequences of Sub-etheric travel, these are NOT the spirits of the dead, but are instead noosphere memes of ‘seeing dead loved ones’ (already commonly spawned while traveling through the Sub-ether) which have gathered enough spiritual residue to take on a quasi-real existence when infused with the attention span of a living creature.

No stat blocks are given – they are but a nuisance albeit a frightening one.  They are not genuinely dead creatures nor un-dead but a phenomenon only common because of the effect an active gravity drive has on the Sub-etheric medium and the ectoplam around it.  They have neither self nor sentience. Whatever they say to you is pulled literally from your own mind.   Experienced spacers know that if they are persistent, to not engage with them. Literally “ignore them and they will go away.”

 

Day Thirteen  Healed scars move position on the body of the PCs. If they have a scar on their left upper arm, as of today it is on their right upper arm, or distributed somewhere randomly.

Beginning on this day, check for arrival; Roll 1d6. Arrival and emergence from Sub-etheric depth occurs on results of  6+

On arrival see Day Seventeen below.

 

Day Fourteen  The character with the lowest luck is stalked by their reflection today, which acts independently and makes rude gestures at you when you are not looking but when others can see.

Check for arrival again. On arrival see Day Seventeen below.

 

Day Fifteen the party member with the highest PERS experiences an active hallucination of their own death on the moon to which they are journeying.   Someone you trust has shot you in the back and leaves you, in your leaking suit out on the vacc surface to die slowly and alone.

Check for Arrival at +2 On arrival see Day Seventeen below.

 

Day Sixteen  the ship’s master of patterns comes to one of the party members – apparently they would like to scan in an item of the party’s beginning equipment into the ship’s Makers.   If the party member acquiesces then a duplicate of that precise object will become standard equipment abord the ship within the next four progressions.   Aboard ship this carries with it social status and makes you look good. +1 XP to the donor

Check for Arrival at +4 On arrival see Day Seventeen below.

 

Day Seventeen – Arrival – if it hasn’t already the Serendipity rises out of its Sub-etheric trajectory, rapidly breaking up into the first Sub-ether and then into normal space, perhaps 100 light minutes outside of the Ilthea system.   Anyone who has not ‘spent xp’ over the course of the voyage (functionally anyone not first level) must made a DC 14 Fortitude save or find that within 1d4 hours of their return to normal space (roll 1d4)

  1. They have aged one additional year physically
  2. Their hair or other similar structure has turned white.
  3. They have developed tiny purple-black thread shaped scars around their eyes.
  4. Their hair, or nails begin to fall out or they begin to shed/molt, though without unusual biological effect. 


Thursday, September 3, 2020

Beyond Mere Space Mercenaries - Other Game Ideas and Concepts for Sub-ether and Galaxy Black

So sub-ether 2 probably represents the best (so far) the sort of default assumed game play inherent in Galaxy black[1], namely “zero levels leave their crappy home habitats and get in a starship and wander around, all along (and considerably beyond) the imperial border.  Where imperial means “any expanding colonial power.”  Call it the Federation, call it the Alliance, whatever.  If it’s a high tech stellar power with psi powers and colonial expansion, that’s the imperium.  

Or to put it more bluntly – traditional D&D DCC in SPAAAAAAAAACE

Which is wonderful. But Galaxy Black, thundering bulk that it is, allows for all sorts of other weird SF gameplay.  Here’s some examples -

 

Other Game Ideas and Concepts

 Intergalactic Dinosaur-y  Dinosaurs Mr. Rico, A Whole Galaxy Of Them! 


Thanks to some unexpected Navigator assistance an Imperial Legion has boarded and (somewhat) captured, one of the Aerkeroi[2]; 300+ million year old terraforming factory craft, a vast mobile automated ark that goes to worlds, mass material terraforms them and introduces an artificial ecology before moving on to the next world. An ISA boarding team was able to confirm their “Elder Thing Hypothesis” – linking this to a series of four other known “BDO” class objects known to exist at near to hyperlight velocities moving out of or away from our galaxy.
An intact data sample suggests in fact hat a sixth ark should by now be reaching (X galaxy) and transforming all of 50 million theorized worlds into copies of the Teranayan Mesozoic …
….. and so your ship is being outfitted to travel to this distant galaxy and explore, chart, and colonize those 50 million garden worlds, each of which should have extensive and harvestable higher animal life
Of course, on the far side of that galaxy the Aerkeroi in question is still spitting out worlds. Once there, can they find – and capture – such a prize? A maker on such an awesome scale could be capable of almost anything…..
Ideal for large parties of leveled PCs who should probably be the colony / colonization leaders who should probably have access to most o the gear in Galaxy Black
Plus dinosaurs. Dinosaurs are rad. The mix of pseudolovecraftiana and Cenozoic remixed nonsense should ,make for a fine Galaxy of the Lost type situation.

The Unvisible College

An all Wizard (or Wizards and elves, or Wizards elves, and clerics really, add casters from supplements and variants to taste) game in Galaxy Black would pro’lly look something like the Invisibles, with rival cabals of casters trying to bring about one or more ‘noosphere events’ to rewrite reality … or some other high sounding but ultimately very …. Revelatory (meaning destructive among other things here) goal.
But in broad strokes the Invisibles, say volumes 1-5 of the trade backs)
Or Shade the Changing Man (the Chris Baccalo / Peter Milligan run from the 90s) sadly there is only one collection of this out there that I know and it’s from the weaker early issues.

 

Judges Raid Thine Bookshelves

Easiest way to prep a low prep GB game? Okay this is the smartassed answer so it’s the true one – grab any three issues of one or more of the following 2000ad, Heavy Metal or Epic Illustrated, almost any old Warren or EC sf or horror comic (though in a pinch any horror, F&SF comic will do), find the three most visually interesting stories, stick this on a planet somewhere in the galaxy and hit Go!   Write up stuff as you go based on what you liked from the material and don’t be afraid to riff.  Your own notion of the idea is better than the original idea for our purposes.  Mix this with whatever else you fancy.   Ditch the parts of the concept you don’t like.  Figure out how it fits together as you go.

Don’t be afraid to let player theories become emergent truths.  Especially when theirs is a better idea than whatever bs you had prepared. You can always come back to it if you need to ditch this angle.

 

Existing resources you may already have in your gaming library


Star shrine of the Seamother
Shrine of the Kuo-Toa becomes a dandy God level for a passing starship of aqua-galactics; shove the temple complex deep inside a starship, change literally nothing else. Blibdoolpoolip makes a nasty ship’s goddess, and moreover has been written up ..somewhere online. (the only link I had was a g+ link, damn that stings)

 

Dwellers inside the Forbidden Worldship
For that matter, have the PCs find an old starship adrift, orbiting a hot young star in a system teeming with life. When they board break out Dwellers of the Forbidden City In my experience you can run it pretty much as is with a few obvious exceptions – just placing it inside a hollowed out asteroid, riffing off the old Star Trek episode The World is Hollow and I have Touched the Sky, running with the backstory that it was a Quetzal era generation ship that was long ago overthrown by servitor beings on board.
Once Sub-ether 3 drops you can even have the Forbidden Worldship serve as the secret asteroid base of the White Sun but now I’ve said too much….
(and as I’ve said elsewhere you can do this exact thing even better with B4 the Lost City[3]. Just on the off chance any of you might have scored a copy of THAT recently.)


Because you own Sailors on the Sunless Sea (right?) - Stick the chaos temple atop the sunless sea on a body like Europa or Ceres and get a VERY different sunless sea. Space is littered wit the vacuum packed ruins of dead civilizations……


[1] Maybe more accurately it’s what I feel most people will do with it out of the box.

 

[2] The Arkeroi  - 300 mya elder thing terraforming device/craft/BDO;

Maybe such things are large (VAST) mobile automated arks, that go to worlds, genesis effect them, and then introduce an artificial ecology

Much of it might be Terran derived at least in part.

 

[3] I find the statblocks in B/X era adventures to be plug and play levels of usable for DCC, just add and remix as you go.  Which does bring to mind that you could also combine these ideas and run the Asteroid of Dread. Have fun with it whatever you do!

Friday, June 12, 2020

The Wind and the Stars


The Wind and the Stars
//i:code:ref essay/ideology/truth/speculative/ISA hosting Node 11.1fw
“Gravity and Light: the many generations of space gods and their effects upon-”
(Taken from the introduction)
-         Dr. G.J. Haber, visiting lecturer on experimental alchemy and paratypical psychiatry)

The mariners of old had the wind and the stars to guide them, for those whose desire to expand, to know, to explore, exceeded their technology.   It us ultimately from these people the Imperium hails its foundations and continuations. Without them, we have no civilization.
In the pre-stellar era, a given technological civilization has few opportunities to leave their world and fewer still to do so under their own means.   For those who brave this, most final of void-oceans, only the gravity keys between the worlds of their solar system and the positions of the great celestials themselves, the bright stars, the galactic medium itself, and other, distant but visible galaxies and phenomena. 
It is the wind and the stars all over again. 
While the stars have not changed, for the most part, the wind is now the interlocking forces of gravity within a solar system, at least until gravity is recognized as the enemy.
The common mytho-historical image of the cosmonaut struggling against the universe is not our best guide to these people. No, those first explorers who lack even fusion technology, are more akin to those who sail the currents of island chains in canoes made of local vegetation, fashioned with their bare hands. They who in the span of years will colonize an area over a thousand times more vast. 
To those first, those earliest of star sailors to emerge from the home worlds of our ancestors, there were always the lord of light and mother space, the goddess of gravity. The gender roles are not important but among many clades those are the tendencies. There is of course a third force underlying all of this but only many thousands of generations selection bring that particular need about.  
But it is the holy dance of light and gravity of which I now speak. Sometimes twins, or siblings.  Often lovers, many times enemies.   It is only through a logical understanding of the fundamentals of both and how they intersect that makes those first voyages possible…for the survivors. For these are the Gods of the Lucky Ones, of the hundreds that lived when millions were sent out.  Those who survived, made more, thrived, and then kept going.  Those who forgot the truths of light and gravity stopped expanding, and likely died out but their epic voyages of expansion were over.  
Those who persisted those are the spacers.  Those who gave up, those are the Ketraxians, the Maenads, the Friggians, the Saurids, the Vroids. 
It may help to remember that that selection process goes on today.  All of you are from worlds, member worlds of the imperium yes but now you are in imperial service. You are among those selected to later return to the stars and the process begins anew, if you thrive in imperial service then the imperium thrives, and your descendants will challenge the stars anew, raising up their own gods.
In these later generations perhaps we should find a psychopomp to raise up, to remind us the lessons of entropy.
Light, gravity and entropy, so still like the stars, the wind, and salt.