iShadowrun setting
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       i1 - Races
       i
       i    Main article: Shadowrun races
       i
       iCharacters in Shadowrun can be humans, orks, trolls, elves 
       iand dwarves, as well as certain diverging subspecies (known 
       ias metavariants) such as gnomes, giants, minotaurs, etc.
       i
       i2 - History
       i
 (DIR) Main article: Shadowrun timeline
       i
       iThe emergence of magic, the outbreak of the VITAS plagues 
       i(Virally Induced Toxic Allergy Syndrome), the Computer Crash 
       iof 2029 (caused by a complex and nearly unstoppable computer 
       ivirus called "The Crash Entity"), the Euro-Wars, in which 
       ithe western-European countries once fought off an invasion 
       ifrom neo-communist Russia and then a pan-Islamic invasion 
       ilike that of 800 years ago, and the fevers for independence 
       iof Amerindian tribes, Chinese provinces, etc. left the world 
       igovernments tumbling and falling. With the fall of the 
       iexisting political structures, megacorporations emerged as 
       ithe new superpowers.
       i
       i3 - Nations
       i
       iAs the world endured the string of state changing events and 
       iconflicts, the political landscape fragmented and reformed. 
       iIn North America, for example, some nations broke apart and 
       ireformed, as was the case with the Confederated American 
       iStates and the United Canadian and American States; others 
       ibecame havens for specific racial or ethnic groups, like the 
       icouncils of the Native American Nations or the Elvish 
       iprincipality of Tír Tairngire; and some, like the California 
       iFree State simply declared independence, or became defacto 
       icorporate subsidiaries like Aztlan to Aztechnology. Despite 
       ithe new role of megacorporations, many nations still hold 
       iconsiderable sway through economic, social and military means.
       i
       i4 - Corporations
       i
       i    Main article: Shadowrun corporations
       i
       iThe monolithic "enemies" of the Shadowrun world (borrowing 
       iheavily from cyberpunk mythos) are the Corporations, dubbed 
       i"Megacorporations", "Megacorps", or simply "megas" or "corps" 
       ifor short. Megacorporations in the 21st century are massively 
       iglobal, with all but the smallest corps owning multiple 
       isubsidiaries and divisions around the world. They are the 
       isuperpowers of the Shadowrun universe, with the largest 
       icorporations having far more political, economic, and military 
       ipower than even the most powerful nation-states.
       i
       i5 - Science and technology
       i
       iDespite the Crash which caused much data corruption, technology 
       iadvanced at a tremendous rate. Cyberware, technical implants, 
       iand Bioware, genetically engineered implants which enhance a 
       iperson's abilities, emerged.
       i
       iOriginally, direct neural interface technology enabled humans 
       iand metahumans to directly access computers and the Matrix, the 
       iglobal computer network restructured after the 2029 Crash. 
       iAccess to the Matrix was accomplished by "deckers": individuals 
       ithat have cyberdecks which are futuristic equivalent to modern day
       ilaptop computers. These interface machines are connected to the 
       ibrain through a Datajack generally located at the temple or 
       ibehind the ear. The "deck" would then be plugged into a port that 
       iis connected to the Matrix at large. The Matrix was originally 
       ibased on ideas by William Gibson and the cyberpunk literary genre.
       i
       iIn Shadowrun 4th edition, the Matrix rules have changed, thanks 
       ito the setting's constant evolution and a drive to match real 
       iworld technological developments. After the second Matrix crash in
       i2064, Matrix technology was moved away from the wired network 
       iand led into a wireless technology. This technology was 
       ioriginally proposed in the early 2060s by Transys Neuronet and 
       iErika, now part of NeoNET.
       i
       iThe most noticeable difference between the Matrix in the 2070s 
       iand the earlier editions is the widespread use of wireless 
       itechnology. Communications and Matrix access is done through a 
       iPersonal Area Network (PAN), managed through an individual's 
       iCommlink, a combination personal computer/cell phone/PDA/wireless 
       idevice that hooks into the Matrix through wi-fi nodes placed in 
       ievery city's infrastructure.
       i
       iThe other major difference in the Matrix of the 2070s is the use 
       iof Augmented Reality, where a person hooked to the Matrix through 
       itheir Commlink has their vision imprinted (through direct neural 
       iimplants or special glasses) with the same files and images that 
       ione would see on a computer desktop. This allows many users to 
       istay on the Matrix constantly while walking around in normal space
       i(though the traditional full-immersion Virtual Reality is still 
       iaccessible).
       i
       iCyberdecks are obsolete, so "deckers" have once again become 
       i"hackers". In addition, the otaku of previous versions (deckers wh
       idid not need decks to access the Matrix) have metamorphed into 
       itechnomancers, who have an innate connection to the Matrix and are
       icapable of entering into a wireless network with no special equipm
       i
       iThe use of the term 'Matrix' in the Shadowrun game to refer to an 
       iimmersive virtual world predates its use in the popular feature fi
       iThe Matrix. In Shadowrun, the Matrix is not a simulation of realit
       ibut rather is the global communications and information network th
       iis a successor to the internet.
       i
       iIn 2075 the Matrix was again modified by megacorporations, renewin
       ithe need for cyberdecks. Very quickly Hackers returned to being de
       i
       i6 - Magic
       i
       i    Main article: Shadowrun magic
       i
       iThose able to actively interact with the magical energies of the 
       iSixth World are known as “awakened.” An awakened character's power
       iin magic is linked to their Essence statistic. Because of this, 
       imost magically active individuals attempt to avoid cybernetic 
       ienhancement, which lowers Essence. 
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                            Gophered by Gophernicus/3.1.1 on n/a/n x86_64