1. Core Concept: Before and After #
MUTERRA is a far-future sci-fi world built around two connected layers: the civilization before the RAOLAX crash, and the planet after it.
Before the crash, we show the distant future: empires, Houses, corporations, altered bodies, cybernetics, AI-assisted minds, engineered species, elite travel routes, strange materials, rare technologies and the people who existed before Muterra changed them.
After the crash, the same people are stripped of their old systems. Status, law, money, family names, military rank and corporate protection no longer work the same way. On Muterra, they face Muta, parasites, seeds, survival pressure, new factions and a living planet that forces them to adapt.
The central mission of the world is to show how people and sentient beings change when the civilization that shaped them collapses, and a new environment starts rewriting their bodies, beliefs, roles and identity.
2. The Deep Future #
The story takes place in the deep future. The exact year is not fixed. It may be 10,000 years after our time, or 50,000 years, or even further.
This is the wider setting of MUTERRA: the civilization, technology, materials, bodies and social systems that existed before the crash.
This is not a world that should feel close to modern life. Weapons, ships, cities, clothing, medicine, vehicles, materials, food systems, social classes and even bodies may look unfamiliar.
Everything should stay science fiction, not magic. No mysticism as the explanation. No fantasy logic. But the technologies can be so advanced that, to us, they feel almost impossible.
Creators should imagine civilizations where:
- ordinary metal is often replaced by advanced alloys, smart composites, flexible armor, transparent structural materials and living interfaces;
- medicine includes gene editing, organ replacement, neural work, cybernetics and controlled body modification;
- many people are not baseline human anymore: they may be upgraded, engineered, cloned, extended, uplifted, AI-assisted or born from modified bloodlines;
- daily life may include artificial habitats, orbital cities, sealed route systems, luxury transports, machine-governed districts and planets shaped by industry or biology.
The point is not to decorate the world with “future objects”. The point is to make every scene feel like it belongs to a civilization far beyond ours.
3. Powers, Beliefs and Unknown Frontiers #
Known space is shaped by several large forces, including empires, corporations, religions, doctrines, frontier civilizations and future factions.
The Empire is a vast, militarized and authoritarian political system. It is ruled by an Emperor, supported by great Houses, governors, military structures, inherited privileges and controlled laws. It does not need to look like a simple dictatorship; it can be elegant, ancient, ceremonial and brutal at the same time.
Corporations control transport contracts, research, medical systems, weapons, logistics, mining, security and biological assets. One unnamed corporation hired RAOLAX for this jump, and part of the cargo on board belonged to corporate interests.
Religions, doctrines and shared worldviews unite huge groups across planets and bloodlines. Some may worship purity, machine integration, evolution, imperial order, ancestral bodies, artificial intelligence or the right to redesign life.
Unconquered peoples and unknown territories exist beyond the clean maps of the Empire. Independent civilizations, hidden regions, unexplored systems and distant cultures can send passengers, artifacts, fugitives, prisoners or threats into the story.
MUTERRA should feel like a meeting point of many futures, not one single society.
4. RAOLAX: The Transport Ship #
RAOLAX is a ship, not a corporation.
RAOLAX is a long-range intergalactic transport at the center of the current stage: Who Was on RAOLAX?
It is not just transport. It is a moving city, a sealed route system and a social machine. Around a thousand sentient beings were aboard, but they did not all share the same version of the ship.
Some passengers had protected cabins, private security and controlled access. Others lived in shared berths, service decks, cryo systems, cargo-adjacent rooms, security blocks or hidden spaces.
The route was expensive, politically sensitive and resource-heavy. A ticket was not ordinary travel. It meant access to distance, status, protection and jurisdictional movement that most beings could never afford.
The journey was fast by intergalactic standards, but not instant. Long-range travel still required time, energy, route control, logistics and enormous resources. Such journeys could last months in standard-time experience.
This affects who was on board. Everyone aboard RAOLAX had a reason to be there. Some reasons were public. Some were private. Some were illegal.
More RAOLAX records: ship, route, decks, cabins and passenger classes.
5. The Crash #
During a scheduled jump, RAOLAX exited in the wrong place.
Instead of arriving at the intended route point, the ship emerged near an unknown planet. Gravity, system stress and failed protocols turned a controlled journey into a disaster.
Escape pods, broken sections, passengers, prisoners, cargo, biological samples and classified materials were scattered across the planet.
The survivors later called this planet Muterra.
6. After the Crash: Planet Muterra #
Muterra is not just a dangerous planet. It is a new pressure system.
The crash breaks the old order. Imperial rank, corporate protection, wealth, uniforms, tickets, family names and ship access still matter, but they no longer guarantee survival.
A noble passenger, a prisoner, a scientist, a guard, a child of power, an uplifted being and an unregistered passenger may all be forced into new roles.
This is where the main transformation begins: people who were shaped by advanced civilization are now tested by a world that does not care about their old status.
Muterra changes them through environment, hunger, fear, Muta, ideology, violence, dependency, alliances and survival choices.
7. Muta and Directed Mutation #
Muta is a substance found on Muterra. Nothing like it was known before this planet.
It can accelerate adaptation, trigger strong mutations, rewrite tissues and change physical or cognitive abilities. But the most important feature is not only mutation. The most important feature is directed mutation.
Muta does not have to work as random chaos. Under the right conditions, with templates, biological material, seeds, tissue, symbols, tools or other accessible methods, its effects can be influenced.
This means survivors may try to shape outcomes: grow organs, strengthen senses, produce defensive organisms, create tools, modify bodies, adapt to biomes or generate new life forms.
But Muta is not free power. Every change can carry cost: dependency, pain, deformation, instability, identity loss, organ stress or a new weakness.
8. Seeds, Parasites and Bio-Tools #
Seeds can be used with Muta and local nutrients to grow organisms quickly: barriers, traps, healing zones, battlefield structures, utility growths or creature-like forms.
Parasites can weaken, empower, deform or control hosts. Some are purely dangerous. Others may offer short-term power in exchange for pain, dependency or long-term damage.
This is where Muterra becomes practical for gameplay and cinematic scenes: people do not only survive the planet; they begin using its biology as a tool.
9. Characters, Artifacts and Canon #
Characters are the core asset of MUTERRA.
Each important character can be developed in two layers:
- before the crash: who they were inside the far-future civilization;
- after the crash: how Muterra, Muta, factions, survival and ideology may change them.
Artifacts also matter. Ship fragments, badges, tools, weapons, implants, containers, personal objects, seeds, devices and recovered technology can become usable or symbolic items on the planet.
Canon is not everything that is submitted. Working ideas, comments and drafts can become accepted material, and only selected parts later become canon.