
Tinkergoth |

Hi guys,
I'm currently stuck on a work trip in a country where I don't speak the language (believe me, ordering meals here has been a bloody adventure and a half), the weather has been miserable (either hot and humid, or too wet to go out) and I've been sick on and off since I arrived. So I've been spending a lot of time in hotel rooms, watching a lot of movies and trying to catch up on some reading. Unfortunately that's started to get a little bit tiresome,so I thought I'd work on my blog... at which point I discovered that not only are Youtube and Facebook blocked here, but so are a lot of blogging sites. Meaning no access to Wordpress for me.
So, I've decided to throw some of the ideas for a homebrew campaign I've been working on out for opinions and advice. I actually had a lot of work done on this, when a simultaneous failure of a drive in my computer and one of my backup drives wiped out most of my documents. Please comment on anything you feel like, you'll be helping to maintain my sanity by giving me something to think about.
A large part of my inspiration for this setting came from an interest in writing a fantasy military themed story. The idea is that the military within the game will emulate a lot of modern military tactics and techniques using magic instead of technology (I'll go into specifics on this later). The players will be starting off as one of the new elite forces teams, specialising in recon, infiltration and covert operations. Think of them as a cross between the US Marine Corp Recon teams and the British SAS. Actually, they've probably got elements of pretty much any of the special forces teams around the world. The elite teams are also used as a deterrent by the Imperial House, the idea being that the houses know that if they start anything that threatens the imperial family, then at least one of the teams is going to show up and finish it permanently.
So, let's start off with some basic information. The setting is designed for use with the Pathfinder RPG (hence why I'm posting about it here), but is set within a single country run the Imperial House and the Eight Lower Houses. Magic is becoming more and more common, and almost all nobles have some form of magical talent, even if it's just a minor ability to cast a few cantrips. Due to the increase in levels of magic, and the push by the imperial military to develop new uses for it, the country is undergoing what I've termed the "Magic-Industrial Revolution". New technologies are being developed using magic on a regular basis, initially for military purposes, then spreading out to the rest of society. There's compulsory government service for all magic users (haven't quite determined the time frame for this yet), after which they are free to continue in their position or to go their own way.
There will be more info to come, but unfortunately I've started to feel ill again, and am planning on just putting on some quiet music and trying to get some sleep. I know this isn't a lot to go on so far, but unfortunately right now it's all I can do. I'll try to get some more up in the next day or so. In the mean time, feel free to hit me with any initial impressions.
Cheers.

Tinkergoth |

You could have the compulsory service be about 4 years, starting at the age of 17 and continuing until their 21st birthday. After that they 'earn' their citizenship and can take whatever path they choose.
I like that idea. I was considering having the period of service start at 15, but with the first year being general training to determine where they would best be suited to serve, and the second year being more specialised training in their new role. So a total of 6 years, but the first two are essentially the end of their "school life".
Thoughts?

Tinkergoth |

Four years of 'official' service, preceded by the last two of their school years used for preparatory purposes, as well as determining what field they best excel at?
Yeah, that's the idea. The reasoning behind givng them time to sort out what they're suited to is that the government service is split into 3 divisions. Military, Civil, and Secret/Intelligence (haven't settled on a name for the last one 100% yet).
The idea is that Civil handles the logistics of day to day management of the empire, including building and development, trade, agriculture and so on. They have direct control in the Imperial territory, and oversee the local governments that the Lower Houses have in their own territories.
The Imperial Military is exactly what it says on the tin, and despite the Imperial territory being smaller than the other territories, they're larger than any of the other armies that the houses can field, as long as the lower houses don't gang up on them (more on that later though).
The Secret/Intelligence division are basically meant to cover everything from actual spies in various places, to high level planning and strategy in order to help keep control over the empire. They work closely with the military, and the civil divisons. They're the smallest branch of the government, and visibly they're even smaller as a lot of their staff work cover jobs in other areas.

Tinkergoth |

Okay. I don't have any of my remaining notes here, so some of this may differ slightly from what I'd written before since this is based on memory, but this is the heirachy of the government.
I've gone with a system of ranks, or classes (if you've played Final Fantasy VII, think of it as similar to the way Soldier works, with Sephiroth being a Soldier 1st Class). I've used the Latin ordinal numbers to name the ranks, in general only the first three (Primus, Secundus and Tertius) are used.
- The Lord Nihilum, more commonly called the Brightlord - The military title of the Emperor. Basically it's the Commander in Chief sort of role, but the Emperor has very little to do with the actual day to day affairs of most areas.
- The Lords Primus - The leaders of the three branches of government. They are almost always members of the immediate Imperial Family, and answer directy to the Emperor
- The Lords Secundus - The deputies of the Lords Primus. Each oversees a specific division within their branch. Normally members of the Imperial family, though often not an immediate family member of the Emperor. Occasionally someone from outside the family will find their way into one of these roles.
- The Lords Tertius - Each of the Lords Tertius look after one or more specialised units or teams within the divisions overseen by the Lords Secundus. This is the lowest rank of the Lords. They can be drawn from anywhere, including the Imperial Family, the Lower Houses, and even the common population.
- Primus - The highest rank attainable without becoming a lord. The rank of Primus is generally given to a team leader, but it is possible to have more than one Primus in a given group, normally with different specialities. Within the civil service, the role of a Primus is to coordinate the efforts of their team and liaise with their Lord Tertius and other teams as needed. In the military, the Primus is normally the commander of their unit.
- Secundus - Those holding the rank of Secundus in the civil service are the "middle managers" of their group, and are involved in all aspects of their teams work. They act as supervisors, assist with planning and implementation of projects, and prepare reports for the Primus as needed. Within the military, they act as the 2ICs of the Primus in a unit. They are responsible for making sure that everything runs smoothly within the group.
- Tertius - The Tertius rank are the "experts" of their unit. In civil service, they are the technical leads, and provide specialist knowledge on their field. Within the military they form the lower ranks of the "officers".
- [b]Unranked Members[b] - Those without rank make up the bulk of the civil and military service. This doesn't mean that they're unskilled, merely that they have yet to prove themselves enough to earn promotion to a ranked position. In the civil service, they are the every day workers, while in the military they are the "grunt" soldiers
- When a recruit joins the Imperial Elite training program, they are immediately assigned the rank of Tertius, to recognise the fact that they have distinguished themselves enough to earn a chance at joining the the elite corps.
- Upon completing their basic training and entering advanced training for their specialisation, they receive the rank of Secundus.
- After the advanced training is complete, the recruits are put into teams and begin to train together. This includes both staged exercises and live operations (admittedly of low importance and priority). Once the the team is considered ready for active duty, each team member is granted the rank of Primus.
As I said, this is going on memory of stuff I worked on about a year ago, so its a little rough. I'm wide open to suggestions on improvements. Next up I'll be trying to write a bit about the Imperial Family and the Noble Houses... hopefully I can remember the names of all of them with a little effort.

Tinkergoth |

Ministry of War, Ministry of State, Ministry of Information possibly?
That could work well actually. I much prefer that to just calling them the civil, military and intelligence branches.
I'm going to try and get some more info posted tonight, not sure how I'll go though. Got a fairly full on day tomorrow, so it may have to wait until I'm done with that.

Eben TheQuiet |

Thsi is interesting. Would there be a difference in the way a natural-born spell-caster (sorc) would be recruited versus a prepared caster (wizard)?
It could be interesting if having the talent born-in meant you coudl be 'recruited' at an earlier age. Though I guess, depending on whether you wnat this government built on personal liberties or natural freedoms, you might want to be careful of anything that ran along the lines of a forced recruitment for those born with the ability.
just food for thought.

Warhawk7 |

You know, you COULD treat magic users, especially sorcerers, like they were in Babylon 5's Psi Corps. Let's call it Magi Corps (creative, I know). Those with natural talent for magic are indoctrinated into the Corps at a young age.
Here is the Wiki page for the Psi Corps from Babylon 5. Seems good for a description, just replace all references to telepaths/psychics with sorcerers and whatnot.

Eben TheQuiet |

Mechanically, how would you have the players build the characters? Given that they're supposed to be this crazy-awesome, highly-trained combat beasts with spec ops abilities, are they going to be standard classes?
This seems ripe for a gestalt game (with the players being forced to take an arcane spell-casting class as one gestalt, and the other class dictated by their role within the team).

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I like this idea. Though I must say I'd probably go with the ministry of X (which sounds vaguely dystopian, or maybe Harry Potterish) or maybe X bureau, I don't think I'd use branches.
And really, I don't think going regular classes would be too difficult in a game like this. Emphasize how normal people are npc classes (maybe high level npc classes, but npcs none the less) and how only people with access to elite training can become pc classes and you're fine on just using base classes.

Tinkergoth |

Thsi is interesting. Would there be a difference in the way a natural-born spell-caster (sorc) would be recruited versus a prepared caster (wizard)?
It could be interesting if having the talent born-in meant you coudl be 'recruited' at an earlier age. Though I guess, depending on whether you wnat this government built on personal liberties or natural freedoms, you might want to be careful of anything that ran along the lines of a forced recruitment for those born with the ability.
just food for thought.
I had considered that. I think for the idea of the mandated service for magic users to work properly in my world, I'm going to have to introduce some way of them being able to tell if people have the ability, even if it's as a prepared caster. I'm thinking something like a minor spell that allows the tester to see if the subject has the ability to channel magic, and to determine if it's a talent that is likely to express itself (sorcerers, oracles, other spontaneous casters) or if it requires study or some kind of ritual to control it (prepared casters). In terms of actual gameplay of course, if a player wanted to multiclass into a caster class later in the game, I'd simply rule that the test had given a false negative, and it had eventually manifested itself.
In terms of spontaneous casters being recruited at an earlier age, in general I think they would be left alone until the age of 15 like everyone else, unless their power manifested in some way that necessitated early induction and training. For example, if a sorcerer learnt of his power because he suddenly woke up one day and realised he'd set his house on fire in his sleep, that'd be cause for the recruiters to move in and start training ASAP. In this situation though, they wouldn't be put into actual service, rather they would be taught control and then monitored until it was time for their actual service to start. In exceptional circumstances (such as a child prodigy), they may start their service a couple of years early (as in beginning active duty at 14 at the absolute earliest).
I'm also going to rule that it's rare for a sorcerer's power to manifest after age 16. Not impossible, but rare. Means that there's a logical way to get all magic users starting their service around the same time.

Tinkergoth |

Mechanically, how would you have the players build the characters? Given that they're supposed to be this crazy-awesome, highly-trained combat beasts with spec ops abilities, are they going to be standard classes?
This seems ripe for a gestalt game (with the players being forced to take an arcane spell-casting class as one gestalt, and the other class dictated by their role within the team).
I tend to play run higher power level games for my groups, but still using standard classes (and the occasional 3PP one). Standard build in one of my games works like this:I like this idea. Though I must say I'd probably go with the ministry of X (which sounds vaguely dystopian, or maybe Harry Potterish) or maybe X bureau, I don't think I'd use branches.
And really, I don't think going regular classes would be too difficult in a game like this. Emphasize how normal people are npc classes (maybe high level npc classes, but npcs none the less) and how only people with access to elite training can become pc classes and you're fine on just using base classes.
- 20pt buy
- Increase one ability score of your choice by 1 at level 2 (after that it progresses as normal)
- Gain a bonus feat at level 2 that is somehow related to your character concept and development (I have to okay this feat)
The way I'm looking at it is that even though magic users are so common, most of them don't have a huge amount of power. So a lot of the magic tech that is being developed is reliant on magic items and shortcuts developed by the R&D departments within the government. This is basically my way of GM Fiat-ing in an explanation for things like flying ships and gate technology without having to have stupidly high level powerful NPCs around all the time and making the players wonder why they're even there (or, as I like to call it, the Forgotten Realms Effect). The non-casters aren't looked down upon at all in this society, and are welcome in all areas of government, they just aren't required to join. What I'll probably do is have them go through a similar two years of training, but without the mandated four years of service afterwards. On that note, for the longer lived races, the training and service will come whenever their equivalent of 15 years old is.
The danger of the special forces in this setting isn't so much that they have such overwhelming abilities (though as they level that obviously starts to happen), but more that their training and equipment gives them an edge. They have access to the latest magic-tech as it's produced, and have the training to make good use of it. Each player will have access to some custom designed items for their character, which I'll be working hard on to make sure they stay balanced.
The other thing to keep in mind is that I'm intending for the players to be starting as one of the newest teams in the spec forces. Their first session or two could even be their final test before taking up active duty. So they're not expected to be stomping whole armies to start with.

Warhawk7 |

What are some of the magic-tech to look forward to in this setting?
I have a similar theme for one of my custom campaign worlds, sorta steampunk with magic instead of steam (essentially magicpunk, as you said in another thread).
Mine has airships powered by a special crystal that provides lift when electrified. Some are used as propulsion by being surrounded by a special metal that dampens the effect in all directions except for one. So it's kinda like magic anti-grav/jet engines.

Tinkergoth |

You know, you COULD treat magic users, especially sorcerers, like they were in Babylon 5's Psi Corps. Let's call it Magi Corps (creative, I know). Those with natural talent for magic are indoctrinated into the Corps at a young age.
Here is the Wiki page for the Psi Corps from Babylon 5. Seems good for a description, just replace all references to telepaths/psychics with sorcerers and whatnot.
Argh. Blocking of sites here strikes again. From my memory of Babylon 5 though, I like the idea. I'd have to have a proper look into it.
The thing to note is that even those who end up in the Imperial army may end up leaving, either as soon as their mandatory service is up, or later on, and are then free to join one of the armies of the Lower Houses. In fact almost all magic users in the armies of the houses would have had to have done that, unless they dodged the draft for service somehow.
With the elite teams, it's far more rare for them to leave. In general, even when they retire, they'll tend to stay on as instructors and mentors. On the odd occasions when they do leave, they don't normally join other armies as regular members, instead becoming mercenaries.
While I'm talking about the elite forces, I should explain the situation with Gunslingers in this setting.
There's nothing stopping a gunslinger from leaving the military and going mercenary, it's just an option that they rarely take, as they usually view serving in the Imperial Elite as an honour that is their right by birth.
Most of the teams in the Elite have one Gunslinger, though there are a couple that don't have any, and a single unit that has recently been activated has two - These are two of my major NPCs for the setting, the Twins. I'll give more info on them when I give details on other major NPCs, but for now I'll say that they are fraternal twins, with the male being a charismatic pistolero and the female being a calm, reserved musket master.
The way I've set this up means that it will be rare for the party to come across an enemy gunslinger, unless they're from another country, but when they do find one, it's likely to be a great story telling moment, as the odds are that they will already know them and may have even fought on the same side at some point. In the case of one of the players running a gunslinger, it's possible that they may even be family.

Tinkergoth |

What are some of the magic-tech to look forward to in this setting?
I have a similar theme for one of my custom campaign worlds, sorta steampunk with magic instead of steam (essentially magicpunk, as you said in another thread).
Mine has airships powered by a special crystal that provides lift when electrified. Some are used as propulsion by being surrounded by a special metal that dampens the effect in all directions except for one. So it's kinda like magic anti-grav/jet engines.
I'm doing both large and small scale magic-tech. See below for some details.
Those are just two examples of what I'm looking at.

Warhawk7 |

Argh. Blocking of sites here strikes again. From my memory of Babylon 5 though, I like the idea. I'd have to have a proper look into it.
I can PM you the info on that page later when I get the chance if you want.
As for personal magic-tech equipment, I have a couple of ideas...
Darkvision goggles for those nighttime missions - self explanatory.
Interactive paper map or 'holographic' map projector - Either a paper map that shows a real-time portrayal of the surrounding area, or a magic device that projects a 3D depiction of the surrounding area on the ground.
While I'm talking about the elite forces, I should explain the situation with Gunslingers in this setting.
Also, I imagine gunmages would most assuredly hold a special place in the military.

Tinkergoth |

Tinkergoth wrote:
Argh. Blocking of sites here strikes again. From my memory of Babylon 5 though, I like the idea. I'd have to have a proper look into it.
I can PM you the info on that page later when I get the chance if you want.
As for personal magic-tech equipment, I have a couple of ideas...
Darkvision goggles for those nighttime missions - self explanatory.
Interactive paper map or 'holographic' map projector - Either a paper map that shows a real-time portrayal of the surrounding area, or a magic device that projects a 3D depiction of the surrounding area on the ground.
Tinkergoth wrote:Also, I imagine gunmages would most assuredly hold a special place in the military.
While I'm talking about the elite forces, I should explain the situation with Gunslingers in this setting.
That'd be great thanks.
I'd been thinking about darkvision goggles, I might have to consider making them not as good as natural darkvision though so that the players who choose races with it don't feel like it's useless to them.
The interactive paper idea is interesting. My initial scenario with the HALO drop actually involves the briefing being conducted over a "holographic" map generated by an illusion spell. The players really liked the idea. In fact that whole session went over really well (I have run that mission once as a playtest ages ago. Fun fact, despite the fact that it's scored for a cyberpunk game, the Deus Ex: Human Revolution soundtrack has some tracks that work really well to build atmosphere for this sort of game. In particular the track Icarus was used as I described the build up to the jump).
As for gunmages. There are a few of them, but not as many as you'd think. I'm tinkering with the idea of the increase of magic being to do with bloodlines, and something effecting the locals. Most of the gunslinger families are relatively recent arrivals in Kildaea, having only been there for a century or so (yes, guns have been around that long, and no they haven't spread to the other houses. The Imperial family keep a tight control on the production, and most people don't see the need to risk pissing them off). The rise in magic has been occurring since before they arrived. Those that do become gunmages are more often a multiclass of wizard and gunslinger than the spellslinger archetype, and they rarely take more than a few levels of wizard, just enough to give them some versatility. Mostly they use it to improve their tactics and battlefield control.
However, Siege Wizards are becoming more common. Not in the elite forces, but in the main arm of the military. A few units have started forming based around siege wizards as a main artillery force.

Warhawk7 |

I'd been thinking about darkvision goggles, I might have to consider making them not as good as natural darkvision though so that the players who choose races with it don't feel like it's useless to them.
Just have it extend the range for them. I'd say let it add a little color to their vision, but then EVERYONE would want to be a race with darkvision for that alone.
As for gunmages. There are a few of them, but not as many as you'd think. I'm tinkering with the idea of the increase of magic being to do with bloodlines, and something effecting the locals. Most of the gunslinger families are relatively recent arrivals in Kildaea, having only been there for a century or so (yes, guns have been around...
Gunmages in my campaing worlds (magic-tech, wild west, etc) are a mix between the gunslinger and magus that I concocted. I dont like the spellslinger archetype for wizards, but I did use the weapon bond/focus from it.

PhelanArcetus |

Sounds like there's some tension between the Imperial House and the other noble houses.
Specifically in magic users; it seems to me that the lesser houses might effectively treat the Imperial service as a recruiting pool for their own magic users; offer better pay and/or conditions than the Imperial family does, and you'll pick up people who just finished their mandatory hitch, fully trained. Without having had to spend the money on training them yourselves.
That's going to cause some real tension, especially if there's existing political tension between the Imperial family and the noble houses. Maybe up to some mages loyal to the Imperials family being encouraged to take jobs with the noble houses and report back.

Tinkergoth |

Sounds like there's some tension between the Imperial House and the other noble houses.
Specifically in magic users; it seems to me that the lesser houses might effectively treat the Imperial service as a recruiting pool for their own magic users; offer better pay and/or conditions than the Imperial family does, and you'll pick up people who just finished their mandatory hitch, fully trained. Without having had to spend the money on training them yourselves.
That's going to cause some real tension, especially if there's existing political tension between the Imperial family and the noble houses. Maybe up to some mages loyal to the Imperials family being encouraged to take jobs with the noble houses and report back.
Oh yeah, there's some definite tension. There are a number of strategies in place for dealing with it.
Part of it is that the Imperial military actually pays pretty well, and has the best access to new equipment, tech and training. On top of that, a lot of the time their duties are actually fairly light. Unless there is an active need for them to be deployed somewhere, they normally act as peacekeepers within the Imperial territory.
Behind all of that, you've got the Ministry of Information keeping an eye on things as well. While they do have some spies in the armies of the lower houses, their main tactic is to encourage infighting amongst the houses. This has two desired outcomes:
- If the houses are at each others throats, it's far less likely that they're going to join forces to attack the Imperial territory (At least two of the lower houses would have to join forces to equal the Imperial military, at least under normal circumstances)
- If a few of the houses did attack, hopefully the remaining houses would choose to support the Emperor rather than their rival houses
Of course, problems can arise when the conflict between the Lower Houses becomes too heated. The idea is to have them skirmishing and jockeying for power and influence, with maybe some minor border disputes. If they go too far, and start an all out war, that's when the Ministry of War are likely to get involved, often in concert with the Ministry of Information. Rather than just joining in though, they'll normally use the Imperial Elite to see if they can find out what's happening and shut it down. If that fails, then the bulk of the army is deployed.

Warhawk7 |

Hehe, so the Empire goads the houses into skirmishes with each other, then steps in to 'mediate' if things get too hot. I like that. Basically 'Wag the Dog' scenarios played out internally.
I could see them using numerous false flag operations to keep their stranglehold onto power. This could play out in a few ways for the players:
Do they facilitate these operations...
-or-
Do they start the fires of rebellion?

Tinkergoth |

Hehe, so the Empire goads the houses into skirmishes with each other, then steps in to 'mediate' if things get too hot. I like that. Basically 'Wag the Dog' scenarios played out internally.
I could see them using numerous false flag operations to keep their stranglehold onto power. This could play out in a few ways for the players:
Do they facilitate these operations...
-or-
Do they start the fires of rebellion?
Sorry it's taken so long to respond. It's been a hell of a day.
There's definitely some false flag operations going on, but a lot of what's being done to keep the houses against each other is political in nature. The political tacticians of the Ministry of Intelligence are adept at finding ways to make the houses distrust each other. The right words in the right place can have their own devestating effect.
The Imperial House, while not in any clear danger of being overthrown, don't eactly have a stranglehold on power. They hold the smallest territory out of the Nine Houses, and most of that territory is taken up by the capital city. As such they rely on the territories of the other houses to provide food and other resources for them. Additionally, their territory sits at the heart of the empire, and they are literally surrounded by the other houses land. It makes for a high level of caution and nervousness amongst the Imperial Family and the heads of government.
Because I've spoken so much about the military so far, I guess it's making it seem like a very non-stop action setting. Ideally what I want to do is actually give players the freedom to solve problems as they think best, whether that's through military action or political shenanigans (and on an unrelated note, I feel that shenanigans is a word that doesn't get enough use these days).
Unfortunately I've got the mother of all headaches right now, and have another long day ahead of me tomorrow. As such I'm going to try and get some sleep, but when I get to my next hotel tomorrow night I'll write up some details on the Imperial House and the Lower Houses. Hopefully that will give a better idea of the situation as it stands.

Tinkergoth |

Hehe, so the Empire goads the houses into skirmishes with each other, then steps in to 'mediate' if things get too hot. I like that. Basically 'Wag the Dog' scenarios played out internally.
I could see them using numerous false flag operations to keep their stranglehold onto power. This could play out in a few ways for the players:
Do they facilitate these operations...
-or-
Do they start the fires of rebellion?
That said, I do forsee a few points where the players have to make a choice between supporting the Imperials and potentially striking out on their own, either as rebels or just as mercenaries. Each of those options are entirely valid, they'll just affect situation of the PCs, such as resources available to them and what sort of support they can expect.
I do have some options planned out for the major antagonists, but they need some more thought, so I'll be trying to get some more of the broad details of the world sorted out before I post too much about them.

Warhawk7 |

The Imperial House, while not in any clear danger of being overthrown, don't eactly have a stranglehold on power. They hold the smallest territory out of the Nine Houses, and most of that territory is taken up by the capital city. As such they rely on the territories of the other houses to provide food and other resources for them. Additionally, their territory sits at the heart of the empire, and they are literally surrounded by the other houses land. It makes for a high level of caution and nervousness amongst the Imperial Family and the heads of government.
Sounds a little like The Hunger Games, without the widespread oppression and murder-entertainment of the Houses' children.
Because I've spoken so much about the military so far, I guess it's making it seem like a very non-stop action setting. Ideally what I want to do is actually give players the freedom to solve problems as they think best, whether that's through military action or political shenanigans (and on an unrelated note, I feel that shenanigans is a word that doesn't get enough use these days).
Just watch out how much you use that word before you get pistol-whipped. ;-)

Tinkergoth |

Tinkergoth wrote:
The Imperial House, while not in any clear danger of being overthrown, don't eactly have a stranglehold on power. They hold the smallest territory out of the Nine Houses, and most of that territory is taken up by the capital city. As such they rely on the territories of the other houses to provide food and other resources for them. Additionally, their territory sits at the heart of the empire, and they are literally surrounded by the other houses land. It makes for a high level of caution and nervousness amongst the Imperial Family and the heads of government.
Sounds a little like The Hunger Games, without the widespread oppression and murder-entertainment of the Houses' children.
Tinkergoth wrote:Just watch out how much you use that word before you get pistol-whipped. ;-)
Because I've spoken so much about the military so far, I guess it's making it seem like a very non-stop action setting. Ideally what I want to do is actually give players the freedom to solve problems as they think best, whether that's through military action or political shenanigans (and on an unrelated note, I feel that shenanigans is a word that doesn't get enough use these days).
I've yet to read The Hunger Games, or see the film. I have seen the last 15 minutes or so of it about 10 times while on this trip though, seems like every time I turn the TV on after getting back ot the hotel from work it's just finishing up. From what I've heard, it sounds like Battle Royale intended for a young adult audience, though obviously having not seen it I'm not sure how accurate that would be.
And now I want to watch Super Troopers. Word is there's a sequel on the way, hopefully it's good. Brian Cox is apparently coming back as Captain O'Hagan, which makes me happy.
Anyway, I'd best get ready and check out of this hotel. I'll try to get some more details up on the setting tonight, after I check into the new hotel (so in about 14 hours from now).

Tinkergoth |

So my flight was delayed by over 3 hours, my pick up service failed to meet me at arrivals, and when I called the number I'd been given for them by the hotel, after being assured that the driver would speak English, surprisingly enough, he didn't. Called the hotel, was told that he was 40 minutes away, and that I would have to wait by the side of the road for him so I could keep an eye out for his license plate. Finally got picked up, then it was a 45 minute drive to the hotel.
Long story short, it's 1:00 AM here and I only just checked in. I've got work in 8 hours. Will try to get an update done after that.

Tinkergoth |

So much for an update today. Sorry guys, but when I woke up this morning I was running a fever and coughing my guts up. Unfortunately, when you're on a work trip in another country, there's no calling in sick. 8 hours of shifting heavy ICT equipment wiped me out, and I've got another 8 hours of it at least tomorrow. Honestly, right now I'm wishing I could just click my heels and say there's no place like home.
If these painkillers and other wonderful medications I've been given do their job sufficiently, I'll try to get something up after tomorrow's shift is done. Otherwise it'll be Saturday some time, since I've got the weekend here and am unlikely to be in much shape for going doing touristy things. Honestly there's not much touristy around here ayway.
The plan is still for the next update to cover some more detailed information on the Nine Houses.

Tinkergoth |

Alrighty, let's get some more info written up.
I'm going to start with a bit of information on the formation of the empire and the rise of House Helleborus (mostly because I can't remember the names for all eight of the other houses at the moment, and it will take me a bit of time to either recall them or just decide on new ones).
The Nine Houses are named after various plants. I've used the botanical names for them rather than the common names, though in some cases I've just used part of the name, or the name of the genus. As I mentioned in my first post, the naming convention is a reference to Tad William's novel The War of the Flowers, which is one of my favourite stand alone fantasy novels. It had a brilliant fusion of magic and technology in it, though a very different one to what I'm trying to do with my setting. The name of the emperor is also a direct reference to one of the major characters in this novel.
Once the elven houses were united, they began to work on the other houses. Over the years, as the leadership within the other houses changed, agents of the elven houses were subtly influencing the heirs and advisers. They introduced the idea of an empire, led by a single house. As part of their arguments in favour of this change, benefits such as the improvement of industy and trade through close cooperation between houses, and a stronger military presence to defend against threats that affected the whole country were put forwad to the nobles. Eventually a meeting of the leaders of the nine houses was called, and after a month of discussions and debate, Helleborus was announced as the first House Imperial. As part of this agreement, the then leader of House Helleborus, Lord Faelan, stepped down and allowed his grandson Nidrus to ascend to the throne. Supposedly this was in order to provide a sense of stability during the Empire's formative years, as Faelan was of a considerable age, even for an elf, however the other houses also hoped that the younger Nidrus would be easier to influence than his notoriously stubborn grandfater. Soon enough they would come to see that this was an error in their thinking.
The newly crowned Emperor Nidris wasted no time in reorganising the country. An area in the middle of the empire was claimed as the Imperial territory, and would become the location of the new captial city. Each of the Lower Houses was granted a territory. Each territory shared a border with the Imperial territory, and the territories of two other houses.
The empire having been formed, and Nidrus having ascended to the throne, a new era of industry was entered into. Each house had a capital city of their own to build, as well as providing workers and resources to help build the Imperial City. For a time, this was enough to keep all of the houses busy while the new system of government was implemented.
The current setting is just over 500 years after the Empire was founded. I'll go into more detail on the intervening time later, but the major things to be aware of are that the increase in magic began somewhere around 200 years after foundation, and the Magic-Industrial Revolution began 200 years after that when the level of magic had risen sufficiently. The creation of the three Ministries of the Imperial Government predate the start of the revolution, but their true development coincides with it. In face, you could argue that they are even the cause of it, given their research has led to many advancements in the applications of magic.
Interestingly enough, Nidrus Helleborus is still the current emperor, and many of the nobles are starting to wonder about the fact that he seems to have barely aged since taking up the crown. It's assumed that by this stage he would have to be somewhere around 700 years old, given that he was thought to be near 200 when he was crowned.
Anyway, I'm going to have to leave it there for now. I'll try for another update tomorrow afternoon. Sorry if this update is a bit all over the place, I'm doped up pretty good on a few different medications right now and it's knocking me about a bit.

Tinkergoth |

Really sorry about this... I've spent most of the last couple of days sitting in waiting rooms at the clinic our local office uses. It appears that I've not just got a minor cold or flu like was initially suspected, but instead have a full blown bacterial respiratory tract infection. Which means I'm not only on more medication now (resulting in even more fogginess), but I'm also unfit to fly. So I can't even go home tomorrow like planned and recover in my own house, instead I'm stuck here in China until at least the weekend.
I'll be trying to get more written up over the next few days, but these meds are really messing with me. I will most definitely be back though.

Tinkergoth |

I've been cleared for travel, so I'm finally going home. Huzzah!
I've got nearly 6 hours before I have to leave for the airport, and packing takes me crap all time, so I thought I'd get a post written up before I leave. I won't actually make it home until after midday tomorrrow.
So, I thought we'd take a look at a couple of the key NPCs for the setting.
Despite the differences in temperment and fighting style, the twins remained inseperable, both in the field and during their downtime. In combat situations, their ability to coordinate was near supernatural. So, when it came time to assign them to units within the Imperial Elite, an unusual decision was made to allow the two of them to remain together.
Although they have only recently completed their training, the twins tactical skill and combat ability have already become well known amongst the rest of the Elite, and they have already been given a nickname, the Blackpowder Twins. Within their own unit, they have become the defacto leaders of the group (although the Imperial Elite units have no actual squad leaders, it isn't unusual for someone to become the "face" of the unit). Upon the completion of their first live mission, their unit was officially activated and given their name: Hell's Bastards.
So that's a very short look at the backstory for them.
Mechanically speaking I'm planning on making them 2nd or 3rd level Gunslingers, both using an archetype. The idea is that they'll be at that level for quite some time, but over time may start to level (though obviously not at the same rate as the players).
Milov is a Pistolero, with a focus on getting in close and dealing damage point blank. He'll have high acrobatics and so on to help with avoiding AoOs and the like. I'd like to portray him as being fairly charismatic, but I'm not quite sure how to get that across with a Gunslinger given that his primary stats are Dex and Wis. I may reconsider the Pistolero and make him a Mysterious Stranger to help with that, but I'd need to have a proper look at the archetype.
Nalia is a Musket Master, and focused on being as close to a sniper as you can manage with the Pathfinder ruleset. She's going to hang back for the most part and pick off enemies as needed. I'm not sure what else I want to focus on with her, outside of combat, but given that she and her brother are NPCs, I can generally use fluff rather than crunch.
For those of you interested in the names of the characters, I just happened to like Milov and Nalia as first names (I'm sure I probably heard them somewhere before, but can't think where). The surname, Grigor, is a Welsh name (I've always been a fan of Welsh and Celtic names, and intend to use quite a few of them). Grigor is the Welsh form of Gregorius, which is a latin name derived from the Greek word for Watchful or Vigilant. I thought that was suitable for the role I intend the characters to fill. Additionally, despite being a Welsh name, it seems to sound right when put together with the first names I chose.
Right, time for me to start packing for my flight home. As much as I've enjoyed my time in China, I'm going to be glad to get back to Australia and sleep in my own bed again... I'll try to post some more over the weekend once I'm settled in at home.