Immaculate NES II: Emperor of the Fading Heavens (pre-NES thread)

heresy specifically refers to the worship of other gods (its like theurgy but towards gods outside the church of celestial light). thaumaturgy refers to hermetic magics that operate without the influence of god(s). i didn't really think heresy, in that definition, was appropriate to you... i better write a section on magicks in the concepts section.

I don't see the extra bullets in your stats... i don't know whyat you see that i don't. please explain and i can try to fix.

Black is now on clarke... refuge is a tsedeq city on Clarke.

Your research is negligible and theirs is very poor because they have research facility and library of amure assets. you on the other hand have a planetary/orbital spaceport which should, if you used properly, give you an income boost if you get the right contracts.

Character traits don't do anything EXACTLY per se (except give me some idea of how to distribute your reputation) until such time as you use them to take actions...

this is a great way to clear up some things that i think is clear but obviously not- anything else you want to comment on is most welcome- i look forward to your insight orange.
 
League of Guilds

Background

Spoiler :
The Major Guilds combine the central core of the Merchant League, they are the few, the proud the powerful. Whether through blackmail, monopolies or political and bureaucratic expertise they are capable of holding their own as part of the triumvirate that orders the Known Worlds.

Although merchants have facilities all across space they have are based on Leagueheim. Much of Guild planning and trade is carried out on this small industrial planet. Guilders are fiercely territorial creatures and the noble houses are not welcome to Leagueheim for fear that they might learn their secrets and grow independent of them.

There are a wide variety of guilds operating throughout Leagueheim and the known worlds. Here we will deatail some of the most succesful and influential.


Major Guilds

The Supreme Order of Engineers The mysterious and unnerving Guild of Engineers are in control of all things technical and scientific. Not only are their scientific ways viewed with suspicion but their taste for cyber implants also puts them beyond decency and sacrilegious in the opinions of serfs and devout church priests. Yet it started as a religious order itself and some members maintain a faith that combines experimental science with rare theological concepts. What deals they have cut with the church that ensure their continued existance is unknown but they must provide some service or would have been excommunicated and destroyed long ago. The Supreme Order of Engineers controls a sceptre of the regency.

The Muster The Muster are labour for hire with an emphasis on force. Their activities include slavery, supplying highly skilled workers or elite troops. Their slaver activity has given them the nickname the 'chainers.' They can trace their linage back to a mercenary unit active during the Grand Republic.

The Reeves These Guildsmen deal in money and law. They supply financial services across the Known Worlds, lending money, exchanging currencies, offering investments. They also offer legal services across the many arcane legals systems across the Empire. Their money lending and legal interventions can put them in conflict with the Church. The reeves control two sceptres of the regency.

Minor Guilds:

House Kraiah Tradeing guild The House Kraiah Guild are the guild of space pilots and egineers but their real power lies in their connections to various other guilds and noble houses for whom they move freight and passengers. They specialize in interplanetary trade but also have capacity for intraplanetary transport. This trading house commands a sceptre of the regency.

Ancient Society of Sacred Alchemists Specializing in anything to do with chemistry, much of their activities are specialized towards the extraction, refinement and sale of oil and plastics. The Ancient Society has close ties to both the Supreme Order of Engineers and to the Apothecaries.

Apothecaries While the Blossoms of Mercy are renowned for their healing abilities not all wish to be the recipient of their penance or remedies. Many prefer to trust to well high-technology alternative of healing. Although their prices may be exorbitant their services are the best. Accusations have been levelled that this guild sometimes delves into forbidden biotechnology such as cloning.

The Authority The Authority attempts to controls all trade and merchandise in Errovus Secundus, they are officially a water-gate guild and maintain the systems of dykes, damns and locks that preserve the land against the rising levels of water. Unoffocially they have their hand in every trade or industrial development of the planet. The authority commands a sceptre of the regency.

Brewers This guild provides to the public clean food and water, a necessity in modern times with so many pollutants in the land and air. While most brewers are merely publicans and barkeeps who pay commission to the Brewers Guild they do ensure that a standard is kept.

Bureaucrats Where there is business there's paperwork, where there's management there's administration. The Bureaucrats are there to provide professional administration for nobles, church and other businesses. Their discretion is assured.

Carnivaliers One of the two major entertainment guilds in the Known Worlds. The Carnivaliers deal with what is distainfully known as 'low-brow' entertainment by the nobility who prefer the services of The Masque. The Carnivaliers provide street theatre, circus performance, juggling, acrobatics and animal menageries.

Courtesans The Courtesans guild is more than mere prostitution. They are refined and elite companions of high-society. They ensure that their clientele receives elegant companionship who are capable of drawing upon a vast network of gossip and information.

Fishers Most worlds have their own local guild for fishermen.

Gormands This guild tends to serve high-society providing exquisite cuisine from across the Known-Worlds. They are also trained to be able to detect attempts at poisoning and are entrusted to cater for the nobility.

The Masque One of two major entertainment guilds, they produce high-society entertainment the the nobility and peasantry together. They provide theatrical representations of history as it is made (often written at the direction of a noble or other benefactor). They are also in charge of the remaining Magic Lanterns and any other hi-technology entertainment.

Mercurians This secretive faction is part guild and part revolutionary terrorist. Their operations can be as simple as prank that humiliates a dignitary, as subtle as the shade of colour of a substituted flag or as chaotic as the release of alien creatures in an urban setting. The organisation remains profoundly illegal and their members anonymous. Their true purposes remain a mystery to even most of their members. The Merchants League remains duplicitous on the subject of the Mercurians at times welcoming their contribution and at other times denying their existence. Historically it routes are in the drop out culture of the Grand Republic.

Pedagogues The art of teaching is not lost in the New Dark Ages, however it is far from common practice. The Pedagogues tend to cater their services to the education of youth specifically that of governesses, personal tutors and other educators. The teachers of higher levels of academic learning tend to ply their trade as long-term contracts to specific noble hosues while other, more generalized teachers tend to become travelling tutors. They say that the pedagogue have a major academy on leagueheim.

Promoters(Shills) Public Opinion is no longer the concern of the free media. While there is little in the way of mass media or literacy the Promoters insure that whatever news they're paid to advertise is broadcast, even if it's by yelling. Earning them the appellation of 'shills'.

Prospectors A high-tech mining guild with numerous contracts both independent and on behalf of various noble houses on both planets and moons.

Vagabonds Not officially a guild but rather a loose-knit society of vagrants, hobos and vagabonds. By working together they are capable of providing a fraternity that will support each other in their free lifestyles. Owing allegiance to none and accorded privilege to none this is one of the most disparate collectives in the Known Worlds.

Wordwrights The art of writing is a skill precious few have, and a skill that even less excel at. Specialists in composing literature are hired to either scribe other texts, or compose epics and ballads of heroic deeds lest all forget them.

Weaponsmiths The productions of weapons is considered a fine art by many, the weaponsmith guilds among them. Rather than a whole guild this is the collective term for a number of guilds that generally owe direct service to a large faction for the manufacture of weapons. While they will not build hi-tech weapons (violating Engineer monopoly) they will produce some of the finest blades and slug guns in existence.

Wranglers The care of beasts is not a skill all care to take. The Wranglers are Ranchers, veterinarians, huntsmen, herders and manufacturers of harnesses and other beat related equipment.
 
The Imperium

Background

Spoiler :
Until the population of the known worlds can acclaim a single emperor to rule all, the phoenix throne remains in flux. The empire must remain united for how, without unity, can the Symbiot threat be countered? How can the individual aspirations of the noble houses be balanced? How can the churches’ dominance be countered? How can the guilds’ greed be denied?

The reagent to the phoenix throne is chosen by vote amongst the 37 sceptre-holders throughout the known worlds. The sceptres of regency are dividing amongst the noble houses, the church and the league of guilds and as such the chosen reagent is representative of all the major political powers of the known worlds.

The empire is dependent upon four divisions to operate and project its authority. Once a reagent to the phoenix throne is choosen, the reagent must immediately appoint a sceptre-holder to the positions of ‘commander of the imperial fleet’, ‘commander of the imperial garrison’, and ‘commander of the imperial eye’. No two of these three command positions may be held by individuals from the same noble house, church sect or guild house, though the reagent of the phoenix throne may appoint a second individual from their own house to one of these commands.

Reagent to the Phoenix Throne

The reagent is the chosen representative of the known worlds, their favorite leader. This position will bring much prestige to the faction from which the individual is chosen. In addition, they will command significant fiefs throughout the known worlds, dedicated serfs, industries and entire military divisions. In addition, the reagent commands the ‘Phoenix Guard’, an elite division of soldiers who serve as bodyguards and specialist forces to the Emperor Reagent.

Imperial Garrison

The Imperial garrison consists of several divisions of Grimson Legions (think terran soldiers from Starcraft) who’s primary goal and directive is to combat the Symbiots of Stigmata. They also hold multiple fiefs, especially on Hubbard, which they use to both gather the materials required to make the armor and weapons required to fight off the alien invaders and to train their troops in difficult and dry terrain. The imperial garrison also commands two divisions of heavy infantry on Errovus Secondus who’s duty it is to protect imperial protectorates there.

Imperial Fleet

The Imperial Fleet’s primary duty is to 1) prevent Symbiots from invading beyond Stigmata and to assist the Imperial Garrison in fighting them on Stigmata, 2) patrol known space and prevent piracy and barbarism amongst its trade routes, and 3) maintain the integrity of the jumpgates. The imperial fleet, along with the Church of Celestial Light controls the largest battle fleets amongst mankind. In addition to these military assets the imperial fleet command feifs throughout Arrakis, Hubbard and Errovus Secondus. These fiefdoms are charged with collecting the ore and the oil and refining them to allow the maintenance and deployment of their massive fleet. In addition, they also operate a shipyard on Arrakis for both the repair of their current fleet and the construction of new vessels.

Imperial Eye

The imperial eye is domestic insurance. By spying on the various noble houses as well as the guilds and church sects the phoenix throne can be appraised of potential disturbances and betrayals before they have a chance to develop into real threats. The imperial eye is unabashed in its spying and declares that those who have nothing to hide should not be afraid. The presence of a unit of dreaded doppelganger assassins is neither confirmed nor denied. The fiefs of the imperial eye are limited to Errovus Secondus and a small genetech facility on Assimov.
 
Can I have Thaunaturgy instead of Theurgy too?
 
It seems like a lot of player Houses are pretty open about heresy and magic...odd. I'm hoping the Church isn't a pushover.
 
It seems like a lot of player Houses are pretty open about heresy and magic...odd. I'm hoping the Church isn't a pushover.

Yeah, i suspect the Avestites will be deployed fairly early. Remember, if your house gets excommunicated its gonna fragment as individual families try to renounce their ties to the powers that got them excocuminicated and rebuild ties with the church. All the while the other houses are gonna try to goble up what they can. some guids of the league might even take the opportunity to claim resources and a taxable serf population.

Tyrs is right to not take the church's influence too lightly. If you are gonna be heretics, a LOT of subtelty will be required.
 
Seems a bit more thematic in my opinion. It's fine if it remains Theurgy though.
 
House Klorin extends an invitation to ALL the guilds to open a post in the Bazzar of St. Mam (for a very cheap price)
 
Is 9 players enough?
 
That is your call, entirly. it probably is, and you can add more if you decide that the workload for the game can be increased without detriment to you.
 
You're right, Immac: theu-whatever is a better fit than heresy. I wasn't sure what the differences were.

The bullets thing isn't really important. On my computer, each list starts with an empty bullet.

Thanks for the answers!


As for number of players, well, I say go. If morre join, great; they can jump in. If they don't, that's great too; it just means more factions are under your excellent NPC control.
 
...There aren't any zombie noble houses, right?
 
Thats the thing Orange; there are a LOT of minor noble houses... maybe you can all start with an 'annexation phase' and make things easier for me? haha


nah- no zombie noble house so far... sort of designing them right now... i got one based on an old grand republic air force thouh thats sort of interesting....

the minor noble house stats are up if you are interested (diamondeye, KF, if there is errors or questions, please feel free to mention them)
 
You could probably make the majority of them pretty generic and low-key. The NPC's shouldn't provide a whole ton of flavor anyway. Plus, making them blank slates makes it easier for others to join in later, and develop them to their liking.
 
House Klorin extends an invitation to ALL the guilds to open a post in the Bazzar of St. Mam (for a very cheap price)

House Kraiah will certainly look into this, once our finances are computed.

-Seraed Aekraiah
 
House Thana (minor NPC noble house):
The scions of House Thana are the progeny of extreme genetic engineering. During the diaspora a social movement based on an adoption of all things elven gave birth to a sort of racial cult. This cult adopted elfin mannerisms, dress, and even, when available would alter themselves using cosmetic surgery to have elf-like ears. They also listened to a lot of ‘goth’ music and wrote dark poetry about their dead roses. During the grand republic the cult continued to prosper on a number of worlds even as the number of true elves declined and their disdain for the wanna-bees grew. New medical and surgical techniques led to gene splicing from true elven genetic material and thinner builds and ‘naturally’ pointy ears and elf-like eyes (including capacity to see in near darkness). Amongst some of the most adherent cultist, these modifications of genetic material were performed on the germ line so that their children would adopt the same traits. As society evolved and the ‘elf-cult’ fell out of favor, the cultists adopted newer and greater genetic and cosmetic ‘flavors’ and grew more and more fanciful (and their poetry and music became something known as ‘emo’). Then came the Divesture and as the Grand Republic fell, so too did the technologies associated with genetic tinkering and cosmetic surgery. But the damage had been done, the children of the cultists had no choice, their parents had so greatly changed their genetic material that they were only rarely able to produce regular progeny with regular humans. But the line continued and the alterations of their ancestors continued with it. Not only was their physical appearance changed, but so too was their mentality and intellect. With time the strange almost-humans of the line thrived and formed their own independent government proving themselves very effective negotiators with a propensity for cultural mimicry and when it came time to establish a new government in the wake of the second Symbiot invasion, the noble house of Thana aligned itself closely with Barbatos and the church. In this way they gained political power (and a scepter) and absolution for the sins of their ancestors genetic tinkering. Today the scions of house Thana appear not so much as humans but as very thin and very delicate 9-foot tall giants with pale blue skin and shock white hair and pure black pupilless eyes; some have taken to calling these genetic anomalies ‘angels’ for their association with the church and strange other-worldly appearance. While they possess minor holdings on Incellia where they specialize in political maneuvering, negotiation and trade, they are eager to gain minor holdings as seneschals to other major houses.
 
House Vanari (minor NPC noble house)

House Vanari can trace its lineage back to a great corporate industrial giant of the Diaspora known as Aries Corp. During the rush for planets and resources the corporate giant was particularly successful in claiming sole rights to a number of habitable worlds. As humanity spread throughout the stars the Aries corporation became a multi-planetary government in its own right with highly successful industries and technologies specializing in materials fabrication, industrial construction projects, mining, fossil fuel-based propulsion for both space travel and missiles, navigational and targeting electronics and later, cybernetics. As the Grand Republic formed, the Aries corporation made a bold attempt to reject the multinational government and soon found itself without access to a number of required resources including its far-flung oil fields and its lucrative corporate markets. Within months its changed its tune and its planets adopted membership to the Grand Republic. Under the grand republic the Aries corporation steadily lost much of its influence and dominance in its markets as its worlds were subjected to outside law and republic competition.
Then came the fall of ‘the map’ and in the ensuing anarchy Aries corporation saw its opportunity to regain what it had once lost. Within a few years it was again the de-facto ruler of many worlds with trade and industrial monopolies to rival even the Republic itself.
Then came the symbiots. Many worlds were over-run though Aries technology was great enough and its soldiers trained and motivated enough to fight the enemy to a stalemate on several planets. Then, in desperation, the transcedentals closed the jumpgates and only the oifields and factories of Arrakis remained under Aries control (the fate of its holings outside the 'known worlds' remain a mystery and most probably a tradgedy). As the worlds rebuilt themselves around the church’s influence, the league was not quick to forget the slights of the Aries corporation and quickly sought to end the middling of the now much weakened Aries holding. In desperation the Aires holdings made an ally with the newly recognized and still infant-like church-aligned house Van. Though marriage they became house Vanari and together with their church connections and their industrial capacity were able not only to survive but to thrive in the new world order.
Today House Vanari continues a strong tradition of industry and trade and does everything it can to indirectly antagonize the League guilds by working, as much as possible, with other noble houses and the church and when it absolutely must cooperate with guilds, choosing those that are least liked by the central League hierarchy. Vanari holds fiefs on Arrakis and Errovus Secondus.
 
House Sanctious Als (minor NPC noble house)

House Sanctious Als has one of the oldest and most prestigious lines of nobility. It can follow its family line back to the priests and nobility of the ‘Als prior to the soulwars. While undoubtedly the ‘Als were some of the biggest losers of the Soulwars, their proximity and long-lasting trade agreements with the Halluchuirp allowed them to adapt to the resource race and industrial development of the coming centuries with ease and when it came time to take to the stars, the ‘Als nation performed very well and conquered many worlds including extensive holdings on both Arrakis and especially Clarke.

During the aftermath of the symbiot wars, a time many refer to as the Emperor Wars, the Als were considered one of the 10 major royal houses and potential candidates for the Phoenix throne. But then they made an enemy that proved too great. The ‘Als were always prone to heresy and their ancient worship their heathen goddess had always continued through the ages. During the Emperor wars the Als deployed these ancient and deplorable heresies once again in a bid to conquer their neighbours. The Orthodoxy and the Avestites were soon alerted and the great house was promptly excommunicated. An orbital bombing campaign soon reduced the central holdings of the Als on Clarke to craters and dust and isolated smaller fiefdoms while the holdings of Arrakis were quick to declare their independence from the heretic central families and rebrand themselves the Sanctious Als. While the Avestites and Orthodoxy adopted the Clarke fiefs as their own, the Sanctious Als of Arrakis adopted new and dedicated holy ways. Their overnight conversion is a thing of legends for, if the courtly rumours are true, their immoral exploits prior to conversion were just as legendary.

House Sanctiuos ‘Als now upholds rigid codes of etiquette, tradition and honour. They now pursue the scriptures as fanatically as they once chased pleasure and heresy. Now a deeply pious house, have a close connection to the Orthodoxy and the Avestites. This sense of traditionalism and orthodoxy may seem stringent to some of its more rebellious members but House Sanctious ‘Als feels it has a lot to make up for.

While other nobles may snicker at the faithful lords, they more often fear the Sanctious ‘Als, for this family has proved implacable on both the battlefield (especially against the Albriño) and at court. To House Sanctious ‘Als, structure is an imperative, humanity has its place before the Pancreator, and serfs have their place before the nobility. Their vassals are fiercely loyal, for they know their place in the Pancreator's plan.
 
House Texier (minor NPC noble house)
Though not of a long and noble lineage, the nobles of house Texier were once a great royal house based on Clarke that vied for rulership of the known worlds. During the scramble for artifacts of the Grand Republic their aggressive posturing and open annexation of what other houses considered their territory led to prolonged wars of attrition and ultimately their near extinction.
They managed to secure their survival by giving up their holdings beyond Errovus Secondus and becoming masters of Noble and Courtly etiquette. In so doing, they also become politically neutral - friends to all and enemies of none. Polite, cultured, bureaucratic and extremely sophisticated these nobles often lend themselves to the education of the youth of more prestigious houses. Their lack of assets and political bent has allowed them to become valued neutral arbitrators in noble conflicts, a position that they hold sacrosanct. This has also given them a growing degree of influence and prestige as more and more nobles of other houses come to rely upon them to act as advisors, seneschals and chamberlains.
 
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