Thursday, September 05, 2019

A little poetry


"Five dragons sleep under the hill

Four knights remain to stand guard still
Three priests continue to kneel and pray
Two lords in armor guard the way
One path leads through the darkest of woods
One key opens where gods once stood."

Thursday, July 18, 2019

You must have... Focus.

"'The time has come,' the Walrus said, 'to speak of many things.'"

I've been doing a lot of "Getting started, but never finishing an update to this blog", lately. Additionally, I am desiring greatly to start running again. As most of my friends and family are outside of the state of Maryland, where I now reside, I am planning on running said role-playing game on Roll20. I will also be doing "Players Guides" for whichever game I plan on doing here on this blog. I mean, honestly, I have the resource, why not make use of it.

As such, I want to put it out there, to my friends, who are the only ones that actually read this. Where should my focus be? Here are my options:

Option the first: 

Rule System - Starfinder

Hook - As a newly formed group in the Innards, life is a fight for survival. The Innards are the twisted metal network of shafts, tunnels, corridors, and chambers large enough to fit entire cities, of a place known as "Ennaring". Many attempts to escape the brutal squalor of life in the Innards by going "Burnwards", an area as wild and lawless as the Innards, but at least it's out in the constant sunlight. Things unknown and abominable hunt the region known as "Darkwards", areas of eternal night, where the lights flicker, shadows dance, and tendrils of madness reach out from grates. Between both are the "Upwards" and "Downwards", clusters of rotating towers, where decadent "towerborne" attempts to exert influence on the Innards, in bids for power, and often just for sport, to fill otherwise shallow existence.
The dream of every inhabitant, though, is to find a means off Ennaring and strikeout, into the System. The glittering haven of Edenring is whispered by the naive and hopeful, and seen in the distance by those is Upwards and Downwards. Most means off Ennaring were destroyed centuries ago in The Lockdown.
It is here that our band of would-be legends find themselves.
This game would use the Starfinder rules, but some third party materials, as well.

Options the second:

Rule System - Pathfinder

Hook - The Primeval Thule campaign setting. I don't need to elaborate on the setting that much. It would be very Sword and Sorcery. This would have the possibility of being more "eldritch horror" and "weird fantasy" in the aspects of the game, then the traditional Pathfinder game. I would be using a number of third party publishing materials, as well, to add additional options and flavor to the game. For example, the players could play a Minotaur, from Kobold Press's  "Advanced Races Compendium".

Option the third:

Rule System - Palladium

Hook - OK, this one may get some people to do a double-take, but... I want to run a Robotech game. I have all these Palladium Books, and as much as the company itself has cheesed me off, I still like running the rule system. So, here's the premise...
A group of REF Marines is sent to recon what looks to be a Dyson sphere. That in and of itself is impressive, but there are indications of signals coming from it. Signals in English, no less. Of course, nothing ever goes smoothly, and the team is stranded in a very strange place, with a mystery of cosmic scale. One where the threat of the Invid may not be the biggest concern.
The group of player characters would have more options than a traditional Robotech game, and would also have the option to play a PC from the sphere, itself (a local guide, as it were). Think of it as Robotech with a smattering to Rifts, After the Bomb, and maybe a bit of Vash the Stampede.

So, there are my Options. The game would run every other Saturday, in the afternoon, Eastern Time, to allow time to run a decent session.
If you're interested, hit me up on Facebook Messenger, or email me. Not adding those links, here, though, because I don't want Bot Attacked.

And remember, never buy a trampoline from a man with two broken legs.

Tuesday, July 26, 2016

The Grand Crusade: Lesser Factions

The Great Factions are the primary movers and shakers of the politics of the Known Galaxies. There are, though, Lesser Factions, groups that have some influence on the interstellar stage, but not to the degree that the Great Factions do. Some of these Factions are split from larger Factions. Others are formerly larger Factions that have, over time, lost more and more ground; or just did not have the desire to spread beyond their initial borders. Others are places where only the desperate or the abandoned make their homes.

Do not mistake, though, the strength of a "Lesser" Faction. A number of them still exist only because they have been able to repel the advances of one faction or another. The following a list of the Lesser Factions of the Known Galaxy.

~*~*~*~*~*~*~

Spheres of the First Nations

When the call for manpower and resources was sent out by the North American nations, the First Nations answered the call. The Native Americans provided as much work, assistance, and aid as possible to the Ark project. When the Ark launched into the stars, representatives from the First Nations and various Native American tribes, including some from Central America, headed into the stars.

The First Nations, to no one's real surprise were assigned worlds "appropriate" to their tribes. While they were not the reservations that so many tribes in the United States had been assigned to centuries ago, they were not close to the center of the Faction's territories. They were not the most mineral rich, or the most strategically located. They were, in a word, forgettable. Honestly, though, that is just what the First Nations wanted.

After approximately two centuries of quietly gathering resources, strength and numbers on their "forgettable" worlds; the First Nations made their split from the "Free" Northern Federation. Since they did not have representation in the Constitutional Senate, there was no large display of drama on the Senate floor. Since there were little business interests, there was no initially noticeable financial effect. The greatest impact was a blow to the Federation's ego. The departure was sudden and unquestionable. The newly declared "Spheres of the First Nations" became their own entity.

The FNF reeled from the announcement. In an attempt to "return their misguided brothers and sisters" to the Federation fold, the FNF began military action. This move was not overly popular among the population, though. There was the evil ZSS, on the opposite border, that was a greater threat than letting some group of "primitives"go off on their own. When the FNF arrived in the territories, they found it necessary to start fighting a ground war. The defensive fleet withdrew, regularly, so there were no naval victories. Fighting on the ground fared no better. Despite having much of the same units, as the Federation, they were also equipped with new, unseen weapons. These units used guerrilla tactics, and were able to use each planet's environment to amazing ability.

The conflict became a public relations nightmare. It did not help that the ZSS started making moves on their border, landing and claiming Border Worlds, one after another. The average citizen became more and more worried as to why there were more and more units committed to the "western" front, when the obvious real danger was the "eastern" front. They FNF reclimation forces were compelled to withdraw, and return to their regular conflicts against the "forces of tyranny and oppression".

The Spheres of the First Nations are worlds settled, primarily by the descendants of the numerous tribes and nations of the original inhabitants of North America. There are normally three to four different nations living on each world. They have kept many of their ancient traditions, but have not abandoned the technology that brought them to the stars. They maintain a defensive fleet, but have not organized military. Every member of the Sphere is expected to defend their homes and families should any Faction attempt to make a move against the Spheres.

There are a few worlds that also serve as havens for escaped mutals from the FNF. These worlds are often close to the center of the S.F.N., and the inhabitants adopted into tribes. They see many of the mutant animals as having strong spirit ties, and they are respected for that. It also adds to the anger against the Federation, for their corruption of the spirits of the animals they mutate. They are fiercely protected worlds.

The First Nations have a Great Council. This Council meets a few times each year, made up of tribal elders. They discuss the needs of their tribes, strengthen alliances, and generally work together to provide for the united defense of their Faction. They will also met in the case of emergencies, such as aggressive moves by the Federation or some other Faction.

Another interesting aspect to the S.F.N. is that each citizen is not given a "Faction" title. They are members of their tribe or nation, first and foremost. If you call them a "Spherian" or similar, you will be quickly corrected. Of course, this doesn't stop citizens from the Federation calling them such, much as the Americans called the Native Americans "Indians". The First Nations see this as an insult.

Also, do not believe that these are worlds filled with savages, abandoning the modern world. Some of the best hospitals, schools, as well as starfighter pilots and power armor commandos in the Known Galaxy can be found here. While they do not do a lot of their own manufacturing, they have many resource rich worlds, of which they respectfully and conservatively draw out the materials needed for trade and construction. This allows the Faction to trade with other organizations to get the technological, medical, and other things that they need.

Relation with other Factions: There is a simmering animosity between the Federation and the Spheres of the First Nation. The First Nations have no illusion that the Federation is waiting for the right moment to reclaim "their rightful territories". While the Spheres have decided on nonaggression with the Federation, there also has never been a peace treaty between the two Factions. For now, the Spheres prepare, once again, with a watchful eye towards the FNF, knowing it is only a matter of time. When that day comes, they will be ready.

When the Spheres of the First Nations were preparing to make their break from the Federation, they engaged in a bit of political manipulation. They reached out to the Star Council Union. Using the resources that the First Nations had gathered over centuries, they worked with the ZSS secretly to develop and build new robot vehicles and power armor, as well as supply the First Nations with weapons and standard armor. The ZSS welcomed the distraction that the separation would make. Ever since then, the ZSS and SFN have had an amicable relationship. While they do not openly announce this relationship, the FNF has suspected that it has existed for years. More so, since the ZSS has begun to use some power armor very similar to the ones found in the SFN.

The United Allies, and most other Factions see no reason to pester the SFN. They are small, or little consequence, and have proven to be able to hold their own. The United Allies actually do some trade with the Spheres, but it's not an open alliance.

The only other Faction that the Spheres has strong ties with is the Klinkolyth Refuge. This section of the Known Galaxy where many displaced Xenos races have been forced to retreat to is too similar to what happened to them. The Spheres maintain a faithful relations, allowing any Xenos that wishes, to come and live within their borders. These Xenos are vetted that they are not covert agents, or planning on using the Spheres as a base of operation for other activities, but most are accepted.

~*~*~*~*~*~*~

The Star and Crescent Emirates

The area referred to back on Earth as "the Middle East" has always had a turbulent history. In attempting to escape the cataclysm on Earth, the nations of the "Muslim" world unified together, and launched into the heavens. For the first time in generations, they were a united force. Their Ark was not able to get nearly as far as some other Nations' but they made it to their new homes. Together they created the Star and Crescent Emirates, equal in power, unified in faith.

Unsurprisingly, the nation of Israel refused to leave the planet, assured that they would find a way to preserve their Holy Land.

Unfortunately, once safely in the stars, the various factions started to butt heads once again. The long swath, closest to what became known as the Horizon, erupted into conflicts between different groups. This stretch of worlds goes through phases, erupting into bloodshed and war for a few generations, then going quiet as the various groups lick their wounds, or see reason. Then the cycle begins again. There is one thing, though, that will bring all the groups together, and that is incursion from other Factions. There is no central power within the borders of the SCE, they are, as the name suggests a collection of separate Emirates, unified primarily in belief.

There has been a long history of invasion and intrusion from the main factions that border the Emirates. The Emirates used to be much wider. After a large number of "stabilization efforts" and "protection from [insert opposing Faction here]" from the Federation, and just plain, old "land grabs" from both the Union and Republic, the S.C.E. has narrowed and narrowed.

The S.C.E. has become somewhat desperate as time has gone by. Not gifted with robotic legions, advanced cybernetics, and refusing to use mutals at all, the SCE has had to revert to more desperate measures. The S.C.E. has managed to scavenge a number of old cybernetic frames from the Ravagers, the surviving units of the Steel Betrayal. They also have turned to chemical enhancements to soldiers. Using a blend of drugs, chemical concoctions, and some nanotechnology, the SCE has created voluntary units of "super-soldiers" to combat forces both outside and inside the Emirates. The only problem with these soldiers is, unless they are detoxed after a few years, they will die within 10 to 15 years of the application of the chemical harness. This due to the strain on the body, the "chem-boys" (though the harness are also used by female soldiers) is just too great, and eventually they burn out. Some choose to retire after a few years, while others see the use as a way to better serve their people, and are willing to sacrifice themselves for their cause.

Within the SCE, there are also a large number of Xenos-archelogical sites. These sites are occasionally explored and researched by scientists from through all Factions. Normally, these trips must go through a stack of paperwork as tall as a man, and more than a few credits must pass through a number of hands. Still, they are fascinating places. Oddly, all of these locations were abandoned long before humanity went to the stars. There were no Xenos settlements within the territories of the Emirates to expel, just empty ruins. Who they were, and why the occupants left are mysteries still being investigated.

Relation with other Factions: Almost every other Faction out there is an enemy. There is not one Faction that has assisted the SCE. They know that they are alone, cornered, and pinned against a wall. They also know that something is stirring within the Horizon.

The Emirates attempted centuries ago to creep back into the "Terran Quarantine Zone", to make up for losses to the other factions. They were already rebuffed by the "Defenders", they have experienced their tactics and technology. They decided to not stir up that hornets nest. They also decided not to let anyone else know.

~*~*~*~*~*~*~

New African Amazonian Systems

Despite miles apart, and differences in culture and beliefs, an amazing alliance formed in the days of the Great Evacuation. A number of nations of South America and Africa joined together to create, not just one Ark, but five Arks. These Arks did something no other Ark did. While humanity was desperate to save itself, the members of this alliance decided to save not just themselves, but as many of the species of creatures as possible. Gathering genetic material, as well as living, breathing zoological samples, each Ark was filled to capacity with an attempt to have every aspect of the wide variety of Earth. When the Arks launched, they targeted, as best they could, worlds that could be as close to Earth as possible.

The N.A.A.S are a series of star systems filled with verdant life. Each planet is an animal refuge all to itself. The humans, and other beings, all live above each planet, in orbiters, to prevent tampering with the ecosystems that they have cultivated. This does not mean that no one goes planet side. Zoologist, botanist, and even tourists (after proper clearance) are able to go planetside, to study and observe the life forms for each world. The only thing not allowed on to any planet are hunters and poachers.

There is a black market out there for some animal parts, to be used in "herbal" medicines, or as wall decorations and rugs in the residences of the rich and powerful. To combat those that would rape the life that the NAAS worked so hard to protect, they have developed some of the most advanced sensors and patrol ships seen in any other Faction. Patrols orbit each planet is a system, as well as the Outer Edge. They are more heavily armed than any other patrol ships, as well as having the fastest and most powerful ion engines known to Man. Aboard each ship, the most through sensors; able to detect an insect, hidden in a smuggler's hold; are constantly scanning every ship that enters the systems.

You cannot enter a system without being tagged by a patrol ship, and each unauthorized ship is scanned and boarded. If there is evidence that you are a poacher, you are executed, on the spot. If you attempt to run, your ship is destroyed without mercy. If you some how make it past the patrols, and are caught leaving the planet, your ship is destroyed. If you manage to escape in a pod, or similar "life boat", that is destroyed. If you are carrying a live specimen off world, you are boarded, the animal is removed the ship, and you are shot dead. If you kill the animal, you are still shot dead, and then your ship blown up. You next of kin are then billed, and a Tracer (bounty hunter) is sent to collect.

This highly aggressive, and unrelenting, policy was put into place shortly after the establishment of the NAAS. While the worlds were being seeded with life, there was a sudden and almost disastrous rash of poaching. This horrific situation, it was determined could not be allowed to exist. The measures to prevent poaching became more and more aggressive, until it was decided to declare a state of war against poaching. It was determined that was the only way to stop the death of the life they had worked so hard to protect. They have escalated to a state of hyper-alertness and hyper-aggression to such a scale that successful poachers are more rare than the some of the life on the planets. The only hunters allowed in system are those that hunt with holo-cameras.

There has been one area of concern, that has been brought up by some tourist and Faction leaders. There are four worlds within the NAAS that are inhabited by formerly extinct life. Dinosaurs roam two worlds, while another is inhabited by creatures even older, mammal-like reptiles, primative dinosaurs, and aquatic creatures from even older epochs. The final planet is filled with Stone Age megafauna, and other animals long dead, most killed by Man's actions.

How the NAAS came by this creatures is unknown. The NAAS just says that it was from retro-tracing the genetic structures of a number of their existing animals and, basically, cloning them. That does not explain the wide diversity of these creatures. It's been rumored that the NAAS has developed a working time machine, but since such technology is impossible, such propositions are dismissed as fantasies of deranged minds and conspiracy theorists.

Relation with other Factions: The NAAS is on peaceful terms with almost all factions. The Federation has made overtures of a "stronger, more beneficial, alliance", basically turning the entire NAAS into a "protectorate" (colony) of the Federation. This has been turned down, time and time again. The Federation, though, does not dare invade, as both the UA and EE would rush to the NAAS' aid, and the ZSS would most assuredly take advantage of the situation. It is also frustrating to the FNF that the NAAS appears to be yet another safe haven for escaped mutals.

The only other Factions that has caused trouble for the NAAS are the Celestial People's Republic and the Star and Crescent Emirates. The Celestial People's Republic often use rare and exotic animal parts as ingredients in folk medicines. The NAAS' refusal to allow the hunting and collecting of animal parts from rhinos and the like has caused the CPR no end of frustration. Still, the CPR is too far away to actually launch military action. The SCE has also attempted to claim some of the creatures from the various worlds as their "rightful inheritance". This has been met with the answer, "If they were so important to you, why did you not take some with?".

~*~*~*~*~*~*~

Oceanius

The Polynesian and Micronesian islands, along with Australia, New Zealand, and the Philippians, hit the jackpot when they declared their territories. These groups all joined together in creating their Ark. Similarly to the NAAS, they took with them some of their life, mostly marine creatures, like octopuses, dolphins and whales. They had a suspicion that where they wanted to go would allow them to free these creatures into their new environments. They were correct.

The Ark landed in a cluster of "water worlds", planets that were 90% or more oceans, or cut into a thousand islands by huge rivers of fresh water. It was a massive windfall for the Faction that would become Oceanius. While water was common on most inhabited worlds, there were a number that were dry, and needed the extra water. Periods of drought has also brought a demand for the precious liquid. There has been some question as the odds of planets, so close together, all so rich with water. It is unsure if this was just the "luck of the draw", or the result of some ancient manipulations.

Most cities on the worlds of Oceanius are either in orbit around the planet, floating cities on the surface of the water, or cities beneath the oceans. All of these are meant to have a limited effect on the water and ecosystems as possible.

This has caused this Faction to become one of the wealthiest in the Known Galaxy. They have purchased one of the finest fleets, to defend their vital planets. These ships were created by the Eternal Empire, specifically designed for Oceanius with smooth lines, almost as if they were meant to sail the waters of their oceans, as well as travel through the void of space.

They have also created the largest terrestrial naval fleets. While these fleets see very little action, often officers are "lent out" to other Factions when their conflicts require traditional naval battles.

It is also generally known that Oceanius has some of the largest Xenos inhabitants within it's borders, and on their planets. These Xenos are all aquatic based, and have, more the most part, come to live in cooperation with their human cohabitants.

Finally, there are rumors that Oceanius has been experimenting with a limited amount of genetic manipulations. Mutant aquatic animals, increased intelligence in some cetaceans and cephalopods, and possibly the creation of humans adapted to an aquatic life.

 Relation with other Factions: Oceanius, even more than the NAAS, is protected by its many alliances with the Factions. The planets of the Faction are considered all but sacred. Water is important, and any attempt to seize the worlds of this faction would result in every other Faction launching a massive effort to protect the water. For every world on every faction, the water must flow.

The only real threat to Oceanius is from the mad cyborgs called the Ravagers. These raiders will appear suddenly, often attempt to steal a large amount of water, as well as prisoners, and then attempt to leave again. It is mostly for this reason that Oceanius has the star fleet that it does.

~*~*~*~*~*~*~

Klinkolyth Refuge

Humanity can be a plague. Like rats or locust, they bred quickly, and spread out from world to world, rarely giving a care of the indigenous life on each world. While in some Factions there are Xenos, as they collectively call any race that is not human, that have been given a limited amount of acceptance, most have been pushed off their homeworlds, and forced to find new places.

This is what the Klinkolyth Refuge is. It is that section of the Known Galaxy that most Xenos have fled to. It is known that this region is especially dense with habitable worlds. The majority of all the known Xenos races, and some unknown, can be found within the borders of the Refuge.

The Refuge, also called "Klink", is a territory mostly unexplored by humans. There have been attempts by various Factions to launch exploratory missions into the Klinkolyth Refuge. All of these have either been turned back, or they have been destroyed, often with a message sent to the respective Faction, apologizing for the destruction, and politely asking to leave the Refuge to it's privacy. This has caused most Factions from any further attempts to expand into that region.

This is not to say that there is no contact with the Xenos within the Refuge. There are a number of worlds on the outer edges that border against human controlled territories, that serve a number of factions. The world of Argian is where you go if you are looking for mercenaries, hired killers, bounty hunters, and the like. It is a rough world, with sharp edged buildings, matching the attitudes of those hired here. The world of Tasivina is a pleasure world. Here you can indulge almost any vice you wish, there are brothels that stretch for miles; gladiatorial combat of all sorts, some of which are broadcasts to human space. These are just a few examples of the worlds that humans are allowed access to. Attempting, though, to go farther into the Refuge is considered rude, and turned back or destroyed, regardless the size of your credit limits.

There is no understanding of the government, how it operates, nor how it is funded. The only thing that is know for sure is that Klinkolyth is the name of a single individual. If this person is an ancient hero, or a hereditary title is unknown. When inquires are made, all that the Xenos respond with is, "Klinkolyth is Klinkolyth". This phrase has been repeated for centuries, from the very beginning of the Refuge. The idea that the Klinkolyth is the same being that established the Refuge 800 years ago is preposterous.

 Relation with other Factions: The Refuge treats all Factions the same. If you want to visit the one the "open worlds", as long as you are willing to pay the credits, you're welcomed. Anything further, or empty pocketed, then it's time for you to go home. Factional conflicts are not allowed on their "open worlds". It's one of the few places that a Ally Knight can drink along aside a Union Commissar.

That being said, there's always been a fear among the Factions that, one day, those that they kicked off their homes will lash back out. They've had over 800 years to prepare for reclimations. Its not known if this fear is a valid fear. It has been noted, though, that there are more and more Xenos traveling through the Border Worlds, and serving in Mercenary Units. There are even some Xenos that have joined the Crusade for Earth.

~*~*~*~*~*~*~

The Border Worlds

Not really a faction, but more a descriptor, the Border Worlds are found along each border of the Factions.

The Border Worlds are the spaces between Factions. Some of them are large gaps, while others are slivers, barely outside of one Faction's or the other Faction's border. It's a simple fact, no Faction border actually touches the border of it's neighboring Faction. This is not due to a lack of effort. It's just that there are ranges between the cracks that have either changed hands so many times in the early years of the Factional builds, that the planet no longer holds the "strategic importance" that they once held.

The worlds between the Federation and the Union have had so many battles on them that they are blasted wastelands, now. Abandoned fortifications, ruined robot vehicles, hover tanks, and power armor decay all across the land. Massive craters from orbital bombardments pockmark the planets. They've changed hands so many times that the remaining inhabitants no longer care about who claims them, or that currently they not claimed by either.

Other worlds have just been left to their own devices, once they were settled. Either forgotten by the Faction that originally settled them, or refugees, escaping one Faction for a number of reasons. Depending on which border they sit on, there may not have been major conflict in generations. Some may just not have enough resources to be of any real worth, but this was discovered only after the first colonist arrived. Others are known to just be too dangerous to actually claim, "death worlds", if you will, where everything on the planet appears to be out to kill anything that sets foot on it.

Also, though spread along the entire Known Galaxy, the plants of the Border Worlds are spread thin. There are great voids of space between each Border World. Making attempting to claim most Border World not as important as the closer planets found within the boundaries of most Factions.

Border Worlds run the gambit, from worlds where humanity live in massive arcologies, ruled by tyrants, reaching up miles high; mega-cities with massive walls to protect against what ever mutants, or worse, stalk the wastes; others are dotted with cities and town across the landscape, more like the Old West of the Americas, than any modern world; or they are near apocalyptic worlds with marauding bands of gangs battling both the environment and each other. There is very little rhyme or reason to how each world develops.

The Border Worlds are a popular source of "adventurers" and mercenaries, though. The inhabitants of most of these worlds live hard lives, and to escape their lives, they take to the stars to make a name and reputation. Many worlds have certain skill sets not found in any of the Factions.

Also, most Border Worlds speak what is known as "Border Slang". This is a language that is a mix of so many languages, that it barely can be codified. It is mostly made up of oddly accented English, mixed with phrases and terms in the tongues of every other faction. Those that end up "takin' to the black" usually end up learning one or two languages, but they will always use Border Slang as their main means of communication. In fact, it's common for a Worlder to learn a language, understand what the other person is saying, but then use "Slang" to respond... REALLY LOUD... because that "helps 'em udderstan' whada'm is sayin'".

  Relation with other Factions: None, really. Each Faction either ignores them, or uses them as stepping stones. Border Worlds don't make efforts to "reach out" to one Faction or the other. They've been so roughed up, and burned, that the general attitude for the Faction is "Screw'em". This is also normally followed by a string of curses and swear words in ten different languages.