Post by Voltaire on Apr 17, 2003 20:47:49 GMT -5
I've created my own campaign setting for pen and paper, which is based on the computer game Arcanum, alternative sci-fi, and some of my own ideas. It's untested, so you're free to add any comments you may have.
World Name: Arret
Highest Tech Level: Late Industrial Revolution
Unique Races: Clockwork Automatons (look like the Tin Man from Oz), Steamborgs (regular races that have clockwork implants), Instigators (explained below)
Nation Focus: History of the Region
The following text is an excert from the Jima University Encyclopedia, used with permission of course. The system is BSE, Before Standard Era, and SE, Standard Era.-
5000 BSE- First Dwarven and Elven civilizations
4000 BSE- First Human civilizations
4000-2000 BSE- Great Dark Ages
2000 BSE- Rise of Onisah, First Industrial Revolution, Tavox founds Dark Elves.
1500 BSE- Mahanon, a strange spacecraft, was sighted, and Clockwork Automatons guarding city turn on creators. Civilians protected by Marlene the Great, who soon vanished. Dark Elves rejoice in this era, claiming it was divine judgement for technology.
1500-500 BSE- Second Great Dark Ages
500 BSE- Rise of Siloporea, the Isle of the Skies
450 BSE- World under Siloporean control
300 BSE- Exile of the Gearsmen- The remaining technologists were dubbed Gearsmen, and banished as laborers to mine and create items for the Mage Nobility
250 BSE- Dwarven Isolation- After wars with Siloporean miners, the dwarves fled deep into the earth, isolating themselves until 1100 SE
250 BSE-500 SE- Rule of Siloporea
500 SE- Fall of Siloporea- Mahanon sighted again, and Mage Nobility panicked, Gearsmen revolt, and Mahanon crashes onto Siloporea. Marlene the Great herself was reported to have lead the rebellion. She and her comrade Rui vanished again soon after.
550 SE- Surviving Mage Nobles destroy all technologically advanced items and factories they can find.
550-1100 SE- Third Great Dark Ages
1100 SE- End of Dwarven Isolation. Dwarves still have secrets of advanced technology, but are secretive with them.
1100-1400 SE- Kingdom of Rench colonizes areas near Onisahian Wastes. One site is named Jima.
1400-1553 SE- Dwarven traitors reveal technology to Jiman leaders. Jima industrializes, and prepares to declare independence from Rench.
1553-1587 SE- Second Industrial Revolution in Jima, war with Rench Kingdom breaks out
1588 SE- Battle of Jima Bay- Ironclads destroy Rench's navy, first use of submarines
1589 SE- Jiman Aerial Corps attacks Rench with heavier-then-air craft, aeroplanes, and airships.
1596 SE- Rench surrenders, grants Jima indepence
1598 SE- Theory of Evolution and New Atomic Model presented
1601 SE- Aging Vaccines invented, allowing humans long lifespans. Rumors abound two early test subjects escape, one male and one female.
1603 SE- Reanimator invented, allowing technological revival
1611 SE- Automated Printing Press invented, allowing faster printing of materials
1623 SE- Mechanized Gun invented, becomes standard weapon of Land Corps
1652 SE- Clockwork automatons rediscovered
1674 SE- Railroads developed into practical transportation
1736 SE- Magfield Invertors invented, allowing technological force fields similiar to their magical cousins
1747 SE- Recycling Technologies invented, eliminating need for rubbish dumping
1749 SE- Steamborg limbs made available to civilians
1754 SE- First Dark Elf terrorist attack on factory; several killed
1755 SE- Republic of Jima increases guards in city; Mage Killers military unit formed
1789 SE- Second Dark Elf attack on train station; Consul of Jima killed but revived
1801 SE- Present
The Nature of Technology and Magick
This following experiment is recommended for any teacher who wishes to show his or her students the nature of technology's amd magick's differences. Please remember not to use excessive quanities of any materials. Materials: 1 Scale, 1 Cube of Iron Ore, 1 Cube of Stainless Steel, and 1 Cube of Enchanted Iron Ore (All cubes should measure one centimeter for all lengths)
Procedure-
1. Place the Steel Cube on one side, and the Iron Ore on the other. They should be of equal weight.
2. Place the Enchanted Iron Ore on the same side as the Iron Ore. The Steel Cube will sink, and the Enchanted Iron and Iron will rise.
The force of gravity is altered near the Enchanted Iron Ore, for it is a Magickal metal, as opposed to technologically created Steel. The Enchanted Iron Ore effects the Iron Ore's weight, and it temporarily causes the rules of the universe to become suspended around it. Magick is harmless on a small scale, but with larger pieces of technology, such as engines, gears, and chemicals, it can literally cause cogs to wear down, belts to break, chemicals to unstablize, an explosion, or fizzle out all together, depending on the strength of the magick or technology.
This is why mages are not welcome in the technological city of Jima. This difference was seen in history: for instance, one reason Gearsmen were banished from Siloporea was that their technological aptittude wore down the magickal wards that kept the island afloat.
Some individuals have mastered both technology and magick, but these individuals are by far very rare.
Anyone using a magickal artefact on someone with one piece of technological gear of any sort adds a 5% increase in chance of spell failure. Also, for each caster level of a magick-using class, including wizard, sorcerer, druid, paladin, ranger, bard, and cleric, add a 5% increase in chance of technological device failure. Any piece of magickal equipment adds a 5% increase to technology failure. All penalties are accumlative. The same is also true for technologists using magickal items.
Large Factions
There are many societies and groups in this world, but few have the effect of the following. Some are shrounded in mystery,
others in hate, and others in high regards. The Jiman Credit is the primary money source. (1 gp=1 credit)
Republic of Jima
Technological State: Late Industrial Revolution
Religions: No official religion, tolerant, and mainly agnostic/humanist.
Government: Technocratic Republic (Scientists have high social standing, as many elected
leaders are leading social philosophers and scientists.)
Dominant Gender/Race: None. Complete equality among the Higher Races (dwarves, humans,
elves, gnomes, halflings, half-elves), but some discrimination against orcs, half-orcs,
and ogres exists.
Economy: Socialist/Free Market Hybrid
Discriminated Groups: Magic users, orcs, half-orcs, and ogres.
Notes: They are the most technological city in the world, but the dwarven Stonehammer Clan has much
technology, too.
Dark Elves
Technological State: Iron Age
Religions: Order of Tavox, based on founder of Dark Elves, that all races should serve elfkind and mages
Government: Trinity (The Trinity is a ruling body of three that governs all actions of the Dark Elves,
hide their identities, and pose as standard members.)
Dominant Gender/Race: Elven/half-elven men and women
Economy: Black Market sales, smuggling, and other criminal activities
Discriminated Groups: Technologists, scientists, gnomes, dwarves
Notes: A terrorist group of sorts, the Dark Elves despise technology and attack centers of technology in Jima,
such as train stations and factories. Other than some information, little is known of them. They are not Drow, but a group of normal half elves and full elves that despise technology.
Rench Kingdom
Technological State: Early Iron Age
Religions: Church of Rench
Government: Absolute Monarchy backed by clergy
Dominant Gender/Race: Human Males
Economy: Feudalism
Discriminated Groups: Women, Dwarves, Elves, Gnomes, Half-Orcs, Orcs, Ogres, Halflings, Technologists, Mages
Notes: A dying, xenophobic feudal kingdom, Rench blames its problems on technoloy and arcane magic, and any and all non-human races. After Jima fought them for independence, the Church of Rench took control, and uses its clerics and paladins to enforces its unquestioned rule.
Instigators
Technological State: Late Industrial Revolution
Government: One central analytic engine, which orders its colony around
Dominant Gender/Race: Instigators, Rogue Clockwork Automatons, Steamborgs
Economy: None. Energy is given to 'worker' robots that build and repair more robots so the colony can expand
Discriminated Groups: None.
Notes: The Instigators are leftover robots from Onisah. They became a unique life form, like an insect colony, in order to survive. They capture people to use as electricity, and also steal minerals to build more robots. They live in the Onisahian Wastes, a large desert to the south of Jima, and get their name from 'instigating' conflict with humans.
World Name: Arret
Highest Tech Level: Late Industrial Revolution
Unique Races: Clockwork Automatons (look like the Tin Man from Oz), Steamborgs (regular races that have clockwork implants), Instigators (explained below)
Nation Focus: History of the Region
The following text is an excert from the Jima University Encyclopedia, used with permission of course. The system is BSE, Before Standard Era, and SE, Standard Era.-
5000 BSE- First Dwarven and Elven civilizations
4000 BSE- First Human civilizations
4000-2000 BSE- Great Dark Ages
2000 BSE- Rise of Onisah, First Industrial Revolution, Tavox founds Dark Elves.
1500 BSE- Mahanon, a strange spacecraft, was sighted, and Clockwork Automatons guarding city turn on creators. Civilians protected by Marlene the Great, who soon vanished. Dark Elves rejoice in this era, claiming it was divine judgement for technology.
1500-500 BSE- Second Great Dark Ages
500 BSE- Rise of Siloporea, the Isle of the Skies
450 BSE- World under Siloporean control
300 BSE- Exile of the Gearsmen- The remaining technologists were dubbed Gearsmen, and banished as laborers to mine and create items for the Mage Nobility
250 BSE- Dwarven Isolation- After wars with Siloporean miners, the dwarves fled deep into the earth, isolating themselves until 1100 SE
250 BSE-500 SE- Rule of Siloporea
500 SE- Fall of Siloporea- Mahanon sighted again, and Mage Nobility panicked, Gearsmen revolt, and Mahanon crashes onto Siloporea. Marlene the Great herself was reported to have lead the rebellion. She and her comrade Rui vanished again soon after.
550 SE- Surviving Mage Nobles destroy all technologically advanced items and factories they can find.
550-1100 SE- Third Great Dark Ages
1100 SE- End of Dwarven Isolation. Dwarves still have secrets of advanced technology, but are secretive with them.
1100-1400 SE- Kingdom of Rench colonizes areas near Onisahian Wastes. One site is named Jima.
1400-1553 SE- Dwarven traitors reveal technology to Jiman leaders. Jima industrializes, and prepares to declare independence from Rench.
1553-1587 SE- Second Industrial Revolution in Jima, war with Rench Kingdom breaks out
1588 SE- Battle of Jima Bay- Ironclads destroy Rench's navy, first use of submarines
1589 SE- Jiman Aerial Corps attacks Rench with heavier-then-air craft, aeroplanes, and airships.
1596 SE- Rench surrenders, grants Jima indepence
1598 SE- Theory of Evolution and New Atomic Model presented
1601 SE- Aging Vaccines invented, allowing humans long lifespans. Rumors abound two early test subjects escape, one male and one female.
1603 SE- Reanimator invented, allowing technological revival
1611 SE- Automated Printing Press invented, allowing faster printing of materials
1623 SE- Mechanized Gun invented, becomes standard weapon of Land Corps
1652 SE- Clockwork automatons rediscovered
1674 SE- Railroads developed into practical transportation
1736 SE- Magfield Invertors invented, allowing technological force fields similiar to their magical cousins
1747 SE- Recycling Technologies invented, eliminating need for rubbish dumping
1749 SE- Steamborg limbs made available to civilians
1754 SE- First Dark Elf terrorist attack on factory; several killed
1755 SE- Republic of Jima increases guards in city; Mage Killers military unit formed
1789 SE- Second Dark Elf attack on train station; Consul of Jima killed but revived
1801 SE- Present
The Nature of Technology and Magick
This following experiment is recommended for any teacher who wishes to show his or her students the nature of technology's amd magick's differences. Please remember not to use excessive quanities of any materials. Materials: 1 Scale, 1 Cube of Iron Ore, 1 Cube of Stainless Steel, and 1 Cube of Enchanted Iron Ore (All cubes should measure one centimeter for all lengths)
Procedure-
1. Place the Steel Cube on one side, and the Iron Ore on the other. They should be of equal weight.
2. Place the Enchanted Iron Ore on the same side as the Iron Ore. The Steel Cube will sink, and the Enchanted Iron and Iron will rise.
The force of gravity is altered near the Enchanted Iron Ore, for it is a Magickal metal, as opposed to technologically created Steel. The Enchanted Iron Ore effects the Iron Ore's weight, and it temporarily causes the rules of the universe to become suspended around it. Magick is harmless on a small scale, but with larger pieces of technology, such as engines, gears, and chemicals, it can literally cause cogs to wear down, belts to break, chemicals to unstablize, an explosion, or fizzle out all together, depending on the strength of the magick or technology.
This is why mages are not welcome in the technological city of Jima. This difference was seen in history: for instance, one reason Gearsmen were banished from Siloporea was that their technological aptittude wore down the magickal wards that kept the island afloat.
Some individuals have mastered both technology and magick, but these individuals are by far very rare.
Anyone using a magickal artefact on someone with one piece of technological gear of any sort adds a 5% increase in chance of spell failure. Also, for each caster level of a magick-using class, including wizard, sorcerer, druid, paladin, ranger, bard, and cleric, add a 5% increase in chance of technological device failure. Any piece of magickal equipment adds a 5% increase to technology failure. All penalties are accumlative. The same is also true for technologists using magickal items.
Large Factions
There are many societies and groups in this world, but few have the effect of the following. Some are shrounded in mystery,
others in hate, and others in high regards. The Jiman Credit is the primary money source. (1 gp=1 credit)
Republic of Jima
Technological State: Late Industrial Revolution
Religions: No official religion, tolerant, and mainly agnostic/humanist.
Government: Technocratic Republic (Scientists have high social standing, as many elected
leaders are leading social philosophers and scientists.)
Dominant Gender/Race: None. Complete equality among the Higher Races (dwarves, humans,
elves, gnomes, halflings, half-elves), but some discrimination against orcs, half-orcs,
and ogres exists.
Economy: Socialist/Free Market Hybrid
Discriminated Groups: Magic users, orcs, half-orcs, and ogres.
Notes: They are the most technological city in the world, but the dwarven Stonehammer Clan has much
technology, too.
Dark Elves
Technological State: Iron Age
Religions: Order of Tavox, based on founder of Dark Elves, that all races should serve elfkind and mages
Government: Trinity (The Trinity is a ruling body of three that governs all actions of the Dark Elves,
hide their identities, and pose as standard members.)
Dominant Gender/Race: Elven/half-elven men and women
Economy: Black Market sales, smuggling, and other criminal activities
Discriminated Groups: Technologists, scientists, gnomes, dwarves
Notes: A terrorist group of sorts, the Dark Elves despise technology and attack centers of technology in Jima,
such as train stations and factories. Other than some information, little is known of them. They are not Drow, but a group of normal half elves and full elves that despise technology.
Rench Kingdom
Technological State: Early Iron Age
Religions: Church of Rench
Government: Absolute Monarchy backed by clergy
Dominant Gender/Race: Human Males
Economy: Feudalism
Discriminated Groups: Women, Dwarves, Elves, Gnomes, Half-Orcs, Orcs, Ogres, Halflings, Technologists, Mages
Notes: A dying, xenophobic feudal kingdom, Rench blames its problems on technoloy and arcane magic, and any and all non-human races. After Jima fought them for independence, the Church of Rench took control, and uses its clerics and paladins to enforces its unquestioned rule.
Instigators
Technological State: Late Industrial Revolution
Government: One central analytic engine, which orders its colony around
Dominant Gender/Race: Instigators, Rogue Clockwork Automatons, Steamborgs
Economy: None. Energy is given to 'worker' robots that build and repair more robots so the colony can expand
Discriminated Groups: None.
Notes: The Instigators are leftover robots from Onisah. They became a unique life form, like an insect colony, in order to survive. They capture people to use as electricity, and also steal minerals to build more robots. They live in the Onisahian Wastes, a large desert to the south of Jima, and get their name from 'instigating' conflict with humans.