Members of the rebellion
So, if I am going to be
writing a game which is *punk (I think thaumopunk, but am willing to
be convinced I have the wrong name), the bad guys of the piece need
to be in some way The Man. To be able to enjoy the cyberpunk's
lineage, then my characters should be outcasts and fringers who are
rebelling against authority and tradition.
As such the PCs in my
game come from the Rebellion (title is to be changed when I come up
with a better name). The Rebellion is a group of different rebels,
outcasts and dissidents which has core together only because of the
threat of the Peerage. As the Peerage plan their assault on heaven,
and to become gods and exarchs themselves, the rebellion fights back.
So, who has formed the
rebellion? I am currently thinking of having several groups who are
an uneasy alliance, who the pcs can call upon and that the pcs come
form:
The Enchanters:
The enchanters are the
apprentices and heirs to the first of the aetheric engineers. After
she discovered aetheric engineering and saw the uses that the Peerage
was putting it to, she took the best of her notes and fled. In the
shadows, she has taught many apprentices, and even without the
laboratories and funding she could have had serving princes and
kings, they have advanced the enchanter's arts. As such, the
equipment of the rebellion's champions is often some of the best on
the face of the earth.
Champions of the
enchanters are often those who have been injured or lost limbs in
the service of the Rebellion. The enchanters then can fashion new
limbs, formed of steel and sorcery, bright with runes and magic to
replace the lost flesh. The champions of the enchanters are given
enhancements of magic which make them stronger and faster than an
ordinary human, having traded parts of their human bodies for magic
made strength.
The favours of the
enchanters bring equipment for the champions. The enchanters can
build equipment that mimics technolsogy which was not invented
until hundreds of years later in our world. This group can be called
upon to enchant for bespoke purposes many things which the players
may need.
The needs of the
enchanters is to ask for
power to enchant more things. When opposing the Peerage and fighting
the Dominion, the champions will often have cause to destroy the
soulforges. In doing so, they are able to take much of the power that
the Peerage were trying to capture. The enchanters want and need that
power. The magic that the players steal can be given to the
enchanters in exchange for their favour. The other most common favour
of the enchanters is to rescue or kidnap another enchanter who has
made a breakthrough they want.
The Levellers:
The levellers are a group of religious and moral extremists. The
levellers faith is one of radical equality. The levellers do not
believe in any righteous distinction between humans. This means when
they heard about the goals of the Peerage they were immediately
incensed. The idea of the hated nobility trying to make themselves
gods and angels, of them extending their dominion through magic to
keep the people down and raise themselves as false idols was
something they had to fight.
Champions of the Levellers: The levellers had difficulty with
the concept of the rite of the champions. The idea of giving power to
one kind of person was difficult for their faith. As such, they were
slow to accept and adopt the rite, but eventually some of them were
considered for the duty. The leveller champions became powerful
allies, who lent strength to their friends. The champions of the
levellers have sought to avoid the call of power and corruption by
binding themselves into a collective wisdom. The levellers are not a
group mind, but the more potent of them are already starting to
become more and more unified. Thinking in unison, borrowing each
other's skills and wisdom and learning together.
The
favours of the levellers can be
called upon to provide the help of the faithful. The levellers value
people who are well read and able to argue their cases well. As such
they can be called on for support in matters of non magical learning.
If you need to find wisdom or history, lore or theology then the
levellers are likely to be able to help you. Similarly, if you want a
non aggressive but determined protest, then the levellers are
excellent allies.
The
needs of the levellers are
generally ideological. The levellers hate the proud and the concept
of nobility. If you are able to humiliate one of the powerful, then
the levellers will favour you for it in proportion to the haughtiness
of the noble and the level of humiliation applied. Other than
bringing down the mighty, the levellers are a persecuted minority.
When one of the princes decides to remove an enclave of the
levellers, they often call for champions to protect of save them.
Saving the faithful from the Nobility will always gain the party
favour.
Still to come (but each of these is quite long)
The Anarchists:
The druids:
The faithful:
The broken
The outlaws
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