Exiles, My Homebrew

Sorry for the delay, folks. Real Life has a way of getting in the way, doesn't it? Here are some notes about the big organization in my setting. As usual, comments and questions are welcome, and more will be along soon.


The Theocracy of Argosy

The Theocracy of Argosy (‘The Theocracy’, or just ‘Theocracy’) is the current ruling power of Argosy City. 312 years ago, Marinek the Elder brought together members of all the major power groups in Argosy. He declaimed that the only means to salvation would be one of peace. He encouraged all those present to reconsider their methods of operation, and urged them all to enter into peaceful agreement. Under his guidance, the Theocracy was born. The Theocracy is a council of elders appointed by the members of each faction in Argosy City. The Theocracy passes all laws, criminal to religious, and is charged with enforcement of all of those laws.

Its headquarters are in the Citadel at the center of Argosy City. Within the walls of that massive edifice (the converted remains of the Argosy itself), are recorded all of the laws of the Theocracy. In addition, the Citadel is the largest source of information Argosy has available, including everything from birth and death records to the recorded arcane and scientific lore that was not forgotten in the early years of the new city.

Factions are allowed to choose their own method to appoint an elder to the Theocracy. New factions can ask for a charter that gives them the right to appear before the Theocracy for any reason. Most often, the charter is invoked to allow new factions an opportunity to gain admittance to the Theocracy as a member of the council. Any religious group operating without a charter is subject to legal action, ranging from fines to imprisonment, or even death if the Aruspex Guild finds traces of treason.

The Theocracy has several branches: one for each of the religious factions in its council, which hold religious ceremonies on holy days, as well as the Wardens of the Wall, the Theocratic Knights, and the Aruspex Guild. More information on each of these groups follows.

Individuals wishing to join the Theocracy must first attend religious services sanctioned by the council. Though the council is made up of members of each religious group, the religion of the Theocracy is less restrictive than many of the other groups. Theocratic dogma states that neither Technology nor Magic is evil. If God did not want mankind to use those tools, He would not have made them available to begin with. Therefore, the Theocracy is concerned mostly with the advancement and proper application of Arcane Tech, so long as it is used properly, and proper thanks and respect go to God, who made such things possible. The rules and guidelines for the use and development of new arcane tech are complex, due mostly to the splintered nature of the ruling council, however within Argosy City, anyone who carries the blessings of the Theocracy can be assured of little harassment from the Wardens.

Priests of the Theocracy wear white robes with red sashes. Gold trim is often seen, and the more gold on a clerics robe, the higher in rank he is within the Theocracy. Other groups under the auspices of the Theocracy also usually wear the same or similar red on white theme of dress, though some uniforms (such as the Guilders) are of other colors with insignia of red and white to denote their loyalty.
 
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Actually, as I proofread that, I think I'm going to cut back on the prerequisites for joining the Theocracy. While it is a religious organization, it is also a governmental istitution, and they'll need a lot of people to handle the beaurocracy. You dont necesarily have to subscribe to their faith to get a job with them, especially, since its made up of members from all groups.
 

The sudden lack of interest is kinda depressing...But still, Ill soldier on for a while longer.

Ok, a friend of mine asked me the other day why I wasn't allowing PC's to start as Akashics, so I figured I'd go ahead and explain why.

First, the way I see the akashic memory working is a lot like a library. Akashics can tap into it and with enough time, patience, and skill, find anything anyone knows or ever knew. (I don't see the record being useful in providing information about the future.) Trained akashics could theoretically study the information available, and come up with a prediction based on trends and other such information buried in the record.

Second, the akashic memory contains the memories and knowledge of everyone, but humankind hasn't been on the planet very long (while 400 years seems a long time, its not when you think about it). Therfore, human knowledge in the memory isnt very widespread in the memory. Each human enclave would act to a trained akashic as a node of human memory.

Third, while the humans do have fortune tellers, and psionics and magic, the concept of the akashic record is still alien to them. The natives on the planet have developed the ability to tap into this, but relations with the 'primitives' has been rocky at best.

What it boils down to, is that Akashics exist, but primarily only among the other races. Since the PC's are all human, being an akashic would have to come from an unusual background (taken in by an elven mentor, for example). They would be the exception among human parties.

As to other class restrictions, we come to the cleric and paladin. I've said before that for this campaign at least (and in reality, most campaigns for me), that the idea of a worshipper getting spells and power from his god indicates a different kind of relationship than the one implied when most people think of priests.The gods perform miracles because it suits their plans and whims, not because their legion of clerics constantly asks them to do it.

Within this campaign, 90% of the priesthood fits more along the line of expert than cleric. Those who might be clerics (as described in the rulebooks) would be very rare, very high ranking, and certainly not single classed. The upper echelons of any of the various religions would be expert/clerics. More often, if a cleric uses magic power, then he did it the same way any of the other magic users did: either studying to learn how (as the magister), or developing the powers through mental discipline (as the psionic classes).

As an example, Marinek the Elder before his mind deteriorated might have been an Aristocrat 18/Magister 6.

Also, my personal feeling is that the paladin class should have been a PrC. To fit the idea of a holy warrior, a character should have to prove his faith in a manner that satisfies his superiors, and be well-trained in martial arts. (Not that kind! Though thats possible.) Therefore, any paladin would first be a multiclassed fighter (or other warrior)/cleric (see above).

Now, I will concede that the idea of cleric and paladin do fit the setting. However, I am going to put a spin on them that fits the campaign I'm developing. Clerical abilities may still be relegated to experts and aristocrats, but the paladin as PrC fits well, especially since each religious group could develop their own style of paladin.

So there you go, thats why I dissallowed those classes. Comments?
 

I happen to agree with you about clerics, which is one of the reasons that I don't have any in my campaign. Instead, I allow druids (which get there powers from Life and the Earth [more akin to Star Wars The Force then an anthropomorphic Gaia]) and shamans (from Oriental Adventures, with some 3.5 ed homebrew modifications, the most important being that they must approach the spirits everyday to replace the spells they used the day before. While a shaman can also replace spells they did not cast with new ones, the spirits do not appreciate waste without a VERY GOOD reason [being spirits, what they consider a good reason can be quite capricious]). It is very possible for a shaman who is away from his home territory or in a place where his familiar spirits would be at best rare (i.e. a shaman who is from the sea shore is likely to have Dolphin spirits, but will have a problem contacting Dolphin in the desert) to have a real problem replacing his spells once cast (0 level spells and Domain spells being the exception, as they have been granted these permanently by their patron spirits and totems).

To shut up folks who like playing clerics, and so I don't have to deal with all those annoying gods, I said that on my world was under a complete planar quarranteen. While they are still in contact with the elemental planes, they are completely cut off from the astral plane and the gods.

I do disagree with you on paladins though, as I think the class proves itself as it goes, not gaining either the ability to turn or spells until later levels. This is basically after they have proven themselves.

I really like what I am reading, and have yours is one of the few threads I subscribe to. I need to go (am at work and about to do shift change), so will comment more later. Please excuse my comments about my game. Reading about yours is helping focus my own.

Thanks again.

skippy
GM of The Cursed Earth
 

Well, when you look at it like that, then yes the paladin does work. I still prefer the multiclassed approach, but thats just me.

Interesting idea about replenishing spells, Ill have to file that one away ;)

Watch this space...in a couple of hours, I should have the time to type up some info about the Arupex Guild.
 

Ok, I promised info on the Aruspex Guild, and here it is. In addition, I went ahead and typed up my notes for several other organizations in Argosy City. Enjoy.

The Aruspex Guild

The Aruspex Guild was formed during the reign of the Pure-Techs before the wisdom of Marinek. In its earliest days, membership in the Guild could only come by being excommunicated from the church. Guilders were damned souls, with no proper place within the gates of heaven. Anyone who became a Guilder did so at the cost of his own afterlife.

When the Guild was first founded, it was a haven for anyone who wanted a legal way to avoid persecution by the Pure-Techs. If you had mental powers, or knew magic that duplicated those powers, you could seek membership in the guild. However, only those pursued by the church of Pure Technology would gain admittance.

The Guild was used by the Pure-Techs as a means to ferret out anyone who used arcane technology, magic, or psionic powers. Using their ability to sense magic and other forms of ‘demonic influence,’ Guilders could invade your home, confiscate anything they wished, and bring charges of witchcraft against anyone they pleased. The Guilders quickly became more despised than the Pure-Techs, who sanctioned their activities. Aruspex operations were almost always covert, and it was hard to tell when you were being watched.

Today, the Guild is dramatically different. It is still a place where those of the mystic arts can meet and share resources, but membership does not require, nor does it bring, excommunication. No one single power group sponsors the Guild, though they often receive contributions and ‘reliable information’ that leads them to their next target. The Guild is more of an investigative service now, solving crimes, finding stolen goods, and protecting the people. However, the Guild still suffers from a bad reputation stemming from their darker roots.

Recently, the Theocracy passed a series of ordnances limiting the Aruspex Guild’s power even further. Under the new regulations, Aruspex operations cannot be covert without Theocratic approval. In addition, unless on an undercover operation, all Guilders must wear a uniform of black with gold trim that makes it easy for anyone to recognize who they are. Even off-duty Guilders are required to wear a badge at all times. Finally, once a covert operation turns up evidence, a special Theocratic committee must review the evidence before any arrests can be made. The Guilders are of course unhappy over this turn of events, and many say that the new rules came about because Elder Barrin has finally achieved a majority of the vote. Elder Barrin is known for opposing the arcane arts; his goals include the eventual outlawing of all magical powers and technology.

The Church of Pure-Technology

The Pure-Techs, as they are known, are perhaps the second most powerful group in Argosy City. Its leader, Elder Barrin, continually strives to coerce the other members of the Theocracy into voting his way on policy. This makes Elder Barrin one of the most hated men among the public.

The Pure-Techs belief is that God made mankind capable of building tools. Those tools are part of humanity, and in fact are necessary. However, when mankind joined science with mysticism, they broke one of the fundamental laws of the universe. Arcane power is only gained from one source: demonic influence. By opening themselves up to the power of magic, mankind turned his back on God. God, therefore, destroyed earth and banished the survivors to this planet.

Few Pure-Techs are under the belief that Argosy City could survive without technology, however, every last one of them believes that only by letting go of arcane energy can mankind ever redeem himself in the eyes of God.

The Pure-Techs are also among the most vocal and militant of the various groups. They have led raids against manufacturing facilities, and don’t hesitate to bring charges of witchcraft against anyone they see using arcane tech or magic. However, since the courts are all overseen by the Theocracy, and the Wardens of the Wall generally dislike the Pure-Techs, little come of the charges.

Ironically, they do try to hire the Aruspex Guild for various tasks on a regular basis. The Pure-Techs are among the wealthiest of Argosy’s citizens, and can afford the bribes necessary to buy a Guilders silence. In fact, many of the Pure-Techs oppose Elder Barrin’s maneuvers because they would lose access to one of their most valuable tools if he were to get his way.

Pure-Techs revel in showing off their status, and so wear expensive clothing. They can always be found in close proximity to non-arcane technology. Members of the church wear business suits. Aside from a special collar they wear, it is difficult to tell a Pure-Tech from a businessman.

The Priory of the Fallen

This minor group has supporters in many places, but little power. Anytime you enter an area owned by the Priory, the change from the rest of the city is dramatic. Priory members believe that God punished mankind for reaching too far. Arcane power is a devil’s deal, and man needs no tools they cannot make by hand. The Priory has turned its back on technology and magic. All technological items, arcane or not, must be left behind. Further, anyone showing any sign of arcane power (spells, psionics, etc.) is asked to leave kindly but firmly.

The Priory has made a deal with the Theocracy: In return for full ownership of their land without taxes, the Priory farms those lands to feed the city. Priory members are hard workers, and are not prone to violence. They respect everyone’s decisions and expect everyone to respect theirs. They do not actively try to recruit new members, but if you ask a Priory member about his faith, he will be happy to tell you.

Priory members are rarely found outside their land, but they never have any signs of high technology about them. Their clothes are simple, and even their transportation seems archaic by most people.

The Wardens of the Wall

The Wardens of the Wall are the closest Argosy has to an order of Knights. Wardens are allowed any religion, though few are Pure-Techs. Their job is simple, but far-reaching. Wardens patrol the walls of Argosy city, keeping the primitives out. They are defenders of the city, and the first to join a battle in its defense. Also, the Wardens act as a police force. They
patrol the city and its outlying areas to control crime.

The Wardens were formed by Marinek the Elder as an independent force specifically for the defense of the City. They have a long and honorable tradition. Wardens are revered by most of the population, for their job is difficult and often deadly. Few Wardens live long enough to reach retirement, and of those that do, many take their weapons out into the wilderness to tame the wild and make things safe for all those within.

Wardens are easy to spot in a crowd. Their uniforms are deep blue, with various colored berets that show one’s rank within the organization. The Wardens are also the only group with Theocratic authorization to carry their weaponry through the streets. Anyone else must register with the Theocracy and pay a yearly fee.

The Expositors

Expositors claim no religious loyalties. Their beliefs are almost as simple as those of the Priory of the Fallen. They believe that no matter what happened before, the only way to prevent another disaster is to remember the past. They spend their time either telling anyone who’ll listen stories of the past, and beseech anyone to pass on their knowledge. They employ technology, but do not trust it to the ages. Everything they learn they record in books.

Expositors can be found anywhere. There are no real uniforms or common forms of dress. An expositor is usually the fellow who is telling tales to a throng of children, and their tales always carry a warning.

Expositors have heard of the Akashic memory, and many have traveled into the wilderness to seek a willing teacher. So far, none have returned.

God’s Chosen

God’s Chosen were people who lived in Argosy City years ago. The Chosen were the ones who caused the schism that split many groups from Argosy. The Chosen believe that God himself sent visions to several people, telling them that they would rule this new world once they had proven themselves to Him. Those people were to eventually become the Council of the Chosen.

Their claim that they were God’s chosen rulers put them at odds with Marinek’s Theocratic Council. Before it was over, open rebellion ruled the streets and thousands died. The Theocracy banished all who claimed to be one of God’s Chosen. They left and founded Eden in the West.

Unfortunately, their final choice of homes was near a volcano. It is semi-dormant, and has not erupted since mankind arrived here. However, it is a fount of chaotic energy. It twists and corrupts bodies and minds. The chosen believe that the mutations caused by this energy are proof of God’s favor. After all, only God’s Chosen are given new abilities useful in ruling this world. In the centuries since they left, they have become a twisted people.

There is one, though who calls himself the Archangel. He has risen to power among his people, disbanding the original council and taking up a throne. He claims that God speaks directly to him and tells him what to do and when. He is using the chaotic energy of the fount to create his own version of arcane tech that he one day plans to use to conquer Argosy City. Once there, he plans to use it as his palace, and strike out against the rest of the world. He has enslaved many of the primitive cultures near Eden, and as a result could bring a very powerful army to bear.

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On another note, I am finally getting to upgrade my system. I'm going from a 333mhz machine to a 2Ghz Athlon. However, I'm still having to recycle a few parts. My machine will be down while I do the changeover. I'm borrowing some RAM to do basic testing with, but It'll have to go back. My system will be down until my own RAM shows up (about this time next week they say). So if I don't get anything posted here before the changeover, don't give up. I haven't fallen off the face of the earth. I'll keep tabs on this thread at the library. I promise, I'll have written up more material in the meantime. (Now having it typed up is a different matter altogether...;))
 

I really like where this is heading. It hangs very well together. I especially like the Aruspex Guild and the Wardens of the Wall, which I am thinking of adapting to my Cursed Earth campaign. I already introduced what one of my players dubbed "The Men in Green", who are the secret police and investigators of The 13 (the 13 ruling Houses of the Federation). I hadn't thought to make them both more cult like and independent then your usual secret police, much like your Aruspex Guild. And by making them survivors of Taint and the Shadow, it will put them in much the same position as useful pariahs as the Guild was for the original Church.

I think that besides the Wardens of the Wall, you should have some form of very local law enforcement. In the Federation, most people live in large villages (think Victorian England), since a larger concentration of people leads to a larger concentration of technomagic, which leads to a greater risk of attracting Taint, corrupting both magic and people. All of these villages are interconnected by a teleportation gate grid and the ethernet, which means that transportation and communication are really equivalent to any metropolis. What else is Manhattan and New York City but a bunch of large villages smashed together geographically. And that sounds like what your city is, a 19th or early 20th century manhattan, surrounded by enemies and a wilderness it doesn't understand. Within the Federation, each village has a ellected Sherrif and his appointed deputies. Then there are a few circuit judges from the Federation Ministry of Justice.

I think you should replace my sherrifs with some sort of temple militia. Obviously, each neighborhood is going to be predominently of one or two religions from the Theocracy, since people remain people, and like tend to live next to like. This forms the power base of the various factions of the Theocracy. The temple militia and church courts would take care of smaller local matters, such as theft, disturbing the peace, etc, with the level of "law and order" depending upon the current philosophy and/or power of the current faction in control.

The Theocracy should only be involved in major cases that for some reason cannot be adjudicated within their home burrough, that involve two or more faction within the Theocracy, or could potentially affect the entire city. I think this is also where the Wardens step in, for while they are very likely to stop petty crimes and turn over those criminals they catch in the act over to the temple militias, I do not see them as an investigatory body, at least not as you described them.

Also, I think that all citizens should be able to appeal to the Theocracy, at least in theory. It sounds like one of the reforms that the founder of the Theocracy would have built in. In practice, those without influence or the ear of a council member are just not likely to be heard. And even when a case is heard, it is usually rubber-stamped by the Council. Think how often a freeman was actually able to get a hearing before a King, and what was the likely hood of said monarch over ruling one of his nobles.

A few other suggestions. You need more beaurocracy. I suggest a model similar to that of ancient Imperial China. That is how I have modelled my Ministries within the Federation. I also use the Courtier core class from the Rokugan Campaign Book, but I call them Functionaries. Sometimes having someone who understands the paperwork and organization of the real power of a society can be as important as having a Wizard who can fireball your enemies.

Lastly, while you have obviously put a lot of thought into Paladins and Clerics, you seem to have ignored the absolutely deadliest Core Class in the Basic Rules, the Bard. A bard, especially in a pseudo-modern semi-totalitarian enviroment, comes into his own. Even if his "magic" (songs, charming, etc) cannot directly affect any more people then a standard bard from a primitive world, a modern bard is a master of marketing and propaganda, and, even with something as basic as a printing press, his indirect influence can be spread far and wide. Watch the Disney musical Newsies sometime if you want to see a dramatic example of what a couple of low level "bards" can do when properly motivated. Within the Federation, there are no bards, and those that come in from the Wild and claim to be bards either do not stay long or have unfortunate fatal accidents. But the Federation is all for "free press". In an technomagical urban campaign (from steam punk or better technology), the Bard's ability to influence combined with his bardic lore capability makes him potentially more deadly than an insane archmage. At least in the hands of the right players.

Well, that is enough babbling for now. Keep up the good work. Like I said, reading about your Campaign is helping me focus mine, and giving me the courage to eventually start a thread of my own on the Cursed Earth. Or will, as soon as I get more of the background actually written. I made the mistake of actually starting the game before I was actually finished, so much of the practical rules are finished and being playtested, but much of my background is spotty.

skippy
GM of The Cursed Earth Campaign
 

WooHoo!! Im not down for a week!

I have RAM on loan until my order arrives (which could be only in a couple of days, the USPS service in this area is actually quite fast....)

Anyway Skippy, I've read your comments, and I'll take them under consideration. I do agree that I need more beaurocracy, and making the Wardens less of a police force sounds good as well. After all, thats what the various PrC's are going to represent: agents of each faction working in their neighborhood for their groups greater good. Temple police would work really well for that, and even make it kinda difficult. After all, what may be illegal to one group may not be to another (or only legal for their supporters :)).

I'll have more soon!
 

About the Wardens of the Wall:

I've thought it over, and I'm going to change them into a branch of the Theocratic Knights, charged with the defense of the city. They still have all the priveliges as previously listed, and if one of them sees something happen (a crime of some sort), they are empowered to take the perpetrator to the authorities. They can investigate crimes, but often simply hand the case over to the proper authorities as soon as they show up. Their primary concern is keeping their people safe.

That leaves a gap for a regular police force. So we now have the Argosy Police Force. These people do the job of police throughout the city. However, each district is under the control of one of the church groups, therefore local laws can vary from area to area, and the police force of an area is mostly made of supporters of that political power. They can also carry weapons, though stunners are more often used unless deadly force becomes necessary. Their uniforms are deep blue, with long, knee length overcoats.

Then there are church based police forces. These are chosen from among a church's faithful who have proven their faith and ability. In a given district, the local church police outranks the police force. This is because the courts are all run by the local church group. The church appointed court handles most of the crimes that happen in its district, and can pass any sentence except a death sentence. In cases of capital murder, the case is brought before the Theocratic court. The Theocratic Court can overrule any verdict handed down by one of the lesser courts, but only if the proper appeal process is followed.

A word or two (ok a few dozen!) about Argosy City. The first thing to remember is that Argosy city is HUGE. It covers a ridge roughly 200 miles across by 150 miles wide. It is surrounded by a wall punctuated every few miles with a warden's watchtower. At the center of this is an area about 50 square miles is another wall and set of watchtowers. This wall serves as one of the final defenses an invader would have to defeat. It is also the first wall Argosy City built early in its history. At the center of this area lies the citadel, capitol building and remains of the Argosy after the crash landing. Obviously, that kind of space is a bit large for a single city. Within the boundaries of that center wall is the majority of Argosy City. It is roughly circular, and higher than the rest of the city. It is easiest to imagine the center of the city being like Gotham city or Mega-City one. It is just a huge area stuffed as full as it can be with buildings of all shape and sizes, split up amongst each of the power groups able to stake and defend their claims.

Outside that first wall, within the outer wall are more traditional cities (actually farming villages). Large tracts of land surrounding the central core have been transformed to provide food for all of those people. Some of the farms are hunting preserves to provide meat, there are dairy farms, grain farms, even a limited forestry industry. In addition, Argosy has managed to secure some limited land rights outside the wall, giving them access to some of the things they can't produce inside the wall. In fact, right now Argosy City relies on a river that starts in the hills near the outer wall. Their rights extend many miles down it, and the Theocracy is considering putting a wall around it to protect it from any invaders.

The outside political situation is strained. Most humans still consider any non-human to be primitive and lesser creatures. It is only out of necessity that they engage in any trade whatsoever. About 70 miles north of the outer wall lies the Elven kingdom. Except for Argosy City lands, from that point ro miles south beyond the edge of the local map (200 miles past the southern point of Argosy is the map edge) is faen territory. The faen are the ones who gave Argosy the land they now hold, and have been fairly easy going when Argosy needed to grow. Most of the trade is with the faen. Despite this, the fean are still not allowed within city limits. This has put strain on the relationship as the faen claim to wish to form an alliance against the kobold bands to the East.

As mentioned before, to the North are the Elves. They are arrogant and beleive that they are better than humans. Therefore, the way humans treat the outside world is how the elves treat humans. No alliance is forthcoming, and a very limited silver trade has been established. The elves are intrigued by the arcane tech Argosy uses, but are afriad of the consequences of starting a world wide industry.

To the west is a strip of grasslands held by Litorian nomads. Northwest are Sibbecai. Further west, beyond the Litorian lands are the mountains that are filled with hobgoblins, and somewhere among that area is Eden, and the Archangel.

There are many other races on the planet and indeed on the continent Argosy City is on. However, their locations are far enough away to have little effect on the early stages of a campaign. Later, adventure may take the characters further abroad. On the other hand, if God's Chosen start advancing, most everyone will have no choice but to watch and prepare for war.

Well, that ought to do it for now...the peanut gallery is now open!
 

I just got to look through a copy of the new Eberron Campaign book, and there is something in this book which is an absolute necessity for any technomagical campaign, the core class called the Artificer. It is a "magic user" that specializes in the channeling of magic to enhance existing items or even the creation of magic items. It is a technomancer by any other name.

I had already started developing my own Specialist Wizard (technomancer) core class, and ended up with something very similar to the Artificer, so I am going to slightly modify the Eberron Core Class and use it for my Federation Technomancers. Why reinvent the wheel, especially when all you need to do is design a different set of hub caps instead.

While there is much more extremely useful material within the Eberron book, I don't know how much more could be added (or even needed) for Exiles.

Sorry to add yet another book for background.

skippy
GM of The Cursed Earth

(Note: the use of "s" for skippy, not "S". I can't afford the Capital Gains Taxes on a "S")
 

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