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Fading Suns: The Human Concordat

December 22nd, 2014

Human Concordat - An Alternate Setting for Fading Suns

Symbols by Gail Frazer (Design) and Seth Bacon (Digital Finish)
Jumpweb Map by Keith Johnson

This article was originally published in Pyramid Magazine on January 6th, 2001.

THE FALL

It was a golden age, humanity’s finest hour, and it was coming to an end. During the time of the Second Republic all of humanity had been joined into a whole across the vastness of interstellar space, but now, under the petty manipulations and power mongering of the noble families, humanity’s cohesion and greatness was pushed to its limits and then broken. The Second Republic fell.

And as the Chaos of the Fall began to spread, as darkness enveloped world after world, as the people became frightened and afraid, neighbor began to war on neighbor once more and all of human society teetered upon the edge of barbarity and obscurity. World after world sealed themselves away from neighbors who, once friendly, could now only be considered potential invaders.

These worlds were lost from Known Space – that region around Holy Terra, the birthplace of humanity, where treacherous noble families who had engineered the Fall consolidated their power. As the universe was plunged into a new Dark Age, the wonders of the Second Republic were forgotten and lost.

Over the years some of these lost worlds have regained contact with Known Space as sealed gates reopened and forgotten jumpkeys were rediscovered. There they found a power struggle between feudal lords, merchant guilds, and an orthodoxical church all struggling to impose their will upon the shattered remnants of human society. Some of these worlds have rejoined the worlds of Known Space (whether through their own will or through compulsion), while others have maintained their barbarian ways and seek to conquer the Known Worlds and seize their secrets and remaining civilization. Without exception, however, it is believed by the citizens of the Empire that the worlds of Known Space are the only significant civilization of interstellar proportion to have survived the Fall.

They are wrong.

During the aftermath of the Fall a second group of worlds found themselves isolated. As the universe fractured and the shadows spread over humanity, ten worlds found themselves alone among the stars. These ten worlds – Alhera, Cyberna, Kyreen, Unan, Mecca, Poa’pal, Tua’kal, Barre, Jandi, and Ayto – squabbled and traded and warred among each other as the memory of the Second Republic began to fade. As Known Space was sliding into a Dark Age, so, too, were these worlds. As it was for what would become the Empire, so it was for what would become known as the Human Concordat.

THE SARTRAN DOCTRINES

In the year 4110, a mere hundred years after the catastrophe of the Fall and the New Dark Age began, a new voice was heard among this small enclave of humanity. The voice belonged to a man who was known only as Sartra, and he taught a lesson of unity. He refused to recognize Alheran as different from Cybernan, or Cybernan from Jandite, or Jandite from Aytan. He called to them all as citizens of what he termed the Ten Worlds, and he reminded them that all were human. He called them brother, and in seeing him as such so they saw each other as kin. His teachings rekindled the memories of the Second Republic and a time when all humanity was composed of a single, glorious whole. He gave the people of the Ten Worlds a new identity, a common identity. He brought them together and bound them to a common purpose.

Human Concordat - SartraHis words inspired many, both high and low, but the most important of his converts was Duke Daneel, the eldest member of House Britannia. House Britannia was of minor importance before the Fall, but had managed to secure sole sovereignty over the planet of Alhera. By the time of Sartra, Alhera had risen to be the brightest star of the Ten Worlds and House Britannia’s power had grown great indeed. But Daneel was a wise and compassionate man, and when he heard the words of Sartra he sought out this man and gained his friendship.

Of perhaps only slightly less importance than Duke Daneel was General Anton Baghera, the feudal warlord who had seized control of the world of Cyberna twenty years earlier and now ruled it with an iron grip. He, too, became Sartra’s friend, and these three unlikely allies joined upon an even more unlikely mission – the establishment of an interstellar government which was, in many ways, even more liberal than that which had ruled over the Second Republic. In the year 4125 General Baghera and the nobles of House Britannia both relinquished their power, and the worlds of Alhera and Cyberna both became the first members of the newly formed Human Concordat, with Sartra elected as its first president.

Over the next decade the remaining eight members of Sartra’s Ten Worlds joined the Concordat, one by one, with Mecca – ruled over by the suspicious Orthodox Church – joining last in 4135. Although the Concordat, under the careful guidance of President Sartra, never attempted any military or economic coercion of the other worlds, still blood was shed. Freedom fighters on many worlds threw down what they saw as oppressive governments, while freedom fighters on other worlds attempted to prevent their world from “surrendering” to the Concordat (of particular note is the Order for Aytan Freedom which nearly succeeded in sealing Ayto’s jumpgate in order to prevent their world from joining the new government).

Shortly after Mecca joined the Concordat Sartra’s second term of office as President came to an end and he retired from public life. He lived a life of seclusion for another ten years before disappearing entirely in the year 4145. Shortly following his disappearance, and assumed death, a collected book of his teachings – entitled the Sartran Doctrines – appeared. This book, still considered the greatest philosophical and political teachings ever constructed, has proved to be one of the most important historical documents to the Human Concordat, second only to the Constitution which also bears Sartra’s hand.

THE HUMAN CONCORDAT

It has been over 850 years since Sartra’s death. During that time the Concordat has slowly grown to be the society which Sartra imagined not only as an ideal, but as a reality. They have become a liberal and peace-loving people, worked hard to regain the technological knowledge lost during the Fall, and dedicated themselves to the principles of liberty and equality which Sartra set down in the Doctrines. To a large degree they have succeeded.

Perhaps one of the highest things that the Concordat values is the preservation of knowledge. Through the Doctrines the memories of the Fall are still kept fresh, and all of Concordat society dreads such a repetition. Knowledge, they know, is the most precious of all commodities – and all too easily lost. They have worked hard to regain what was lost during one hundred years of barbarity, and have largely succeeded – propelling their understanding of the universe back to a place which is, in some ways, stronger than the Second Republic, while still being deficient in others.

The Concordat has also taken steps to recompense the alien species which have been trodden under humanity’s foot over the millenia – even going so far as to restore homeworlds where that has been possible. These initiatives meant that when the Concordat again made contact with the Vau, their relationship with them was much easier than it had been in the past. Although it is perhaps not peace, it is an understanding.

But the Concordat has not contented itself with civil rights merely for the disenfranchised within its borders, it has pushed for a society which is in all ways possessed of more liberty and greater hope. These advances, naturally, have had their price for some: The nobles were disenfranchised under the rule of Sartra, and now they are nothing but fading memories. The Church, unable to politically force one view of itself upon the populace, has found itself splintered time and again by divisive sects of belief. Although it is still technically true that nearly 75% of the population believes in the Pancreator, many of these are those whose place in the church has lapsed along with their conviction.

In truth, though, perhaps the greatest accomplishment of the Concordat is not tangible at all – but rather the essence of the society they have unconsciously constructed. Where Sartra found a set of fractured and disparate worlds there is now one society, which has as its identity not separate cultures, but all humanity. Where once humanity was divided, it has been made whole. As, over the years, other lost worlds have made contact with the Concordat and joined this society, it has become apparent that the greatest gifts which have been offered are these: Unity, Peace, and Hope.

Human Concordat - Jumpweb Map by Keith Johnson

CONCORDAT AND EMPIRE

The year is now 5000 A.D. In Known Space five years have passed since the coronation of Emperor Alexius, whose brave new reforms and attempts to rekindle an exploratory spirit in his people have just begun to have some long-term effect. In the midst of this growing renaissance in the Empire, a jumpgate between one of the outer worlds of the Concordat and Byzantium Secundus reopens.

The first tentative contact between these two societies has been mutually positive. Emperor Alexius is overjoyed to have regained contact with so large a segment of lost humanity, while the Concordat is overjoyed in the discovery that they have not been alone in maintaining interstellar civilization. But these two societies are polar opposites of each other – diametrically positioned on the political, social, and religious spectrums. Although for now goodwill prevails, can it not be said that conflict is inevitable? And if so… what then?

Go to Part 2: Government & Religion

Alex Drummond1. Species that simply prefer living underground (either because they fear the sun like the drow or because they love the dark like the dwarves).

2. Magical construction techniques that make huge, underground constructions more plausible.

3. Magical creatures that either have an instinctual need to create underground complexes or which create them as an unintentional byproduct. (Where did all these twisting tunnels come from? Well, they started as purple worm trails. Then the goblins moved in.)

4. Catastrophes on the surface world that prompt people to flee underground are also a great explanation for underground complexes. (See Earthdawn. Or just an Age of Dragons.) Mix-and-match with the techniques above to explain how the huge cataclysm refuges were built. Then simply remove the danger and/or (better yet) introduce some new danger that came up from below and drove all the vault dwellers back onto the surface.

It’s also useful to establish a method for underground species to generate food. In my campaign world there’s fey moss, which serves as the basis for fungal gardens. Huge, artificial suns left behind in underdark chasms by the vault builders or the under-dwarves also work.

I don’t find it valuable to do full-scale urban planning or figure out exactly how many toilets the goblins need, but I do find that at least some degree verisimilitude makes for better games: If the goblins get their food from fungal gardens, then their food supply can be jeopardized by destroying those gardens. And that’s either the basis for an interesting scenario hook or it’s a strategic master-stroke from the players or it’s some other surprise that I hadn’t even thought of before the campaign started.

Thought of the Day – Fey Moss

December 9th, 2014

Fey moss itself is useless. It’s a black, scummy substance. If left unchecked it will cover almost any surface with a thick, tar-like substance.

Sunlight almost instantly destroys fey moss, causing it to burst into flame. Unadulterated fey moss is also extremely flammable.

But, like the plankton of the ocean, fey moss is the bedrock of the underdark’s ecosystem.  Ecosystems on the surface all ultimately draw their energy from the powerful rays of the sun – plants capture that energy; herbivores eat the plants; and carnivores eat the herbivores. But in the underdark the ecosystem ultimately derives its energy from fey moss (which, in turn, draws it directly from the magical ley lines).

Animals in the underdark either eat the fey moss directly or they eat the wide variety of fungal species which have adapted themselves to parasitically grow upon the fey moss. Civilized species establish vast fungal gardens to feed their populace.

Technoir - Jeremy KellerVornheim includes a set of stripped down guidelines for giving PCs a set of contacts in an urban setting: The PCs can hit up their contacts for information about a particular topic and there’s a table for randomly determining what their reaction to the question is. (Here’s an example of the system in practice.)

Technoir is built around a plot-mapping mechanic in which PCs are created with a set of contacts: When the PCs hit up one of their contacts, there’s a system for randomly determining what they know. (And here’s an example of that system in play.)

The Technoir approach is built around the assumption that the GM — taking into account the subject indicated, that subject’s position on the plot map, the contact’s relationship to the plot map, and the specific question that was asked of the contact — will provide an act of creative closure and figure out what the contact says. And, in general, that works just fine.

But I thought to myself: Wouldn’t it be useful and nifty if I had a Vornheim-style contacts table for Technoir? So that the rules of Technoir would produce the lead the contact was pointing them towards and then the Vornheim-like table would give some guidance on how they ended up pointing them at it?

The Vornheim contacts table includes some null value (“I don’t know anything about”) values, which don’t work well in Technoir. So I tweaked the table a bit and ended up with this:

d10
Response
1
Pretends they don't know anything, but tips off an interested party. (Who'll come looking and provide the lead.)
2
Gives them inaccurate information. (This might be intentional or it could just be an honest mistake.)
3
Doesn't know anything personally, but can make introductions with someone who does. (The "someone who does" might be the node rolled.)
4
Says they don't know anything, but seems afraid to say.
5
Doesn't know anything, but somebody else was asking them about the same thing.
6
"Maybe. What's in it for me?"
7
Doesn't know anything, but has a different proposition for them.
8
Doesn't know anything, but has a vested interest in the PCs finding the answer and will pay for it.
9
"Maybe. Come back tomorrow." (When the PCs come back, something has happened.)
10
Knows the answer to their question.

 

If you’ve been hanging around the Alexandrian for awhile, then you know that I like procedural content generators. A few examples from the past include:

They’re useful for rapidly refreshing the core content of an open table. They’re valuable improvisation tools while running the game. And they’re an excellent way of getting your creative juices flowing when you’re creating content.

MAGIC THE GATHERING

Here’s a system proposed by Baldr12 on reddit recently. Take your Magic the Gathering cards (or use a random card generator) and draw five times to determine:

THE PROBLEM (Creature/Enchantment): This is the problem. It may have just appeared or it may have just gotten worse.

THE SETTING (Non-Base Land): This is the primary location. It’s either where the problem is located, where it needs to be solved, or both.

THE SOLUTION (Artifact/Sorcery): The macguffin that will solve the problem.

THE FRIEND (Creature): This is somebody that wants the problem removed or can help the PCs remove it.

THE ANTAGONIST (Creature): This is the person who doesn’t want the problem resolved. They may have been the one to cause it or they might be profiting from it.

EXAMPLE SCENARIO

Emissary of Hope - Magic the GatheringTHE PROBLEM (Emissary of Hope): An “angel” claiming to represent the Nine Gods is offering people absolution from their sins with the promise of immediate entry into a heavenly afterlife. Those who agree to the Emissary of Hope’s offer, however, turn up dead.

THE SETTING (Cursed Land): A place known as Devil’s Hollow, deep within the Old Wood.

THE SOLUTION (Envelop): An old holy ritual which will unknit the flames of the soulbright flamekin. Unfortunately, the Emissary of Hope has destroyed all the local holy books which contain the ritual.

THE FRIEND (Canker Abomination): These evil creatures of legend are coming out of the Old Wood. The local church is condemning them. But if the heroes investigate, they’ll discover that some of the canker abominations are speaking with the voices of those “taken to Heaven” by the Emissary of Hope.

THE ANTAGONIST (Soulbright Flamekin): The source of all this confusion and horror is a soulbright flamekin sorcerer who has taken up residence in Devil’s Hollow. The Emissary of Hope is the soulbright’s creation, trapping the souls of its victims into trees which become canker abominations. The soulbright then draws the canker abominations to itself and burns the wood, claiming the souls for itself.

NETRUNNER

Here’s a quick variant I threw together for using Netrunner cards to generate cyberpunk heists.

THE CLIENT (Identity): This is either the person looking to hire the PCs or the corporation the pseudonymous Mr. Johnson works for.

THE TARGET (Agenda/Asset/Upgrade): This is what they want.

THE JOB (Operation/Event): This desscribes the nature of the job. (You can draw this option multiple times to enrich the difficulty or the complications of the mission.)

THE PROBLEM (Asset/Hardware): This is a hurdle that is going to make finishing the job difficult. (You generally want to draw one problem for each job card you pull.)

THE TWIST (Operation/Resource): Finally, no heist is complete without an unexpected complication somewhere along the way.

 EXAMPLE SCENARIO

Traffic Accident - Android: NetrunnerTHE CLIENT (The Foundry): A lunar mining facility that produces the advanced materials required to build bioroids.

THE TARGET (Net Police): A division of the Lunar PD that recently executed a secret warrant on the Foundry’s databases. The Net Police now have a dossier containing information that the Foundry can’t afford to let out into the wild.

THE JOB (Traffic Accident): The lead investigator for the Lunar PD needs to be taken out of the equation, but it needs to look like an accident. Literally. The PCs need to sabotage her flier. Once she’s out of commission, the case will pass to her deputy.

THE PROBLEM (Deep Red): The deputy is clean, but the Foundry has access to the deputy’s passkeys. Unfortunately, the only way to use the passkeys is to gain access to the Lunar PD’s evidence databases. And those are hyper-secure. The only way to get reliable access from outside Lunar PD headquarters? Cutting edge Caissa ICE. You’ll have to heist a Deep Red unit with the latest Caissa releases.

THE TWIST (Rework): When they pull the file and burn the evidence database, the PCs discover that a copy of the secure file has already been made to a grand jury database. To finish the job, they’re gonna have to hit the courthouse!

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