The Alexandrian

Posts tagged ‘pyramid articles’

Unknown Armies: Emotiomancy

March 16th, 2015

Emotiomancy - A New School of Magick for UNKNOWN ARMIES

This article originally appeared in Pyramid Magazine on May 12th, 2000.

Unknown Armies, the new title from Atlas Games designed by Greg Stolze and John Tynes, features a unique system of magick. Magick is practiced by adepts, each of which subscribes to a specific school of magick. Based on what school the adept belongs to he builds up “charges” in various ways – members of the school of Pornomancy, for example, build up charges by engaging in ritualized sexual acts; members of the school of Dipsomancy, on the other hand, build up charges by being drunk. These charges (which can be classified as minor, significant, or major based on what the adept did to gain them) can then be expended to create magickal effects.

Magick is, above all, effected by three laws. First, the Law of Symbolic Tension demands that all magick be based on some form an underlying paradox. Hence the adepts of pornomancy gain charges by engaging in sexual acts, but can’t gain pleasure in those acts. Adepts of dipsomancy, in contrast, surrender control over their bodies (by getting drunk) in order to gain control over the universe (in the form of magick).

Second, the Law of Transaction says that you can’t get more out of magick than what you put in. Therefore you get minor effects from minor charges and major effects from major charges.

Third, the Law of Obedience states that adepts can only subscribe to a single school of magick. The schools are mutually exclusive, despite all being based on the same underlying truth, because they each involved interpreting that truth in different ways.

Each school is possessed of standardized rituals which can be cast fairly automatically and also random, improvised magick – which is more difficult and less powerful. All magick cast within a specific school, however, must be based on the principles of the school.

This article details a new school of magick for Unknown Armies: Emotiomancy. It uses the same format as the schools described in the core rulebook.

EMOTIOMANCY
(EMOTION-BASED MAGICK)

Emotions are the primal essence of humanity. Thoughts may define us, but it is emotions which make us what we are. They are a window into the soul and a way by which people may be manipulated and controlled. But emotions are also tools which may be used for good, they are – after all – the source of happiness and love and joy.

This is the domain of the emotiomancer, an expert at the unnatural control of man’s emotions. By creating and harnessing emotions in others the emotiomancer uses those emotions to create and manipulate others.

The advantage to this for many is that the emotiomancer possesses an immense understanding of human thought, emotion, and interaction. This type of emotiomancer is usually extremely popular with others and capable of getting almost anything they want. The drawback, however, is that the emotiomancer slowly ends up distancing themselves from others. Having to manipulate others in order to gain power which allows them to manipulate others, the emotiomancer slowly finds himself valuing others less. They run the risk of either disconnecting so completely with other people that they lose their ability to create charges, or to succumbing to dark impulses.

Other emotiomancers simply begin with dark impulses. They excel at creating fear and hatred; at controlling and creating the darker emotions. They indulge in their alienation from humanity. The emotiomancers who embrace the brighter side of life generally despise these “dark emotiomancers” for the bad reputation they give to their school of magick. Dark emotiomancers do have the advantage of being able to perform some forms of magick which other emotiomancers cannot.

Emotiomancy Blast Style: Only dark emotiomancy charges (see below) can be used to generate a blast effect, taking the form of an intense pain which rips through the victim’s mind. Like the pornomantic blast the damage which it does cannot be explained by medical science, but unlike the pornomantic blast the emotiomantic blast is always possessed of some secondary physical effect – some form of stereotyped emotional reaction taken to the extreme. Examples would be flushes which are strong enough to burst blood vessles or nosebleeds for lust.

STATS

Generate a Minor Charge: Emotiomancers can generate two types of charges – one from generating positive emotions, the other from generating negative emotions. In most cases these emotions can be used interchangeably, but in some cases powers are only available to those who have generated dark charges. To generate a minor charge the adept must create a situation which creates an emotional reaction in someone they do not know. The emotion must be the result of actions specifically planned by the adept in order to create the charge (so you can’t make someone laugh at an impromptu joke and get a charge from it, although planning an elaborate situation in which to tell the joke would do it) and can’t be beneficial to the adept (so you can’t seduce Emotiomancy - Art by Robert Nemeth, Colored by Philip Reedsomeone and then have sex with them, although you could seduce them and then leave). This isn’t really all that difficult (helping someone across the street or buying them flowers can often generate a positive emotion and a minor charge), but the fact that the emotion must be coldly and manipulatively created makes it difficult from the standpoint of the adept.

Generate a Significant Charge:  Significant positive charges are formed by creating extremely positive emotional reactions in people who you do not know, following the same restrictions as those for minor charges. Significant negative charges, on the other hand, are made by creating extremely negative emotional reactions in people who are close to you and in such a way that they know you are responsible for them feeling that way (nor are they allowed to know that it is merely in the interests of generating a charge for you, that “taints” the emotion through selflessness – unless of course that makes them feel even worse about it).

Generate a Major Charge: Generating a major charge requires the character to create an emotional situation of a severity which will be remembered by the person effected for the rest of their lives. The adept himself will be forced to remember the event for the rest of their lives, as well. As with significant charges, positive charges must be generated with strangers while negative charges must be created by effecting those close to the adept.

Taboo: While it is generally easier for emotiomancers to gain charges than other schools, it is also easier for them to lose them: Emotiomancers can lose their existing charges if they do anything to ruin an “emotional moment”. Specifically if they interrupt a positive emotional moment (talking during the end of a romantic film or telling people to “get a room”) they lose their negative charges. If they interrupt a negative emotion (by cheering somebody up or even saving someone from torture) they lose their positive charges. As a result of this dichotomy emotiomancers often find themselves treading a dangerous line – people who are generally nice can create positive charges fairly easily, but will lose them if they stop other people from feeling bad; people who are nasty can generate negative charges easily, but they can never do anything even marginally positive.

Random Magick Domain:  Emotiomancers control peoples emotions and, through them, their thoughts. They are the masters of manipulation. Their skills lie entirely within the realm of effecting how others think and feel.

Starting Charges:  Newly created emotiomancers start with four minor charges.

EMOTIOMANCY MINOR FORMULA SPELLS

CHARM
Cost: 1 minor charge
Effect: Using this spell allows the emotiomancer to subtly play upon another person’s emotions, binding them to him. If a positive charge is used, whoever they are and whatever their normal reactions towards the emotiomancer would be they will feel as if he were their best friend in the world. If a negative charge is used the spell makes them act in zombie-like obedience to the character (the advantage is that they are willing to do more; the drawback is that they won’t be capable of much intelligent, complicated, or conceptually difficult action). The spell only lasts for a number of minutes equal to the emotiomancer’s skill in magick. Afterwards the victim will remember everything which has transpired, although they may be unsure of the reason why it happened (members of the Occult Underground, of course, will immediately suspect magickal influences of some sort).

MINOR SUGGESTION
Cost: 1 minor charge
Effect: This spell allows the emotiomancer to make a single suggestion to another person. The other person will be extremely receptive to the suggestion made by the emotiomancer and will act on it unless it is completely contrary to their normal behavior (loyal security guards won’t abandon their posts, but might be willing to give someone a security tape even though it was against regulations). The victim cannot leave the presence of the emotiomancer or the spell will be broken. Afterwards the character won’t remember the suggestion or the action taken.

CONFUSE
Cost: 1 or 2 minor charges
Effect: With a single charge cast of Confuse the emotiomancer can target a single person and batter them with conflicting emotions. The character will still be able to take actions, but will do so at a slower rate of speed (in combat conditions this translates to halving successful initiative checks and only allowing characters to take actions on every other turn). Using two charges allows the emotiomancer to target a group of up to five people. The spell lasts until the effected person or persons makes a successful Soul check at -15% (one check can be made every turn of combat or once every minute).

OVERWHELM
Cost: 2 minor positive charges or 1 minor negative charge
Effect: Overwhelm has a similar effect as Confuse, forcing emotions upon its victim. In this case only a single emotion – one of the emotiomancer’s choosing (but consistent with the type of charge used) – is forced, and that one completely overwhelms the person’s ability to take any action which isn’t ordained by that emotion. This reaction will not always be what the emotiomancer may have expected or even wanted, but can be resisted with a successful Soul check at the time of casting. If the check fails the spell’s effects will last about fifteen minutes.

Example: Jeffrey, an emotiomancer, has been confronted in a darkened alley by his arch-nemesis, Chameleon. Jeffrey uses two positive charges and casts Overwhelm on Chameleon, choosing to strike her with lust. She immediately drops the gun and goes off looking for a piece of ass. Jeffrey, on the other hand, is more than a little insulted that she didn’t like his looks.

EMPATHY
Cost: 1 minor charge
Effect: With this spell the emotiomancer can read the emotions of another person at the time of casting. With a successful Soul check the emotiomancer can also get a vague impression of what caused or is causing the emotion.

NUMB
Cost: 1 minor charge
Effect: This spell will numb the emotions and feelings of anyone, including the emotiomancer himself. For the duration of the spell – equal in minutes to the emotiomancer’s skill – the recipient will feel nothing, including physical pain (although the physical damage will still occur).

AFFECT MIND
Cost: 3 minor charges
Effect: This temporarily effects a person’s mental abilities – either raising or lowering it by an amount equal to half of the emotiomancer’s magickal skill. The effect lasts for about ten minutes and isn’t capable of granting knowledge which the recipient didn’t possess before, only of improving the character’s mental aptitude. The emotiomancer cannot use this spell on himself.

EMOTIOMANCY SIGNIFICANT FORMULA SPELLS

CONTROL
Cost: 2 significant charges
Effect: Control allows the emotiomancer to, effectively, completely enslave the target of the spell for a number of minutes equal to his Soul plus his magickal skill (although the victim can make a Soul check at -20% every five minutes). As with Minor Suggestion the person will still resist any commands completely repellent to his nature (so you can’t have him kill his friend), but can follow multiple commands during the duration of the spell and can even leave the emotiomancer’s presence to carry out the orders.

SIGNIFICANT SUGGESTION
Cost: 1 significant charge
Effect: Like Control, Significant Suggestion is a more powerful version of Minor Suggestion (as the name implies). Like Minor Suggestion, Significant Suggestion is only able to give a single suggestion to another person and that person must remain in the presence of the emotiomancer while carrying it out. However, a Significant Suggestion completely overrides a person’s inhibitions – with it the emotiomancer can convince the person to do anything. If the action is contrary to the person’s belief systems (i.e., something which wouldn’t pass as a minor suggestion) the person gets a chance to resist, making a Soul check. If it’s a particularly serious transgression (such as killing their own mother) the GM may modify this check in the victim’s favor as he sees fit.

WARP
Cost: 3 significant charges
Effect: With Warp the emotiomancer temporarily simulates the effects of the House of Renunciation, absolutely switching the most important elements of the victim’s personality to its polar opposite (so that a cruel person becomes kind, a person with a vendetta instead finds ways to help her former target). When the spell is first cast the person gets to make a Soul check to see if they are effected by the spell. If that fails the person can make an additional check every hour at -50% until they throw off the effect of the spell.

PHOBIA
Cost: 1 significant negative charge
Effect: With this spell the emotiomancer instills a great fear of a specific item, animal, individual, or situation in his target – an intense phobia. Whenever the victim encounters the stimulus from that point forward they will suffer a paralyzing fear until the stimulus has passed. Whenever this phobia inflicts itself the victim can make a Soul check at -20% as they attempt to resist what they subconsciously realize is an unnatural impulse. If they are successful, the phobia will no longer effect them.

FIXATION
Cost: 1 significant charge
Effect: In many ways the exact opposite of the emotiomancer’s Phobia spell, Fixation allows him to specify a goal which the victim must attempt to fulfill. If the goal is something which is theoretically achievable (anything from “eat a hot dog” to “steal the Mona Lisa” would be acceptable) then there is no way for the victim to remove the spell’s effects (without other unnatural influences) unless they succeed at achieving their goal. If the goal is something which is impossible (“eat all the hot dogs in the world” or “steal the Eiffel Tower”) then the victim can make a Soul check at -20% once a day to overthrow the effects of the fixation (although they must attempt to fulfill their fixation up until that point). The fixation cannot be something which would be immediately deadly to the character (“throw yourself off a cliff” or “shoot yourself in the head”) or completely alien to their belief system (you couldn’t convince a nun to sleep with someone), but other than that things are wide open. Finally, the degree of intensity for the fixation depends on its complexity. If the fixation was to “eat a hot dog” then the person would probably immediately drop what they were doing and go out to find a hot dog. If, on the other hand, the fixation was to “steal the Mona Lisa” they wouldn’t just walk into the Louvre and try to pick it up – they would be allowed to research and concoct a plan before proceeding. All of this is at the GM’s discretion.

EMPATHIC CONNECTION
Cost: 1 significant charge
Effect: With this spell the emotiomancer can create an empathic connection between any two minds (not necessarily including his own). By expending minor charges he can add additional people to the link (one charge per person, up to a total of six). Anyone who is a member of the link will feel the emotions of the other people through the link, identifying who the emotion actually belongs to). Typically the nature of the link allows the recipient to distance themselves from the emotions of others, but for particularly intense feelings (such as the pain of being tortured or the heartache of seeing a loved one leave you) other members of the link must make a Soul check or be overwhelmed. At no point in time do other members of the link know what caused the emotion – only the emotion itself. The link lasts for twenty-four hours, but can be extended for another twenty-four hours if the emotiomancer expends a minor charge for every member of the link. This can be continued indefinitely.

MIND LINK
Cost: 3 significant charges
Effect: A more powerful version of the Empathic Connection, the Mind Link allows the emotiomancer to connect the minds of up to six individuals (using the same procedures as for Empathic Connection, with each additional person in the link above two costing a single minor charge). In this case, however, the members of the link will be able to see, feel, and hear everything which the other members of the link experience by focusing on that individual. However, a person can only focus one such set of sensory inputs at once – so if you’re focused on someone else, you don’t know what’s happening to you. The emotiomancer, through his magickal training, can attempt to process multiple “feeds” at once – including his own. To do so he makes a Mind check with a -10% penalty for every additional link above two he attempts to process (so he would have a -10% penalty for three links at once (including his own) and a penalty of -40% if he attempted to process all six members of a link at once). If succeeds he successfully processes the multiple feed for a single combat round or for a minute, having to make the check again every minute or combat round after that point. If he fails he is paralyzed for five combat rounds or minutes from mental overload.

EMOTIOMANCY MAJOR EFFECTS

When you create a major emotiomancy effect you are toying with the basic elements of human existence as if they were mere whims. Emotiomancers are capable of driving men beyond the brink of insanity; causing massive, permanent shifts in personality; enslaving entire populations to their will (although the larger the population the less likely it will be a permanent effect); or even fundamentally altering the emotional responses of people (instead of just polarizing their compulsions, for example, you could have people hate those they have always loved and loved those they have always hated). In short the emotions and thoughts of man are your playthings and you are capable of doing anything with them you wish.

Original Art by Robert Nemeth, coloured by Philip Reed.

I feel a great sense of satisfaction with this article. Looking back on my earliest professional work, I realize that it actually represents a significant shift for me: It was the first time I wrote something for publication and found that the words were simply… flowing. I wasn’t agonizing over every turn of phrase and trying to perfect every sentence. I was simply letting the idea express itself simply and cleanly, without ostentation or ornamentation. It probably wasn’t a coincidence that my success rate radically increased after this point.

The Names of Legend

March 2nd, 2015

Names of Legend - Wordle

This article originally appeared in Pyramid Magazine on July 23rd, 1999.

When a character is in the process of being created it is a rather magical period of time. The most proficient members of our hobby are able to breathe so much life into their characters that they seem to actually inhabit the bodies of their players while the game is in action.

However, the half-elven archer who is tortured by the fact of his heritage and was torn from his mother and rejected by his father when the truth was first learned — while being an exciting and interesting character to play — is all too easily spoiled by a name such as: “Ron the Archer”. Somehow it just seems to lack an essential ephemeral quality.

An engaging, exciting, entertaining, and original name for characters in a fantasy universe has become essential. “Gregory” dims in comparison to “Fairyleaf” or “Dewdusk”; “Stewart” becomes shallow when held up to names such as “Aldervan” or “Floaic”.

But there are no sources from which to draw these names and I have, more than once, had the character creation process halted by the fact that I cannot find an appropriate name for a character. Even fantasy literature does not aptly serve this purpose, because if you have seen one “Aragorn” you have seen them all.

The task becomes even more daunting for the aspiring Game Master. He must, literally, populate his world with thousands of NPCs and the one bad memory of “Bob the Butcher” will leave a much greater impression upon his players than a hundred characters with interesting and original names will ever do.

This problem is one unique to the gamers of fantasy. If you are playing a campaign on the modern or futuristic scales names such as “Donald” and “Blake” do not appear incongruous with their surroundings, and “Arthur” is a fine name for a historically-based medieval campaign. Fantasy, on the other hand, is a world of primitive wonders that are completely unearthly in their scope and nature. This inspires us to come up with equally unnatural and magical names to the mirror the world in which the individuals who bear these names live their lives. Fantasy worlds are the domains of Fafhrds and Alustriels… somehow it seems the only proper thing to do.

This article strives to alleviate these problems from the backs of fantasy gamers by providing sources you may not have thought to consult, as well as some basic ways to start the creative process when the block occurs.

HISTORICAL TEXTS

Historical texts are an invaluable source for names. Although many are cluttered with more common names such as “John” or “Margaret” you can often caches of treatises which deal in totally foreign names.

J.R.R. Tolkien used historical papers and names extensively. The names of the thirteen dwarves from The Hobbit are lifted verbatim and in order from one of the Icelandic sagas.

Even the common-sounding names from historical papers can often be fancied to one degree or another to produce a usable fantasy name of some sort. For example, while “Thomas” is rather mundane you can easily make it of the female persuasion (“Thomasine”) and end up with a name that is not commonly used.

LEGENDS AND FAIRY TALES

Naturally enough, from this sort of material, you will be able to reap great rewards in terms of names. Although many of these tales employ common names of the time period, it is not hard to find names (usually in the more mystical sections of the story) that will spark your creative skills.

Often you will find good sorts in foreign tales, as names are not typically translated. Therefore you can draw greatly from common names, so long as they are not common to the people with who you are playing.

It is also advised that you avoid well known material. Having the captain of the Lich’s guard named “Neibling” is probably not the best way to come off as witty and an intelligent to your peers; similarly the elven archer who has lost his royal title and is named “Robin” is not going to instill coos of delight at your originality. Therefore avoidance of tales in the ilk of Robin Hood or King Arthur is heartily suggested.

FANTASY FICTION

Although the last names of your peers may seem boring and commonplace, it is more likely because you have become overexposed to them. There are many uncommon last names with a feeling of unearthliness attached to them, and if employed correctly even your local phone book can be applied to naming your NPCs.

If you have a large library of novels and other works it is suggested that you look at the last names of some of the lesser known authors. Names such as “Gillard” and “Amend” strike me as perfect for the use being discussed. Even slightly more earthly names such as “Blish”, or names that seem just slightly unusable, can be changed in various manners (see the Syllables sections below) to suit your purpose.

It is also suggested that you get in the habit of looking at the credit pages of large books. If you look at the front of a TSR book you will get a listing of everyone from the CEO to the artists to the actual writers of the work. A massive collection of names, any one of which may be fascinating for you.

To stress this point again (and I do not believe it can be understressed): Do not use the last names of popular authors. If you add characters such as a fearsome fighter of unparallelled strength known as “Asimov” or a butcher named “Gygax” the popularity of your campaign may be drastically reduced. The author of this article takes no responsibility if this warning is ignored.

COMBINATIONS

If you are in a rush a cut and paste method may best fit your tastes. By this I mean that by a combination of two different sections of text from a work (or two different works) you may be able to come up with something completely original.

For example: Paging through a handy science fiction novel I spot two names I rather like, Bryce and Nicolai. I quickly paste them together and my character becomes known as Nicolai Bryce.

Try to make it compositionally sound; “Richard Andrew” just doesn’t make the cut.

Do not let yourself be limited to just fantasy authors. If you employ this method in combination with the Last Name method above you’ll find great success: modern fictional characters can have exciting last names just as easily as real people. The only thing to remember is our prime directive: No popular works (and thus, in this case, characters). Therefore “Gandalf Bilbo” is probably not the wisest thing to attempt.

GAMING SUPPLEMENTS

Gaming supplements may seem unlikely places from which to draw material from names — especially if you are playing the game in question — but, if done properly, the supplements game companies produce are invaluable assets.

If you are running the campaign on the fly, either because the PCs have taken off in an unexpected direction or you simply had nothing prepared, and you want them to enter a village, but have no name for it my suggestion is to open one of the game worlds produced by game companies. This process works for any locale name, from cities to mountain ranges, so long as you avoid the more popular names which are immediately recognizable.

SUGGESTED

GM: The dust billows up around you as you walk down the dusty road. A rickety old sign off to the side says “Sourlode”; some short figures, probably dwarves, are milling about an old mine entrance about a half mile away.
Player: Wow!

AVOID LIKE THE PLAGUE

 

GM: Alright, you’re in Waterdeep–
Player: So this campaign is in the Forgotten Realms?
GM: No, I just stole the name.

This method even works effectively for NPCs; so long as you avoid Elminsters and Raistlins you should meet with successful results.

BABY NAME BOOKS

Although the vast majority of the space in these tomes are filled with commonplace names such as “Betsy” and “Frank”; one of my best characters — Darwara — was named from one such book.

It may take a little bit of time to find an appropriate name, but if you are completely out of ideas or simply want to browse for awhile you may uncover simply wonderful and awe-inspiring names that you never would have considered. Render all options fully available to yourself; leave no stones unturned and no doors unopened.

SYLLABLES, METHOD ONE

The modern world as we know it is a mass of written material. Even the radio, a purely sound based invention, will have written characters upon it. At this very instant there is 100% chance that there is written material within your line of sight (since you are reading this I figure this is a pretty safe bet).

Each word in the English language is broken down into syllables — one or more for each word. This also applies to names. If you find a string of syllables and arrange them in an audibly appeasing fashion chances are that you will end up with a name fully usable for a fantasy character.

To exemplify an this procedure: I have an AD&D handbook close at hand. Across the room is a shelf of Star Trek novels. From those five words (Advanced, Dungeons, Dragons, Star, Trek) I can construct the name of “Adarun”. I drew the syllable “ad” from “Advanced”; the syllable “ar” from “Star”; and the syllable “un” from “Dungeon”.

This procedure can be applied to any written material you may have at hand. The name “Procan” is drawn entirely from two words in the previous sentence, considering how many words fill up this magazine there are a nearly infinite number of names you could conceive from the combination of varying syllables throughout.

Considering that there must be some written material at the game table in order for the game to be played, it should not be vastly difficult to come up with names on the fly with this method.

SYLLABLES, METHOD TWO

The first step you must take in applying this method is finding a base word; usually this is the sort of thing you can simply pick out of thin air. From this base word you change syllables incremently to similar sounds, or delete them entirely until you come up with a name which you enjoy. It takes me approximately ten seconds to run through the whole process (on average) in my head.

For example:

Ravenloft
Cavenloft
Cavloft
Covloft
Covlaft

And you have a completely original name that is unlikely (if not impossible) for anyone to trace back to its roots in the word “Ravenloft”.

CONCLUSION

I can only hope that this article finds its way into the hands of at least one Gamemaster who will find some use for it. Who will be able to improve his campaign, reduce the guffaws from his players as NPCs with generic names gain center stage, and add the essential elements to the atmosphere of his campaign that creative and correct naming processes can accomplish.

This article was my first professional sale. In fact, it was almost my first professional sale twice over: I sold it to Shadis Magazine, but it remained unpublished when Shadis went on permanent hiatus in 1998. When it became clear that Shadis wasn’t coming back, I sold it to Pyramid Magazine. (In the interim, however, I had sold a book to Dream Pod 9 that was never published.)

Reading it now, I find myself cringing a lot at how overwritten it is. The core of the advice remains pretty solid, though: The syllabic methods remain my go to solution for cranking out alien/fantastical names. (I will note, however, that I find my younger self’s intolerance of names like “Gregory” and “Thomas” for fantasy characters completely inexplicable.)

Semi-interesting note about the byline here: This article was originally published under the name “Justin Bacon”, which was the same name my RPGNet reviews had been appearing under. (At the time my legal name was “Justin Alexander Bacon”.) Shortly thereafter, however, I decided that I wanted to drop my last name and simply be “Justin Alexander”, so I asked Steven Marsh (the editor of Pyramid) to change it. Thanks to the glorious flexibility of digital publishing, this was easily done. Unfortunately, a few months later Dream Pod 9 screwed up the Jupiter Planet Sourcebook for Jovian Chronicles and published the book (my first book!) under the name “Justin Bacon”. I reluctantly decided to accept the fait accompli and went back to Steven Marsh and asked him to swap my article credit back to “Justin Bacon” with the intention of using it for all my future RPG work. (Later I took a hiatus from the industry and when I came back I decided to reverse course once again and fully embrace the name “Justin Alexander” for all of my work, for better or worse.)

 

Human Concordat - An Alternate Setting for Fading Suns

The Human Concordat was originally conceived and pitched to Shadis magazine as the first “AlterWorld”. My idea was to create a new “mini-setting” that would nestle into an existing setting and then develop that setting over the course of 12-18 issues of the magazine with more detailed articles and adventure scenarios. Additional AlterWorlds would have followed. The two ideas I remember being discussed were a city for the World of Darkness (which would have included material for all the different World of Darkness games) and an isolated planet in the Mechwarrior universe.

The idea was that the extended focus on a single campaign resource would create a unique audience for the magazine. What I found appealing about the AlterWorld concept was that it would allow me to explore radical ideas for settings that the original creators weren’t interested in: For example, when I first read Fading Suns I was fascinated by the idea of a gate connection opening up that would lead not just to one world, but to an entire lost civilization of worlds. And, thus, the Human Concordat was born.

Shadis folded in 1998, however, and the Human Concordat got shelved. About a year later I repackaged the pitch for Pyramid Magazine. They weren’t interested in the AlterWorld concept, but they expressed interest in the “Human Concordat” as a stand-alone article.The only problem was that it was too long for their budget: They asked me to cut it down to roughly half the size so that they could afford to pay me. I made a counter-offer: They would pay me for the article length they wanted and I’d give the rest of it to them for free.

In order to see the material realized the way I wanted it, I also personally commissioned the artwork for the various religious and political symbols. (The gorgeous jumpweb map by Keith Johnson I can take no credit for, however.)

Part 1 – The Fall
Part 2 – Government & Religion
Part 3 – Worlds of the Concordat
Part 4 – More Worlds of the Concordat
Part 5 – The Concordat as Campaign Setting

As a young author, I secretly held the hope that the article would prove to be such a huge success that Pyramid would come back and ask me to develop more material in the setting. Unsurprisingly, that never happened.

One thing that never got executed properly: The symbol for the Seven Pearls was supposed to be varied for each of the Pearls. This is what it ended up looking like:

Human Concordat - Seven Pearls

But the original conception was that each planet in the Pearls would have a variation in which its corresponding circle-star would be the largest on the string. (So Lyonesse would have the first circle-star larger than the others, while Leicester would have had the second circle-star larger than the others.)

Reading through The Human Concordat today, I can also see that the setting comes across as significantly more utopian than I’d originally intended: The “culture of universal acceptance and emancipation” should have its dark side. (You might also note the number of terraforming engine problems found throughout the setting. The bit about terraforming technology being “the one true secret which remains, as yet, unmastered by Concordat scientists” was also unfulfilled foreshadowing.)

As a final point of miscellaneous interest, here’s my original rough draft of the Concordat jumpweb map:

Human Concordat - Jumpweb Map (Rough Draft)

Which you can compare to Keith Johnson’s superb work:

 

Human Concordat - Jumpweb Map by Keith Johnson

(click for larger version)

 

Human Concordat - An Alternate Setting for Fading Suns

Go to Part 1

The Empire of the Known Worlds, the established setting of the Fading Suns game, is described by HDI as “a futuristic passion play”. As they say, it is primarily a science fiction game, but one indelibly painted with broad strokes of fantasy, sociopolitical feudalism, horror, and ancient mystery. It is a world in which stories of “varied and exotic themes” can be told, but those stories are – by the very nature of the setting – of a dark tone. It deals with “grand themes of the human experience” with a main theme of “Seeking”, the “mythological role all heroes play: the knight on quest, seeking power to vanquish his enemies or the secrets of self-discovery. Success or failure on this quest is not as important as the insights learned while on it.”

In expanding the setting to include the Human Concordat I have been careful to maintain that central theme of “Seeking”, but I have also been reticent of the fact that the Concordat shifts the way in which that theme is conveyed. It is a brighter, better place than the Empire. Where the Empire operates in shadow, the Concordat is a place of light.

But both share the exploratory spirit. Where Emperor Alexius is dragging his feudal empire into a new age of renaissance and exploration, the Human Concordat is engaged in its pacifistic mission to reunite humanity (and using that term to not only include humans, but all intelligent species). The exploration of the Empire is a renewal, the exploration of the Concordat is a cleansing. The exploration of the Empire is focused on the individual and self-improvement; the exploration of the Concordat is focused on society as a whole and unified improvement. There is a difference of means, but not ends.

In choosing to add the Human Concordat to an existing campaign, or starting a new campaign using the setting, it is important to remember that you are shifting the focus and feel of the Fading Suns game. In doing so you will find that the Concordat, although changing the feel of the setting, also complements the Empire. Use not only the thematic similarities, but also the thematic dissonances between the Concordat and the Empire to your advantage in designing and supplementing your campaign.

Reflections on the Human Concordat


Human Concordat - An Alternate Setting for Fading Suns

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MORE WORLDS OF THE CONCORDAT

Altrua is also known as the “Homeworld of the Anima”. Much persecuted during the time of the Second Republic, the Anima discovered a jumpgate code to an uncolonized world. For nearly a hundred years it served as a secret gathering point for them – a place of safety and acceptance. Then, during the Fall, violence against Anima forced many to flee to Altrua. As their planet was threatened by discovery they sealed their jumpgate. Eventually contact was made with the Human Concordat, and the culture of universal acceptance and emancipation was extremely attractive to the historically oppressed Anima.

 Human Concordat - Tempest

For unknown reasons the terraforming engines on this planet were calibrated to create massive equatorial hurricano storms. These storms, constricted by the terraforming engines, do not effect the northern and southern hemispheres, who have formed separate governments, each of which is represented in the Concordat.

 Human Concordat - Entreri

This alien homeworld was undiscovered at the time of the Fall. Later discovered by the Human Concordat, the complete and unadulterated freedom the Entreri have enjoyed as members of the republic is an excellent example of the Concordat’s tolerance. The Entreri themselves are extremely intelligent, telepathic, over-sized rodents with opposable thumbs. Famed for their curiousity they have popularly been nicknamed “raccoons”, a name which they seem to embrace wholeheartedly.

Human Concordat - Colony

Established at the very end of the Second Republic, the terraforming engine on Colony was never finished. Largely desert the planet’s population is centered in a huge biosphere near the equator. The planet has become a center for the study into terraforming technology – the one true secret which remains, as yet, unmastered by the Concordat scientists.

Human Concordat - Binary

The world of Binary, as the name implies, orbits two stars. This notable feature meant that Binary managed to establish itself quite successfully as a tourist trap. From these roots Binary quickly grew, and is now considered the entertainment capital of the Concordat.

 Human Concordat - Seven Pearls

Also known as “The Chain”, the seven worlds of the Seven Pearls are most notable for their arrangement in jumpgate travel – strung out, one after the other. They are Lyonesse, Leicester, New Salisbury, Exeter, Cambridge, Suffolk, and Carlisle. The Seven Pearls have developed a certain homogeneity of image, despite the fact that they are politically quite separate. Since they have joined the Concordat, they have become known for their financial and political power.

Human Concordat - Hinterlands

Like the Empire, the Concordat has also been forced to deal with barbarian worlds whose jumpgates have reopened onto their space. The four worlds Norjken, Rampart, Bastion, and Owre are collectively known as the “Hinterlands”, providing a military buffer between the various barbarian powers and the Concordat. This was the acknowledged “frontier”, and is popularly known as a rough, dangerous place with a slightly uncivilized edge.

 Human Concordat - Geneva

Centuries after Sartra’s reforms brought the Concordat out of the Dark Ages contact was again made with the Vau when the planet Geneva was rediscovered. Today Geneva has lived up to its namesake by being the primary seat of the diplomatic efforts between the Concordat and the Vau. Although the Vau are still withdrawn from human affairs, their relationship with the Concordat is far more cordial and refined than it has ever been before in human history.

Go to Part 5: The Concordat as Campaign Setting

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