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06:01, 10th May 2024 (GMT+0)

Setup, Stage 1.

Posted by MageKingFor group 0
MageKing
GM, 1 post
Mon 9 Dec 2019
at 09:38
  • msg #1

Setup, Stage 1

Here is where players will collaborate to flesh out the planet Sarnath, it's solar system and government, and any other aspect of the game that is not related to characters.

You have a few starting constraints:

  1. There must be a Protectorate Fleet, suitable to your status as a Fringe World, and its nature will determine hidden details about the state of the rest of the galaxy. For example, the less powerful the fleet, or less capable the commander, the more urgently competence and firepower are needed elsewhere.
  2. Factions cannot reference real-world political parties, or have names that imply an agenda. Faction relationships will be determined at a later stage.  No two factions can be diametrically opposed, as opposition in this setting is determined by history and demographic, not agenda, so do not label your factions by agenda. You don't have Gun Nuts vs Peaceniks, you have Xavier's School Alumni vs Teamsters Local 57.
  3. All resources and facilities will be controlled by at least two factions each.  Faction ownership need not make any sense to casual observers. Keep in mind that establishing which Factions mutually control a resource establishes them as political equals.
  4. As a group, you will pick one (1) resource or trade good which the system relies on as an export.
  5. All other resources or trade goods, the system relies on imports to meet their needs at the beginning of the game.


We will begin with each player posting two unrelated details about the setting, either modifying existing details or establishing new ones. Resources can be declared, but we will vote later on which resources are Exports or Imports, and whether they are Major or Minor. Factions can be declared, and you can specify ownership, but we will likewise wait until later (after Char Gen, most likely) to pick their allegiances and agendas. We'll go in rounds, probably no more than 3.

Next, we'll discuss the resources.

After that, we'll borrow from other sci-fi political games, and divide 42 points across the government's budgetary aptitudes:

[] Construction and Engineering
[] Research and Development
[] Economy and Trade
[] Diplomacy
[] Espionage and Counter-Intelligence
[] Stellar Warfare
[] Planetary Warfare

Bear in mind that, unlike the games I am borrowing many rules from, the government represented by these numbers is not controlled by the players as a whole. In some ways, this government will be your opponent, and in other ways it will be an ally.

After this, we'll move on to Stage 2, where we will flesh out the Factions, the Mage Families to which your characters belong, and your characters themselves.

In Stage 3, I will present The Plot Twist, and players will decide how they discovered it without dying.
This message was last edited by the GM at 09:39, Mon 09 Dec 2019.
MageKing
GM, 2 posts
Mon 9 Dec 2019
at 09:43
  • msg #2

Setup, Stage 1

I'll get the ball rolling:

1. The Unarcanists are a Faction on Sarnath composed, unsurprisingly, of non-mage citizens.

2. Oxygen is one of the resources we pay special attention to.
Brawny Player
player, 1 post
Tue 10 Dec 2019
at 01:37
  • msg #3

Setup, Stage 1

1. In the early days of the Protectorate, many families rebelled to carve out their own little piece of the Sarneth cherry pie. The planet was on the verge of anarchy more than once, and while numerous of these little power grabs were beaten down, or petered out of their own accord, some of the Houses can still trace their origins to those tumultuous times.

2. The Magenicists are an organization that had formed from mages rebelling against the Eugenicists. With many of their members considering the struggle won after the Eugenicist Wars, they are but a shadow of what they were before House Alexander ascended to the throne, but those that remain are hardliners that wish to see all humans turned into Mages. Opinions differ depending on whom one speaks to, but the general impression is that the House is often suspected of events that may be considered controversial. Conclusive evidence has yet to be found.

(the Magenicists are set up in much the same way as the Mob)
Action Player
player, 1 post
Tue 10 Dec 2019
at 14:16
  • msg #4

Setup, Stage 1

1. Mage By Rights on Sarnath are much stronger than the average in other locations. No one has been able to identify why.

2. The Commander of the Protectorate Fleet that guards Sarnath has been a political appointee rather than a merit based position since it started guarding Sarnath, and not one that is well looked upon by those who have been graced with the position, seen more as a place you go to kill your career than anything else. Despite this, the current commander is actually quite skilled and takes his job seriously.
This message was last edited by the player at 14:16, Tue 10 Dec 2019.
Cryptic Player
player, 1 post
Tue 10 Dec 2019
at 16:52
  • msg #5

Setup, Stage 1

The Savants of Total Enlightenment, largely outside the planet's political jockeying, have been around since the planet's founding, and are the premier   institution for higher learning.

Jacob Randlecraft runs the “Eye from the Stars,” one of the longest running gossip feeds on the planet, who’s gossipmongers have a knack   for getting accurate dirt on inhabitants, in spite of considerable efforts to keep said dirt hidden.
Diabolical Player
player, 2 posts
Wed 11 Dec 2019
at 00:08
  • msg #6

Setup, Stage 1

1. Sarneth is located within a supernova remnant nebula, approximately 150 light years from the nebula's edge. Due to it's location, Sarneth experiences periodic electromagnetic bursts that interfere with mundane planetary communications. The bursts vary in both strength and predictability.

2. 40 years ago, the "3P" metropolitan area was the site of a major insurrection and subsequent slaughter of Unarchanists by the Mage families of Sarneth. 3P, named after the cities Perigord and Po-lean, and Pierrobe, that comprise the Metropol, has been restructured into a free megacity by the rival mage families. Located on the Nexus of several major trade routes, 3P serves as a lucrative neutral ground where free trade and inter-family politics thrive.

Edit: revised nebula's interferences to only apply to mundane planetary communications.
This message was last edited by the player at 12:10, Wed 11 Dec 2019.
MageKing
GM, 9 posts
Wed 11 Dec 2019
at 03:46
  • msg #7

Setup, Stage 1

Clearly need to still write up much of the established setting material. If folks want to modify their first round suggestions after hearing these details, I'm okay with that.

Notes:

All the research notes on the Eugenicists' work was supposedly destroyed during The Uprising, though some suspect the first Mage King of Mars has hidden that which wasn't destroyed.

The only interstellar communication method is through the Runic Transceiver Array, a skyscraper sized building that costs more than several armadas to build, and can only transmit the voice of a single mage to a single other mage standing at the other RTA. Radio and laser tight beams provide in-system comms, and are affected by distance delays (and nebula interference).

A trained Jump Mage with the appropriate runes embedded in their hands can teleport a simulacrum-equipped ship exactly 1 light year in an instant, and then needs to rest approximately 8 hours, or risk a lethal dose of Thaumic Burnout. Therefore, interstellar speeds are determined by the number of Jump Mages working on the ship. A ship with 3 mages (standard for most military ships) could jump 3 light years in a minute, but would then be unable to jump away without turning one of their Mage Navigators into pulp, for at least 5 hours




1. The average life expectancy of a Mage with access to Mage Physicians is 225 years, and Citizens average 60. Both sides of that political issue are quick to point out that these averages are skewed by the infant mortality rates in low & zero G.

2. The Bharat Mining Union represents the interests of asteroid miners and associated off-planet groups.
This message was last edited by the GM at 09:29, Wed 11 Dec 2019.
Brawny Player
player, 5 posts
Wed 11 Dec 2019
at 12:09
  • msg #8

Setup, Stage 1

Round Two it is then:

3. The Forest Rangers are a group of military elites that answer directly to the Council. Their task is to ensure no one is allowed entry into Sarneth's forests, whose genetically modified trees -- a variation of the ones found on Earth -- turn Sarneth's atmosphere into oxygen. While the units were formed during the initial stages of terraforming, the laws regarding them were never recalled, and so the Rangers continue their task.

4. Due to electromagnetic bursts creating a current transient large enough to cause permanent irreversible degradation of components and systems, there are no automated satellites in orbit around Sarneth. Most tasks concerning communication, broadcasting and the occasional 'investigative purposes' are handled by crewed ships stationed in permanent orbit. Because of the added costs, in the poorer districts it is common to find an average of only one or two TVs on an entire street. People from that street will occasionally visit during sports matches, and children gather in that house to watch a kids' program, but overall playing outside is the most common pastime for Citizens. Because of this, despite their shorter lifespan, Citizens ironically tend to be healthier than their Mage counterparts.
Action Player
player, 3 posts
Thu 12 Dec 2019
at 05:27
  • msg #9

Setup, Stage 1

1. The Sarnath value their education to a high level. They have an educational system that is one of the best, serving as a model for other worlds that would otherwise look down upon them. Ample funding ensures that even the poorest locations on the planet are able to provide public education for everyone ages three to eighteen, along with many alternatives such as private academies and homeschooling. After Graduating they can apply for one of the many professional schools for additional technical training, or apply to one of the prestigious universities, whether run by the Savants of Total Enlightenment.

2. The Sarnath Defense Force is a well-organized, well-trained and highly motivated military, especially by Fringe standards. The standards with which the military operates as well as the military-industrial capacity have ensured that the SDF has traditionally been the largest and best-equipped army in their part of the Fringe.
This message was last edited by the player at 05:30, Thu 12 Dec 2019.
Ebullient Player
player, 1 post
Thu 12 Dec 2019
at 17:27
  • msg #10

Setup, Stage 1

1. The Protectorate Fleet being used mainly for counter piracy patrols or colonial policing actions on the rims of space is largely composed of ageing and obsolete classes of ship that have been either deemed unsuitable for use in more active sectors or recommissioned from mothballed ships from the reserve fleet.

2. Non-mage citizens of Sarnath are physically more robust than their mage counterparts with the lower classes often recruited as indentured labour to the mage houses.
This message was last edited by the player at 18:13, Wed 18 Dec 2019.
Brawny Player
player, 6 posts
Thu 12 Dec 2019
at 18:50
  • msg #11

Setup, Stage 1

5. The Sarneth Defense Force is just that -- a Defense Force. During the time Sarneth was plagued with rebellions, the Empire stationed a fleet in orbit around Sarneth to keep the uprisings contained. When the troubles ended, the Protectorate Fleet remained, and under the protectorate charter Sarneth was to have a military force 'of sufficient strength to defend itself'. While technically intended as a minor police force on which Sarneth was to rely for its internal security, this definition has gotten stretched over the years by various hawks in the Council that tested how much they could get away with, leading to the well-trained and -equipped force it is now.

6. The Stargazers are a group of people that believe mankind is not alone in the universe. Named after their tendency towards astronomy and exploration, they see it as their almost religious task to discover this intelligent life. While often mocked for their beliefs, members of the group are always among the first to volunteer for dangerous exploration missions to chart unknown sections of space and find new planets and safe trade routes. Unsurprisingly, they are strong proponents for bigger budgets to fund further space exploration missions.
This message was last edited by the player at 21:19, Sat 14 Dec 2019.
Diabolical Player
player, 4 posts
Fri 13 Dec 2019
at 00:29
  • msg #12

Setup, Stage 1

1. When receiving guests on Sarneth, it is customary to offer to increase the temperature of the abode at night. The tradition started when Sarneth's atmosphere was thinner and lost heat dramatically after sundown. The practice soon turned into a display of affluence and power; posturing via excessive heating, regardless of guest comfort. A whole industry of personal cooling solutions for high society has sprung up (suspiciously quickly) to prevent heatstroke at "balls-hot balls". The corporations have, quite oddly, organized their lobbying and fundraising efforts to effect tangible political representation. Members of the Evening Breeze Coalition answer to the beck and call of these corporations in perfect lock-step. These days practical elites attempt to wrap up business by late afternoon and a true sign of intimacy in the aristocracy is having a warm dinner in a cold hall.

2. Art institutions throughout Sarneth, be they Opera houses, Museums, Theatres, Cinemas, or Music Halls covet the honor of a patronage from La Lignée Illuste. The line of magicians have been demure benefactors of literary and performance arts for generations  and they have quietly leveraged their contributions to Sarneth's culture for their own gain. Secluded box seats, exclusive backstage access, private performances and invites to after-after-after parties are the tools at the disposal for a magician of the Illuste bloodline. In court and legislature,  the Illuste mages are celebrated Orators, weaving in Sarnethan poetry with passionate Rhetoric.
This message was last edited by the player at 14:45, Sat 14 Dec 2019.
Fabulous Player
player, 1 post
Fri 13 Dec 2019
at 13:51
  • msg #13

Setup, Stage 1

1. Geometry is a sacred art form on Sarneth, whether one favours the Baroque or Brutalist extrapolations, the Mystical or Mechanical expressions - or, indeed, treads a line between them as many try to. Recently, a new melded style has arisen, causing quite a stir
2. Fish reared on Saneth are considered a delicacy on most Mid- and some Core- worlds Fish are an important Resource.

GM Note: Remember, after the 3rd round, we're going to pick ONE Resource from the list produced to be a Major Export, with others being critical imports.

This message was last edited by the GM at 07:14, Sat 14 Dec 2019.
Genius Player
player, 2 posts
Fri 13 Dec 2019
at 15:52
  • msg #14

Setup, Stage 1

1. To remain on top of the education system in the realms, regular experiments are made to improve it even further. The latest successful one has been by the Soul piercers' Guild, a faction developing, teaching and using hypnosis and self-hypnosis techniques to help students be in the right frame of mind to study even better. (some rumors exists that the actual goal of the guild is a bit more nefarious than that tough, using mentalism techniques for political gains. But it's just that at the moment ... rumors).

Possible addendum (for the faction political alignment), the Soul piercers intend to make their mark on the diplomatic landscape both on the planet and, if possible, to as much of the galaxy at large.

2. A new form of leisure is currently gaining more and more popularity lately in the form of magically and technologically enhanced lucid dreaming practices. The Dreamscappers Consortium are making a comfortable income out of this, tough the commercial company is far from reaching its cash cow levels yet. (Scuttlebutt is that some military and noble mage[s] kings are interested in this for more than just leisure purposes tough).

Possible addendum (for the faction political alignment) : The dreamscappers are primarly an economical faction. They will try to stir the local political parties in order to get favorable laws passed and fatten their bank accounts.

---------------------

Is it in line with what is expected from this stage of the game? Comments and constructive criticism welcome of course :)

GM Note: Noble Mage is redundant, although few mages will admit that they are a noble class. The Mage King of Mars, Michael Alexander, is the only person who gets to call himself king. The first Mage King of Mars was...rather pointed about that.
This message was last edited by the player at 21:22, Sat 14 Dec 2019.
Fabulous Player
player, 2 posts
Sat 14 Dec 2019
at 15:24
  • msg #15

Setup, Stage 1

3. Each of the Mage Houses bar one sponsors a sail racing team on the Sea of Dunes; it is where they spot potential talent  for all kinds of endeavours
4. There is a genetic flaw in three quarters of the population that makes them especially susceptible to alcohol
Genius Player
player, 6 posts
Mon 16 Dec 2019
at 23:21
  • msg #16

Setup, Stage 1

Ok, trying again for 3. and 4. As usual, tell me what you think ;)

3. There is a strong and very codified structure when it comes to romance on sarneth. Every stage of the relationship being based on "seasons", from the first spark to the eventual dissolution of the couple (either through breakup, which is codified like the rest, or death also codified).

Despite the overall "nice" aspect surrounding it, there is more than a darker undertone of cover manipulation behind this, and more than one mage has used this for political gains (either by forcing to someone to mess up something with the "code", or using said "code" for direct political gains).

I will probably write more about this in the future. For inspiration, I used the "House of the blooded" tabletop RPG.

4. The planet Sarneth is under the influence of strong, yet, incredibly beautiful kind of weather patterns. There are periods where the skies tend to be very clear and where the moon(s) and stars are incredibly visible (which tends to make technological projects advance more smoothly) and periods where, on vast swath of the planets, huge kinds of Northern Lights can be seen (in which case, it's the magic side of things which tends to be easier).

There is a small, yet, thriving tourism industry on Sarneth taking advantage of just that.
Ebullient Player
player, 2 posts
Thu 19 Dec 2019
at 09:04
  • msg #17

Setup, Stage 1

3. Mithrite is an important resource.

4. House Jurvain holds significant financial and economic influence on Sarnath.
Cryptic Player
player, 12 posts
Tue 31 Dec 2019
at 17:46
  • msg #18

Setup, Stage 1

1. While continental  distinctions are hardly in vogue, establishing a planets individual plates and establishing what portions of those plates are above sea level, if a oceanic body is present, is still a major element of cartographers. Thus, eight (8) major land masses have been established and named, which are from largest to smallest:  (1) Soikea, roughly 112.15 million square kilometers, or 43.3 million square miles, and ellipsoid in shape;  (2) Ehdistettyna 36.89 million square miles, or 95.571 million square kilometers, with a shelf extending well beyond that which is typical of such a large land mass, and was  described by Willhelm Adjoiner when first viewing the mass by probe image remarked that it looked like the land masses of south america and africa conjoined; (3) Aurinka, 87.75 million square kilometers, or roughly 33.8 million square miles, and looking like a five point star with one point replaced by a boot;(4) elyanah 66.56 million square kilometers, or roughly 25.7 million square miles, who’s lower portion looks nothing so much as like a pair of hands fingers spread, reaching for Aurinka which is to the southwest; (5) Palella, which is well within the south western hemisphere, and approximately 20.4 million square miles, or 52.84 million square kilometers; (6) Alankelo, roughly 29 nillion square kilometers, or 11.2 million square miles, and looks like a bear skull in profile when seen from space; (7) Loskalan 9.58 million square kilometers, or 3.7 million square miles, this irregular shaped cresent land mass also contains the southern pole; while Lumialan, 5.44 million square kilometers, or 2.1 million square miles consists of the northernmost pole.
2. While those that obtain a physical or mental disability due to combat or to disaster are view in high esteem socially, those born with one are not, and thus great effort is extended to hide this outcome among the wealthy.
Diabolical Player
player, 13 posts
Wed 1 Jan 2020
at 15:36
  • msg #19

Setup, Stage 1

ROUND 3

1. When word reached Sarneth that a magician had reached 200 years of age, a major political movement drew its first breaths. Court was alive with feverish discourse of the infinite, of immortality and it all coalesced around the ambitious energies of Yves Illuste. It was Yves who hosted the great symposium at the the Grand Forum of Po-lean and it was there that Yves who called on his fellow Magicians to create an everlasting golden future. It was at a few minutes past midnight that Yves announced his dynasty's intention to create The Enlightened Society of Eternal Perfection, which was met with uprourious applause. The society rapidly grew in popularity and dominated all levels of magician society. Soon Sarneth entered an era known as the "Age of Perfection". Massive social, infrastructure, cultural, and artistic improvement projects were put into motion to perfect both form and function every aspect of Sarneth life.  Generous funding was granted as the great magician families were united in the realization that any lasting improvements now would pay dividends within their lifetime.  Ambitious undertakings of hauntingly beauty,  unparalleled efficiency, or ultimate grace were devised in a fever dream of furvor. Gorgeous Aqueducts and bridges, resplendant Universities and Centers of Science, Grand Boulevards, annual faires and festivals, and innumerable efforts towards the beautification of the common people were some of the most anticipated improvements. However, the progress was unsustainable. Ornate and decadent constructions began to hemorrhage money and constant corrections and re-evauations in the pursue of perfection delayed implementation of social programs for years. An economic crash generated a wave of pragmatism and fiscal conservatism and the Society fell from ascendancy. Only a handful of the endeavors reached completion and many others were scuttled or otherwise abbreviated. Though, the few relics from the Age of Perfection that were completed to the Societies' exacting specifications are still in perfect operation and incredible opulence, a testament to the foresight and vision of its members.

These days, members of the society are derisively referred to as "Perfectionists", though many of its members wear the name with pride. They are often symbolized by a stylized hour glass, horizontal, indicating a stoppage in the passing of time and stylized in a geometric infinity symbol. They contribute to the eternal deadlock by demanding perfection and classic, timeless aesthetics in every project undertaken, bloating schedules and budgets beyond recognition but resulting in beautiful and impeccable results. Their membership is primarily drawn from La Lignée Illuste, who are raised surrounded by beauty but also count in their number optimistic magicians who yearn for a perfect future and jaded ones who are tired of an imperfect present.

2. Cuttlefish are a resource
This message was last edited by the player at 16:15, Fri 10 Jan 2020.
Brawny Player
player, 9 posts
Wed 1 Jan 2020
at 21:27
  • msg #20

Setup, Stage 1

7. A day on Sarneth lasts roughly 30 Earth hours, leading to a difference in circadian rhythm. travelers between Earth and Sarneth need take care of this detail, as the difference in hours in the day can lead to side effects such as a lack of concentration and some forms of depression until the body can adjust from the forced desynchrony. Likewise, a year lasts about 9 months on Sarneth, with months alternating between 32 and 33 days each for a total of 292 Sarneth days, starting and ending in a 32-day month. These months are then further divided into 8-day weeks. Ironically, measured in Earth days a Sarneth year actually lasts 365 days as well, which planetologists have simply attributed to both planets being within the same habitable zone and comparable orbital pattern. Because of this, most official documents on Sarneth are double-dated, featuring both the Sarneth (marked by 'S') and Earth (marked by 'E') time and date. For example, August 9th, the 221st Earth day, would be equivalent to the (rounded up) 176.8th Sarneth day, or the 15th day of the 5th month. The date listed on official documents would therefore be 221E 177S, with the year being equal for both.

8. The climate on Sarneth only has three seasons per year: A wet season during the first three months, which is then followed by a dry season for the next three months, in turn gradually building up into a third season with hot weather and high humidity during the final three months, before the rains begin again in the first month of the next year when the weather begins to cool again. Obviously, temperatures here are referenced according to Sarneth's standards, not Earth's.
Genius Player
player, 9 posts
Fri 10 Jan 2020
at 21:29
  • msg #21

Setup, Stage 1

My 5 and  6 (for round 3):

5. There is a thriving black market for quite an assortment of highly illegal, but local to the planet, drugs. The most famous and consumed ones are:

A. Sol invictus: "Shine with the power of the sun!" Is the most famous associated with the Sol Invictus' drug pushers. It makes someone physically and "socially" stronger for a short while. The physical aspect substantially increase strength and stamina while the social one make the user both more dominant and charismatic. Unfortunately, it tends to fluke way more than people would care to admit and, with too much use, can turn someone either into a full blown psychopath and incite murderous rage. Needless to say, highly illegal...

the drugs here are just proposed as an example, feel free to suppress, add or modify them.

B. Ambrosia: "Dance with goddesses and the gods for a while." A really powerful hallucinogenic laced with magic. It draws from the user psyche to invoke the absolute most paradisiac scene they can think of ... and populate it with being no less divine looking. In addition to the usual visual aspect, the hallucinogenic can actually trick other senses as well ... in effect, people actually believe what they are experiencing through sight, touch and smell.
Sooner or later, the user can no longer stand to "stay in the real world" and, at the end, feel obsessed about taking a voluntarly lethal dose ... to stay in that heaven forever it seems. Deadly and illegal.

C. Spike: Allow the user to laser focus their mind on a specific task. Compared to the other two, the effects are much more discreet and not as lethal. In fact, there are quite a lot people discreetly using it to boost their job performance and hope to let go of the drug after earning enough money to retire. The overwhelming majority of them don't ... and, in fact end up needing to use "Spike" to perform normally rather than better ... if the addiction is not treated soon enough, the body starts to reject the drug violently, pouring through the eyes and ears. Death of brain aneurysm soon follows. A favorite regular topic for news (visually impressive after all).

2. Speaking of drugs and due to the corrupt nature of the local government, while, officially, the ruling mages strike hard on dealers and cartels, unofficially, they accept bribes from some of the most powerful ones. In exchange of getting rid of the concurrence of course! The Diamond network is currently the most powerful one among them and it has the largest number of mage official being bribed and influenced.

That being said, the network thinks they are getting the world rid of their weakest elements and, for those they consider strong, sometimes show uncharacteristic generosity for a drug cartel, paying for medical and education fees. Of course, they often use this altruism to recruit or bribe rising stars but, still, there is a surprising genuine aspect to this as well.
Cryptic Player
player, 17 posts
Sat 11 Jan 2020
at 04:33
  • msg #22

Setup, Stage 1

round 3:

1. The legal system is guilty until proven  innocent. This system was popularized after the legal analysts on earth revealed that large sections of Earth's national bodies utilized it for a long period of time, and rather successfully, thus, making it a useful system for criminal proceedings.

2. Defense lawyers have the highest suicide rate of any profession.
Fabulous Player
player, 5 posts
Sat 11 Jan 2020
at 06:43
  • msg #23

Setup, Stage 1

And Round 3 from me

5. Each Mage House contributes a single vessel to the fleet, a remnant of older laws that requires they crew it and maintain it, and risks much if they cannot. Some smaller Houses have been forced into their present political positions by maintaining a single fighter in the bays of larger House's carriers
6. Keeping the inks required for runic tattoos "neutral" requires them to be crafted and kept by non-Mages and the Inker's Guild occupies a privileged position among citizens
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