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Imperium Romanum - A fantasy campaign


OddHat

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Re: Imperium Romanum - A fantasy campaign

 

Unfortunately this argument is nonsense. "China's technological progress" never "effectively ended".

 

It was outstripped by European "technological progress", but mainly because the latter got there first. In any case, China is catching up quite nicely, and may well regain its technological advantage over the last century. Given that the European advantage has only existed for about three hundred years, that puts it well and truly into the category of historical accident.

 

Thing is, what China's doing now is based mostly on adopting all of the west's scientific and technological advances -- can you name one important Chinese advance since moveable type and gunpowder? It's not PC to say so, but China really did come to a near standstill technologically for several centuries. Modernity vs tradition -- they choose tradition for a long time. Prime example: ordering an end to all ocean exploration.

 

As for passing the west...that's going to depend on a myriad of factors -- reactionary forces may still take hold in China; or their relatively good relationship with the west may sour, stunting their economic growth.

 

Anyway, my point is that it's far enough from nonsense that it makes a prefectly valid element for a fictional alternative-history setting.

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Re: Imperium Romanum - A fantasy campaign

 

Anyway, my point is that it's far enough from nonsense that it makes a prefectly valid element for a fictional alternative-history setting.

 

It's an idea far enough from nonsense that it's discussed and debated in textbooks, courses and papers on Chinese history and culture. Unfortunately, this thread on a fantasy campaign is now turning into an NGD style debate.

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Re: Imperium Romanum - A fantasy campaign

 

can you name one important Chinese advance since moveable type and gunpowder? It's not PC to say so' date=' but China really did come to a near standstill technologically for several centuries. [/quote']

 

Actually, it is "PC" to say this. It's just not true.

 

Chinese agricultural productivity increased steadily all the way up until the early 20th Century, when it began to stagnate under the impact of war and foreign occupation. In an agricultural society, things like rice yields are major technological indicators.

 

The Chinese method of smelting zinc was adopted in Europe in the 18th century. The Chinese also pioneered the use of explosives in mining. There were substantial innovations in porcelain manufacture, agricultural processing, printing techniques, and a bunch of other stuff.

 

But none of this is relevant to this setting, so why are you making a song and dance about it all?

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Re: Imperium Romanum - A fantasy campaign

 

Attitudes towards Magic

 

(Please note that the following deals with doctrines, attitudes and organizations in a specific fictional setting. Real world doctrine differs.)

 

Social class, role and culture have as much or more to do with how a user of magic is viewed than the type of magic the user draws upon. Young people displaying magical Talent are generally pushed into joining a Mystery Cult, monastery or nunnery by frightened parents, or handed off to a traveling magicker. Slaves displaying such talents will generally be sold to a temple or monastery as early as possible.

 

Less than one person in a thousand has the potential to reach the White, doorway to the Black and Green. While any person of sufficient will and wit can make use of a Heaven or Hell Stone, such stones are exceedingly rare and valuable. The great capitals of the empires may boast several hundred magickers, but a small town or village is unlikely to have even one. The majority of priests, monks, nuns, and shamans have no magical Talent, though the percentage of those magically gifted is higher in the clergy (due to active recruitment) than in the general population.

 

Buddhist and Taoist monks and nuns with the Talent, as well as Mystery Cult priests and priestesses, are generally able to use magic without fear of social stigma at any level of society. Rich and poor alike turn to such miracle workers for guidance, protection, healing, and assistance with daily life.

 

Buddhist doctrine teaches that the use of magic is a distraction from the path to enlightenment, but in practice Buddhist clergy are willing to make use of the White and some aspects of the Green and Gold in the service of those in need (in accordance with the doctrine of reduction of suffering). A secret temple in Bod, the seat of world Buddhism (called Batai in the Imperium and Xizang in Shen Zhou), is said to house great stores of Heaven Stones. While Buddhist doctrine is pacifistic, in practice monks and nuns will when necessary use magic in self defense, ideally by avoiding or defusing conflict. Use of the Red is unacceptable, almost blasphemous in the eyes of the Buddhist clergy; expulsion and the loss of all rank and position are the least consequences a Buddhist monk or nun might expect if his or her use of the Red became known. Buddhist magickers are highly regarded throughout the empires.

 

Taoist doctrine views the use of the Talent as natural, though excessive use of magic interferes with the return to the One. Still, Taoist masters are more likely than their Buddhist counterparts to make casual use of the White, Black, Green and Gold. Taoist magickers generally despise the use of the Red, and actively oppose known sorcerers. Common folk and nobles alike tend to be wary of Taoist magickers, and at the same time are likely to seek them out when in need of magical assistance.

 

Mystery Cults embrace the use of magic in all its forms. In particular, the cults of Mercurius and Trivia attract large numbers of talented as disciples, and are extremely influential in the affairs of the Imperium. Many of the old Patrician class see the mystery cults as a necessary counterbalance to “foreign” religions, while the Plebs view magickers of the Mystery Cults as less approachable and more dangerous than the more restrained Buddhist clergy.

 

Secular magickers are not unknown. Faithless, failed or renegade priests, monks, nuns or priestesses may turn their Talents to profit, and there have always been those outside of organized religion who pursued magic. Magically talented priests and priestesses of the religions of subject peoples are found in the provinces, and moving quietly through the great empires ministering to their scattered flocks. Without societal support, these magickers are extremely vulnerable to accusations of sorcery.

 

Sorcerers are feared by commoner and noble alike; use of the Red leads to madness, murder, and worse. Despite this, the lure of easy power is too much for some to resist when given the opportunity to possess a Hell Stone. Many will point out that the Red can accomplish great good in the hands of a self disciplined user, and that the Totun empire has survived for centuries beneath their Blood Priests. Such protests rarely convince experienced magickers, and almost never convince the common people. Only the most arrogant, ignorant or corrupt are unconcerned by sorcery. Most sorcerers will conceal their true nature as long as possible, passing themselves off as followers of a more widely accepted magical tradition.

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Re: Imperium Romanum - A fantasy campaign

 

Mystery Cults embrace the use of magic in all its forms. In particular' date=' the cults of Mercurius and Trivia attract large numbers of talented as disciples, and are extremely influential in the affairs of the Imperium.[/quote']

 

Hmm... The absence of a Persian empire means that the Magi are presumably weak (but are likely to still exist). The Mithras cult may or may not be prominent - being related to Zoroastrianism was something of a political liability - but sun cults of a similar nature are likely to be around.

 

The obvious question: what cults are prominent in eastern parts of the Imperium, like, say, Syria?

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Re: Imperium Romanum - A fantasy campaign

 

But none of this is relevant to this setting' date=' so why are you making a song and dance about it all?[/quote']

 

Um...me? Perhaps you should go back and look at who exactly started this tangent. I'll give you a hint, it started with "Unfortunately this argument is nonsense."

 

Forget it.

 

 

Anyway, Oddhat, please, keep going. I really like what you've shown us so far.

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Re: Imperium Romanum - A fantasy campaign

 

Campaign Specific Powers

 

The following powers are designed and priced in ways that make sense for the Imperium campaign setting. They may be over or under priced or powered for other campaign settings. The text may use terms and assume a cosmology specific to the Imperium setting. GMs should feel free to revise accordingly. Information only relevant to the Imperium campaign is preceded by the term “Campaign Note”.

The Sight

Campaign Note: Virtually all true magickers possess the Sight; it’s often the first Talent a young magicker displays. The degree to which a magicker is able to make use of the Sight varies. The default is as follows:

 

Detect Magic and Spirits (Mystic Group), Sense, Range, 15 points

 

The ability to sense Auras is also common (add 5 points). Some magickers are able to view the horrors and wonders of the Void directly, without leaving their bodies (add 5 points).

 

New Power: Astral Projection {STOP SIGN}

 

This represents the ability to separate the astral body from the physical body. When the astral body departs, the physical body remains behind. The physical body is effectively deeply unconscious; it can take no actions, and perceives nothing. Injuries are shared by both forms, and (by default) are visible on both forms (they share a single BODY total). If the astral body fails to return, the physical body will eventually die as well (providing water and nutrients will delay death).

 

Campaign note: For the purposes of the Imperium campaign, the terms astral body and spirit are assumed to be synonymous, and to refer to a non-physical body containing an individuals mind and soul.

 

Astral travelers are always able to find their way back to their physical bodies, so long as those bodies still exist, traveling at their normal movement rate (see below). Powers directed at the mind or spirit will affect astral travelers; the ability of astral travelers to affect the physical world varies (see below). By default, an astral traveler travels at the rate he would normally be able to run, but many conscious astral travelers can fly (see below).

 

Campaign Note: Astral travelers may choose to wander in the Near Astral, Dreamlands, the Mists, or the Void. Scholars debate the relation and nature of these worlds, arriving at increasingly complex cosmological models, but to the traveler these models are rarely useful. No physical goods or materials accompany them in their travels, save those they have invested with their essence (paid character points for).

Astral Projection: Costs

 

Being able to leave the physical body and project into one alternate dimension defined at the time the power is purchased costs 22 active points. The traveler arrives at a location corresponding to that of his physical body. In the case of projection into the physical world, the traveler emerges next to his body. Being able to travel to any dimension "bordering" the Astral (GM's call) costs an additional 20 points.

 

Being able to fly at a speed of 6” when Projecting costs an additional 3 points.

 

Being able to teleport instantly to any location in an accessible target dimension, so long as that location is known, costs 3 points.

 

By default, the Astral Body may only be perceived by characters in the physical world using an appropriate Detect or possessing transdimensional senses. An Astral Traveler may not perceive the physical dimension in which his body resides, though he may perceive any other dimension he is able to visit. The astral body is effectively insubstantial, able to pass through solid objects without harm and intangible to physical or energy attacks (see below). To see and hear the physical world while in Astral Form costs 10 points; this is referred to as Astral Perception (see below).

 

The Astral Body may be affected by EGO powers, powers that affect desolidified objects, and the attacks of other Astral Travelers, Ghosts or Spirits. If the character has purchased Astral Perception, he may use EGO powers and powers with the Transdimensional advantage on targets in the physical world.

 

Astral Projection, like Extradimensional Movement, costs END only to activate.

 

Cost Summary:

The ability to use Astral Projection to reach one alternate dimension: 22 points

The ability to Project to any alternate dimension: +20 points

The ability to fly at 6” while Projecting: +3 points

The ability to teleport to any location in a target dimension while Projecting: +3 points

 

Final Power Notes: As should be clear, this version of Astral Projection is a variation on the theme of Extradimensional Movement, as well as Enter the Macroverse, Speedzone, and Mindzone. Like these other power, this power fills a roll in a specific setting but may be unbalancing in others. GMs should exercise caution accordingly.

 

Campaign Note - Worlds accessible through Astral Projection:

The Dreamlands are the individual worlds that rest within each human mind, and the consensual world formed from similar dreams or the dreams of those who are emotionally linked. Spirits claiming to be gods and demons may be encountered in the dreamlands, and indeed vast regions appearing to be heavens and hells are under these spirits control. Each region in the Dreamlands has a reality level, determining both how real the region appears to be and how difficult it is to change using PS: Lucid Dreaming. Dreams maintained by a single mind are considered to have a Reality Level of 8-, with each doubling of the number of minds maintaining the dream increasing the reality level by 1. The minds of powerful spirits or magickers may contribute more to the reality of a dreamland than the minds of untrained dreamers. As an example, the dream of a single child may have a reality level of 8-, the dream of a trained dreamer a reality level of 11-, the dream of a forest shared by several hundred dreamers a reality level of 14-, and the dream of the Celestial Court, shared by many thousands of minds, including the minds of powerful spirits, a reality level of 24-. To change a dream real requires a contest of skills Lucid Dreaming versus Reality Level. A success by 1-2 is sufficient for minor changes (leaving the dream, changing minor background scenery), a victory by 3-4 allows major changes (introducing a character, adding or removing foreground elements) and a victory of 6 or more can completely change the dreamscape. Navigation in the Dreamlands requires AK: Dreamlands.

 

The Mists lead to the past, the future, and to strange, alternate worlds. The first danger of the mists is that the pasts and futures they lead to are not necessarily the pasts and futures of the traveler’s own world. The second is that the traveler has no guarantee that he will be able to find his way back to his own time, place and body. The third and most serious danger comes from the creatures that lurk within the mists, creatures that may take and rend the spirit of the traveler, or follow him home. Despite these threats, the mists call strongly to magickers. A skilled navigator of the mists has access to secrets, guidance, places of mystery and power. Navigating successfully to a specific true vision of the past requires a roll versus AK: Mists, at -1 per step on the time chart. Success lets the traveler view but not interfere with events from the target point until he chooses to return to the present. Failure by 1-2 will lead to a vision that comes close to the truth, while failure by 3 or more will lead to a vision of the past that, while possible, does not correspond to the truth of the matter. Trips to the future involve observing multiple possible futures until the most probable becomes clear. Again, roll versus AK: Mists. Success by 1-3 will reveal what the GM believes to be the most likely future. At the GMs option, success by 4 or more will reveal a future where all events actually observed are guaranteed to occur. Failure by 1-3 will reveal a future that is possible, while failure by 4 or more will reveal a future the GM considers highly unlikely to occur. Again, a mist traveler may observe, but not interfere with, these possible futures. A traveler seeking alternate worlds must describe his target. The GM will then assign a difficulty modifier to the AK: Mists roll of 1-2 for worlds he considers similar to the travelers own world, 3-4 for dissimilar but probable worlds, and 5 or more for highly dissimilar worlds. While a mist traveler may not interfere with such worlds, he may attempt to return later using an appropriate Gateway. Returning from the mists to the body requires a successful AK: Mists roll at the same penalties as those suffered on the outward journey. Success returns the traveler in Phase 12 of the Turn in which he departed. For each point by which he fails this roll, he will return one step down on the time chart. This may potentially result in the traveler failing to return before his physical body dies. The creatures of the mist are left to the GMs discretion; critical failure by a traveler navigating the mists is likely to attract malign attention.

The Void is the world through which the souls of the departed must pass on their final journey. Descriptions vary, but features commonly reported include the Path of Black Sands, the River, and the Gate. All else is highly mutable. No violence may take place on the Path of Black Sands, and no magic will function. The Path is followed by the souls of the dead on their journey to the gate. At the gate wait the Blessed Ones, those who have passed and been allowed to return. The Blessed Ones will offer council and comfort when they can to the souls of the departed, urging them to pass the gate and take the ferry across the River. The Blessed Ones will not speak to the living of what lies beyond the river, and as they stand upon the black sand they can not be forced. When a rare living soul reaches the gate, the Blessed Ones will urge him to return to life. Departing the path exposes one to great danger; the souls of men and women who depart the path assume forms that are often monstrous, preying upon one-another endlessly, even destroying each-other. Powerful kings and magicians, self proclaimed gods and men of great will have carved out hellish kingdoms in the void, feasting on meat without flavor or the easing of hunger and drinking wine without drunkenness or the easing of thirst, refusing to pass beyond the gates. Travel within the void along the path requires no special skill. Reshaping a segment of the void beyond the path requires an Ego roll. When two minds struggle to shape the same segment of void differently, the roll is Ego versus Ego. Additional minds may lend support, with each doubling of the number of minds adding 1 to the leaders Ego roll. No amount of reshaping of void stuff may interfere with the Path of Black Sands.

 

Astral Perception

 

The user of Astral Perception can see and hear into the material world while in the Astral Plane. This power must be purchased by users of Astral Projection who wish to perceive and interact with the material world. Real Cost/Active Cost: 10 Points.

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Re: Imperium Romanum - A fantasy campaign

 

Long time ago I was thinking to design a campaign based on the old world (Rome, Greece, Tartessos…) and this thread is animating to me again.

 

What I have read of Imperium Romanum it seems to me a great work.

 

Well done! :)

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Re: Imperium Romanum - A fantasy campaign

 

Please post a comparison/contrast of the Mists VS the Astral Plane. :)

 

The Astral Plane overlaps with the material world. It is sparsely populated, mainly by lost souls and spirits. Its geography roughly matches that of the material world, minus those changes made by man. Illumination is constant, even, and without any visible source. There are no shadows, and the moonless sky is filled with stars. Save for visitors, there are no sounds. Many visitors to the Astral Plane are able to observe the material world; when they do so, their perception of the astral fades.

 

The Mists are a realm of endless fogs. Constant, distant, meaningless noise and lights disorient the traveler. Travelers may wander through the Mists to explore the past, the future, and alternate worlds. The creatures that inhabit the mists are, generally, best avoided.

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Re: Imperium Romanum - A fantasy campaign

 

. . . No' date=' seriously, Odd -- are you on a Creative Roll, or what?![/quote']

 

I needed a break from Supers, and I've been kicking around ideas for a Fantasy game based on Gemmell for a while, including a brief previous attempt. So, here we are.

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Re: Imperium Romanum - A fantasy campaign

 

I needed a break from Supers' date=' and I've been kicking around ideas for a Fantasy game based on Gemmell for a while, including a brief previous attempt. So, here we are.[/quote']

 

I've heard a bit about Gemmell on the boards here, so I need to read up on him. Can anyone provide a good place to start? Drenai? Greek Tales? Troy? Where should I start? I'm a big fan of low-magic settings, my favorite books at the moment would have to be the Song of Ice and Fire series by George R. R. Martin. Thanks in advance for the input, and sorry for derailing the thread.

 

Oh - and thanks again OddHat for sharing :D

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Re: Imperium Romanum - A fantasy campaign

 

What are you looking at for points? 75+75 Heroic?

 

The introductory story arc 50+50; all characters are 12-17 years old, dealing with a strange event and, in the case of two characters, meeting their respective mentors. Arc #2 will take place 10 years later; characters will gain 100 points to spend on Skills, Perks, Superskills, magic and equipment (if anyone wants to buy equipment). They'll also be assigned 50 more points in disads. Totals will be 150+100. After that, XP gain will be normal.

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Re: Imperium Romanum - A fantasy campaign

 

I've heard a bit about Gemmell on the boards here, so I need to read up on him. Can anyone provide a good place to start? Drenai? Greek Tales? Troy? Where should I start? I'm a big fan of low-magic settings, my favorite books at the moment would have to be the Song of Ice and Fire series by George R. R. Martin. Thanks in advance for the input, and sorry for derailing the thread.

 

Oh - and thanks again Oddhat for sharing :D

 

Well, the Rigante tales are probably his best written, though the two Troy books are also excellent from a craft point of view. The Jon Shannow books are very good if you're willing to mix sci-fi with your fantasy; probably the ones I've re-read most often. The Greek books are good, but don't really stand out one way or another for me. The Hawk Queen and first two Stones of Power books were OK reads but not great. The Drenai series are all winners, but get repetitive; not a bad place to start. Echoes of the Great Song ruled all, and Knights of Dark Renown was strong in concept but not execution. Dark Moon was fair.

 

Heck, read all of them. ;)

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