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| nai_asonod07-25-05, 12:00 AM | Mission Statement: The objective of this creation was to create a vast nation that could be run as a stand-alone setting, or interpolated into a pre-existing setting in which it would fit. Alternatively, it is also designed to be open-ended enough to have a setting built 'around' -and- inclusive of it. And now, I share with you cads the product of two years of devising, tweaking, playtesting and the odd month here and there of dust-collecting (as all good projects wind up doing, at some point). I give you...Imperial Thiermore. Overview History exists in the memories of the aged, within the books of historians, upon the walls of temples and countless other places. Many of these places are obvious, or at the least, much given towards ready prediction. Some remain hidden, unsuspected, for eons: of those, some hide in plain sight. Who knows the truth of the past? Before the dawn of the Empire, before the rise of the Imperial Merchantilists' League, even before the very city of Shessentha itelf was but a humble, coastal village... What was there? What happened to it? Right around two thousand years ago, the Empire was born. Out of the ashes of war, both civil and sectarian, the Reformationists built an empire out of the remains of what the Faithkeepers had built before. In defiance of the godservants, the reformationists had risen up; how many times before the last? Such is not known, for history only accurately exists through the last war, and much of even that has been lost, scattered before the winds of time and change. But who has time for such esoterica in this age? It is an age of refinement, of enlightenment; unarguably a golden age. There are fortunes to be made through the burgeoning, myriad paths of industry, lands to be explored, seas to be successfully navigated, technologies and magics to discover. And if one has so much freetime to think of such far-away things as the distant past, one might as well charter passage on a skyship and scour the lands, known and otherwise, for their answers. So, travellers, which question do you find yourselves asking? Where is it going? ...or where did it even start? The Lands Divided into the sub-continents of Northern Thiermore and Southern Thiermore, the entirety is connected by a comparatively diminutive strip of land, located between the continental 'center' and 'eastern coast'. Beyond the natural division of North and South, the Imperial division of East and West has divided the continent's entirety into Quarters. The Northern Quarters are overseen by the Duke/Duchess of the North, as are the Quarters of the South overseen by the Duke/Duchess of the South. In turn, each Quarter is overseen by a Count/Countess. Each Count/Countess then, in turn, elects or appoints their Barons, who oversee city regions. Imperial titlage and responsibility will be covered in greater detail later, however. The Duke or Duchess is advised to appoint or support an election for a Bar Northern Thiermore's northmost reaches are sub-arctic in climate, foliage, itinerant and endogenous wildlife. Other creatures of less (or more) than 'natural' forebearance make those arctic climes their home as well, as do a good many 'throwbacks to a bygone era'; arctic nomads. Further south, the climate and weather patterns follow the same trends noticable in real-life North American climates; temperate in the general north to sub-tropical towards Central Thiermore. Throughout most of the center of Northern Thiermore, as well as much of it's northmost reaches, little is explored; mountains, great and daunting, criss-cross the central expanses of Northern Thiermore, and while Skyship exploration is both viable and done, it isn't something that is likely to see a lot of official Imperial backing until it is somehow made necessecery. All in all, the North, as with the South, finds most of it's civilization on the edges of the vast continent. Particular to the South's sub-tropic to arid climes are numerous divergant sub-races of human. While there are certain distinctions between the men of the North, those of the South are much more pronounced, visible and profound. This is due, in greater part, to the Southern Thiermorian value of family, the sense of which extends to those of one's own blood and also to those recognized as 'family', who with such recognition are recognized as blood family. Like the North, much of the South's interior is unexplored and thought to be almost entirely inhospitable; desert rife with mountains, great canyons and windblasted gorges swath the interior of the South. A small number of hardy nomad tribes brave these interior reaches, but as far as the Empire is apparently concerned, there's no cause for trying to explore such hostile terrain for most probably no benefit to anyone. More on the eastern side of the South, those inhospitable interiors mesh and eventually turn completely into a rugged expanse of very hardy sub-tropical rainforest, though between these 'badlands' and this rainforest is a range of the tallest sky-clawing mountains in all of Thiermore. However, even for the broad and vast expanses of uncharted, unexplored (or forgotten) wilderness terrain throughout the entirety of the Empire, much of civilization lives, does and dies on the outer edges and preliminary interiors. The People Numerous 'races' of human dominate Thiermorian society, and indeed, the Empire is human in orientation. Varied and easily as diverse as the real-world counterpart examples of humankind, Thiermorian humans form the backbone of society as a whole. Dwarves and Gnomes comprise the bulk of the non-human races of significant presence. In the case of the dwarves, the Empire holds no sovereignity over them, as the Empire and dwarven Kingholds agreed centuries upon centuries ago. The bedrock upon which the Empire is built was shaped, in part, by the might of the dwarves, who fought alongside the Reformationists and, so history tells, did much to turn the tide of that war. This has not been forgotten by the Empire in the centuries since, and to this day, the dwarves are left to their mountains and deep places, as they wished to be so long ago. This is not to say that brisk trade does not exist between the Empire and the dwarven Kingholds, as it does; dwarven-craft goods, armaments and textiles are highly sought after by anyone with an eye for quality; but few in the common masses really know that. Many of the common things Imperials have been using for centuries, that they've come to hold as a standard of quality in some cases, are in fact of dwarf manufacture. It's no secret, and it wouldn't likely be of any great surprise to anyone, but it's so long been a truth that it's long since been taken for granted by the populace at large. The gnomes, on the other hand, have no kingdoms or lands of their own. Neither do they want for any beyond the communities they form, sometimes the entire towns or cities they populate, under the Imperial banner. By and large, the gnomes of Thiermore are quite content to live under Imperial rule. The Empire doesn't treat them any differently than it does anyone, they have the same opportunities as any human, and really, it's neither here nor there to them who's ruling, so long as a fair job's being done of it. What the gnomes do form, since their interests are as social as anyone's but not political, are communities. Some of them no more than a handful of gnomes who've banded together in a familial fashion in some small town, and the fabled Borrough Sector of the capitol city Shessentha, in which some ten to fifteen thousand gnomes are said to have formed a 'city within the city' near the heart of Shessentha itself. While there are very few dwarves that seek or fill any role in Imperial society, gnomes well and truly are afforded the same opportunities in the Empire as anyone else. It is quite common to find gnomes dominating the Imperial fields of scientific or magical research, historical study and many other things esoteric, and the Empire values those gnomes that apply themselves as such; with their far-greater-than-human lifespans, gnomish experts in their given fields well and truly are a wealth of expertise that generations of humans to come may learn under, practice with and benefit by. Never in the history of Imperial Thiermore has a gnome been Emperor or Empress, but neither has there likely ever been one who really wanted to be. Quite often enough, in history, there have been gnomes in most every other position, including Duke or Duchess of the North or South (even both at the same time, on a few occasions). So, there is no fundamental debate as to whether or not the gnomes really are treated as fairly as the vastly more numerous humans; history is quite plain on all counts that it is so. Gnomes who seek such positions are rather scarce, and of those that seek them, those that enjoy them are even moreso. Imperial duties and responsibilities are quite demanding, sometimes even repetetive and boring; not the stuff of Gnomish taste. In the fields of scholorship, however, the gnomes are the respected masters, and as the twenty sixth Emperor of Thiermore once observed, "We men have, and will always have, much to learn from those gnomes that devote themselves to the scholorly trades. They have the time we are not afforded, the genius we only sometimes rival and persistence to match that of we men. Where our strength is the fire of our hearts, theirs is the bottomless thirst of their minds for new lore, new studies, newness in all things; hand in hand, man and gnome can reach far, further than either alone ever could. Let us strive to be good pupils, and good teachers of that which we are masters of; the relationships are one and the same." Where are elves, halflings and half-orcs? There are very, very few elves in Thiermore, and what few there are dwell in the deepest recesses of the Northern interior. Hidden and sequestered away, they remember (even if the Empire doesn't) that they fought on the side of the Godservants and stood for the Divine Right. They lost. For what few elves remain, that war is only a handful of generations in the past; for some few of the eldermost elves, the memories live in their minds, for they were there. As a people, they live as they have ever since Dien-Tor and Arkos scattered them in their victory; in hiding. Secluded, they know little and want to know less of what transpires outside their wild homes, and what little they hear of the Empire's benevolence, they do not believe; they are impossible to convince that the petty, war and hatemongering race of manking could spawn anything of the sort and, ergo, it must surely be a fanciful lie meant to lure them out of hiding. Indeed, many of the eldest elves perpetuate this fear without knowing better, or wanting to. Almost all of those old enough to remember that war have an abiding hate of humanity and especially dwarves, for the dwarves 'betrayed' them. Of gnomes, they aren't so sure. The gnomes were on no one's side, as they weren't fighting anyone at any point. They just kept to themselves, ducked there heads and went on with life when everything was done exploding. As for the halflings...the elves cite the fate of the halflings as all the evidence necessary to condemn humanity forevermore. They blame the humans for the systematic genocide committed against hinfolk, though they aren't -sure- the humans did it. They never did know. For how pitiful the elves consign themselves to being, they are still amongst the most dangerous things roaming the deep Northern interiors, as they are natively hostile to anything human or dwarven. Gnomes, they will abduct and haul to safe places, far from their havens, and have a tendency to consider gnomes travelling with humans or dwarves as captives that must be liberated. Getting them to listen to reason is just about out of the question, needless to say. As for orcs of any kind... They exist, but aren't quite as most settings lay orc out to be. They are not inherent evil, but are inherently barbaric and tend to value strength above all else. The orcs and the elves vie for territory in the norther interiors, and for the most part, are wholly ignorant of there being an outside world beyond the thousands of miles of wilderness they call home. In most cases, the elves and orcs simply avoid eachother, though they must be considered as hostile to eachother, though not often to the point of violence and death; the elves want to be left alone and the orcs want territory and good hunting grounds. There's plenty of space for both well away from eachother, and they all know it. Of elves... In Imperial lands, people know that elves once existed, if only because the gnomes recall them distinctly in history, but they are otherwise regarded as myths and legends. Of halflings... Old gnomish histories would speak of the "hinfolk", but most gnomes wouldn't know what those really were, and no human histories outside perhaps the anals of the Empress' palace itself would likely reference them. There simply are none left, or, at least, none that have at all been seen, documented and made known. Or orcs... Most Thiermorians would be as shocked to learn of orcs as the orcs would be to learn of them. So far as either race thinks, they're about the only thing around (though the orcs know there's elves, they just don't know about humans, as they never wander that far...or survive to come back and talk about it). Other species... Many species of animal and monster alike dwell throughout Thiermore; it's simply too huge a place to ever be truly free of such threats, especially considering that the interiors of both the north and the south have never been fully explored, are barely documented even in part, can only be traversed with the utmost in care...and as such, a great many things live out there that most Thiermorians would scarcely believe to exist. Indeed, the existence of ogres and giants would shock some Thiermorians to fits, but they're out there. Sometimes, things of that general order even wander all the way out to Imperial territories. Some few set up 'shop' and take a liking to what they find, and of those...most need dealing with, at least on some level. The Empire More a Republic than an Empire, the Empire is a complex miasma of politics that, in it's two thousand year existence, has clearly defined and relentlessly pursued a primary objective; Peace and Prosperity for all. But that is far from the only objective the Empire is built upon, though it is the first and foremost. A bit of History Two thousand years ago, the Dien-Tor and Arkos lived as men; Reformationists who defied the crushing will of the Godservants and, as leaders of the Reformation uprisings, led their fellow reformists in battle. When the final victory was won over the Godservants and the very gods themselves, it was Dien-Tor and his right hand Arkos who founded the Empire, who built it out of the dreams of their fellows, upon ideals chosen based not on might, but upon wisdom. In their hearts; engraven into the foundation of Thiermore; is the desire to live free. Free of divinely inflicted 'fate', free of divine judgment; the freedom for all to live in peace and harmony, free of the machinations of those great beings that, for countless spans of time immemorial, held all mortal peoples as pawns in their grasp. Not 'was'; Is. Dien-Tor and Arkos live, in a fashion, to this day. Their bodies have long since been cast aside; now, as it has been since the time of their bodies' passings, their spirits dwell in their two great weapons. Dien-Tor is housed in a fabulous, gleaming greatsword of inestimable quality and empowerment; the very blade he, himself, forged and wielded ages ago. Arkos, forever his best friend and general, is housed in the massive whitesteel spear, which Arkos had, himself, crafted and wielded in that same bygone age. Ever since their spirits passed into the very weapons they bore in life, Dien-Tor and Arkos have remained with the Empire they forged, guiding the hands of the Dark Knight; the chosen Bearer of Dien-Tor; and the White Knight; the Chosen bearer or Arkos. These bearers change with the passing of their lifetimes, and when one dies, another is chosen by the respective Living Weapon, but never do Dien-Tor or Arkos rule. Their bearers are the defenders of the Emperor or Empress, and the Empire as a whole. The purpose both Dien-Tor and Arkos chose for themselves in their perpetual continuance has been, as it remains, the continuation of the ideals upon which the Empire was initially built, for Dien-Tor and Arkos were not fools. Wise to the failings of men as they both were, Dien-Tor and Arkos both knew that their lives would not last; indeed, the very things they had built in life would be torn down by their successors. The Godservants would rise out of those ashes, for the Gods could never truly be gotten rid of, and so long as they eternally persisted, so too would their servants rise, and they foresaw the crumbling of all they had fought for, that so many had given their lives to acheive. Men, they and their councils agreed, needed the examples of that age to survive in perpetuity; to be as gods in eternal persistence, but never as gods in might or whim. This, they mulled over, faced with the daunting question of "How can one live as a man, in the service of men, as an example to all men, with the eternal life of a god... without being a god? How can we ensure the continuation of these beloved acheivements without becomming the very things we have defied and defeated?" Their answer came, and into their weapons were their spirits melded. From that day forward, Dien-Tor and Arkos have only occasionally found the need to actively re-establish the examples they long ago set, to reignite the memories of just what the Empire truly was about, and just why it was formed. As artifacts of the highest order, Dien-Tor and Arkos are virtually impossible to destroy, though attempts have been made from various sources through the centuries. Ultimately, they are seen as the anchors of the Empire itself, mooring it firmly to both the ideals upon which it was founded and the methods by which it was made to work in the first place; organizing an empire the size of Thiermore while actually acheiving it's ideals is a supremely epic accomplishment. Statistics for Dien-Tor and Arkos will be given in later entries. The Imperial Government As can reasonably be expected, a government the size of Imperial Thiermore is a whole lot of politics, ranging from the provincial to the Imperial Court itself. The efficiency of Thiermore is the stuff of legend; that it maintains it's efficiency despite human failings, survives the invariably constant stream of seeded corruption throughout it's ranks and otherwise stands both tall and robust as it ever has is a testament to the dilligence of several things; Dien-Tor and Arkos, foremostly, maintain a constant (if often silent) presence that, in and of itself, does much to deter a great deal of the corruption, instability and partisanship that would otherwise spring up six times a generation. The Chancellorship and the Grand Council of Bishops serves also as both the imperial police force and internal affairs authorities, respectively. The Chancellorship: Fundamental to the integrity of the Empire is its ability to foresee and act upon outside threats before they strike. This is the basic duty of the Chancellorship. In whatever setting Thiermore is introduced to, the Chancellorship will be thick with those who are often trained as wizards, assigned to dilligently scour the world over in very discreet fashions for all that which might threaten the Empire and it's people. Ultimately, if such threats as that are located must be dealt with, that too is the secondary function of the Chancellorship. The Grand Council of Bishops, on the other hand, are the arbiters of internal affairs; the enforcers and overseers of Thiermorian political agendas. Secondarily, they perform the same functions as the Chancellorship concerning internal threats; discreet monitoring of that which is questionable, and when necessary, the covert (or overt, as they deem suiting) obliteration of that which constitutes a genuine threat. Neither of these two political branches, however, are primarily militant. Rather, that is the function of the Imperial Military. The Military, like many realworld counterparts, is more a society unto itself than merely a huge number of people put in once place and taught how to kill things. Where all Thiermorian youths are afforded Imperial education, free of charge, the Military is one of the biggest reservoirs into which those youths eventualy pour their talents. Advanced education, combat training and countless other fields, ranging from the semi-domestic (city guard stationing) to the strictly Militant (strike team operations in the Interior to hunt down a Governor's assassin, for example), the Military is a constant presence in Thiermorian life, and in many cases, a welcomed presence. A great many who go into the Imperial Military do so for the education it provides; once they have learned all they wish to, and served in the capacities they signed on to serve in, many people go on into civilian life with real experience and real ability to pursue their heart's desire with. Careers in the Imperial Military are equally promising, as there's virtually no aspect of anything from exploration to inquisition to defense to arcane research that the Military is no at the fore of, including advanced Skyship captaineering, research and developement. As such, about a third of the adult populace can be considered to have Military training; basic combat abilities, solid education and familiarity with efficient organization being marks of this training. Active military personnel can vary in skill and ability as wildly as any classic 'adventurer'; indeed, many who might otherwise have (in other settings) ran off to be adventurers wound up in the Military in Thiermore, doing much the same as adventurers do in other settings (though with a significant rank and file presence introduced). Titles and Responsibilities Emperor/Empress: The recognized leader of the Thiermorian Empire has much responsibility, as s/he personally oversees the Council of Quarters, the Merchantilists' Council, the Military Council and the Arcane Council. As the chairman/woman of the Imperial Council, s/he is often the final word on all that which transpires empire-wide in any political arena. It is a highly demanding position that requires the Emperor/Empress to also keep abreast and informed of all these myriad goings-on. In the event that the Emperor or Empress is deemed inadequate for the position, the Grand Council can vote to depose him or her; normally, the position is life-term, with each Emperor/Empress appointing their successor. Should the Emperor or Empress be deposed, or die without clearly naming a successor, it falls to the High Council to organize an Empire-wide vote. For there to be anyone for the citizens of Thiermore to vote on, candidates must be either appointed or selected; this, at least, is simple. The present Dukes of the North and South are the primary candidates, as are the Counts/Countesses of each quarter. Popular majority votes on the part of the masses, however, can put someone in the Imperial Throne that was in none of those positions, though such is rare. When that does occur, it is typically someone very famous and very well known for being capable for that position, at least in seeming. Ultimately, from this very top position on down, the emphasized point of the positions is to serve the people, not to serve one's self. There has never been, and so long as Dien-Tor and Arkos are around, never will be an Emperor or Empress allowed to persist in the position while failing to embrace this and promote it throughout the lesser ranks. Duke/Duchess: As the next-in-line beneath the Emperor or Empress, the rulers of the North and South are, if anything, necessarily busier people than the Emperor or Empress herself is. They have to see to their own affairs, as well as deal with those things that the Imperials councils (which they are afforded a seat on all of) toss their way, as well as having usually personal hands in the economics and affairs of their domains. Dukes and Duchesses, like the Emperor or Empress, may appoint their own successors. Should they be deposed or die without clearly naming a successor, their half of the country is called upon to vote in a new Duke/Duchess. Typically, one of the Counts or Countesses is voted into the vacancy, though it's not too terribly uncommon for someone of lower station to campaign for and win the position. Dukes and Duchess' have military rank-equivalency with Class 2 Military Generals, and may command military forces accordingly, though they're encouraged to do so only in the absence of specificly trained military commanders. Count/Countess: As leaders of a Quarter, this is the rank that most deals with specific affairs of the people. Required to oversee the Barons and Baroness' of the various city regions in their quarters, a Counts and Countess' are (like the Dukes and Duchesses) afforded positions on the Imperial councils, with the exception of the Military council. Counts and Countesses have no official rank-equivalent in the military by virtue of being a Count or Countess alone (though they may hold earned Military rank to any degree or extent, and thus might have a position on the Military council anyway). Baron/Baroness: As leaders of a City-region, which often accounts for hundreds of miles in any direction from their city, Barons and Baroness' excercise some of the greatest command over Imperial economics anywhere in the Empire, if only because they deal with it all first-hand. Like their superiors, a Baron or Baroness is required to oversee the affairs of their regions and maintain a certain measure of order and decency therein, though they are free to establish, modify or alter the applicable laws of their region (so long as they are not changed or modified in defiance of the Imperial Authority) as they see fit. Some Barons and Baroness' choose to take it all on alone, and some fare better for it; some others establish for themselves large commitees, appoint city governors and convene councils of regional merchants, moguls and V.I.P's. Barons and those of lower rank have no rank-endowed place on any of the Imperial Councils; they are thus encouraged to keep tight communications established with their Count/Countess, who does have such. Failure to do so might well mean that things are decided for their city-region that they had no say in, and if they don't inform their Count/Countess of their own goings-on periodicaly, their own agendas might well get steamrolled. Altogether, they have a great deal of leeway, and the primary demand placed upon them is not to do as -they- see fit, but to do as the people they govern require. This is often the rank in which the most trouble with that is seen, and as such, the people of a city-region are Imperially appointed with the power to depose a Baron or Baroness by a 2/3 majority vote if they really want to get rid of someone who is abusing their position. Typically, the Count/Countess, Duke or Duchess has ousted them by the time it comes to that, however (but not always! Some things are never seen or are heard about too late, and thus, the people are empowered thusly). Governor/Governess: As a semi-constant position, a Governor or Governess may be appointed by anyone of Baron rank on up, or voted by a 2/3 city majority into the position. Typically, this is a rank of prestige and responsibility alike, granted in recognition of service to the Empire, but particularly in recognition of service to a city or town. Some large cities have numerous governors, each governing a city district or sector. Many, however, have just one, or even none. Traditionally, the name of the position says it all; Governors govern the affairs of their city. More often than not, a Baron or Baroness might have the occasional (or even constant) Governor's Council, and any governor has a native place on that council. Only cities with a constant population of 2000 or more may elect their own governors, though a special rule exists for city-appointed governors; their terms are for 1 year only, whereafter they must be voted into the position again. Only if the Governor is appointed by a higher authority is the position permanent, and even if they are appointed by a higher authority, they can still be deposed by the majority vote of their city (which can, as it happens, be called and convened at any time, once per Imperial year). Meister/Mayor: Towns not large enough to appoint their own governors can appoint Meisters, or Mayors, by the same 2/3 majority voting process. While it is not thought of as being an official Imperial position, it actually is, and permanently established (not temporary) governors (or anyone of higher rank) can appoint a Meister or Mayor. Otherwise, town-voted Meisters/Mayors have the same 1 year term as a city-voted governor. The responsibilities of the position are often confined to the town itself, and no official designation is rendered for their actual duties. However, it is an Imperially recognized rank, and Meisters or Mayors are accordingly expected to act in a manner consistent with the Imperial Authority. They are otherwise free to do whatever it was that they were voted in or appointed for. Chancellorship Ranks The Chancellor: As the highest authority of the Chancellorship, the Chancellor's responsibilities are many-fold; overseeing foreign affairs, intelligence, assigning major projects to subordinates, not to mention the day-to-day, month-to-month affairs the Chancellorship invariably has on it's tables. Almost invariably, the Chancellor is an epic-level person with a long, winding history of service to Imperial Thiermore through the various ranks, and one does not get to be the Chancellor without exhibiting extreme proficiency in combat, subterfuge, investigation, wit, guile and near-native familiarity with foreign customs, methods and motivations. A properly rendered Chancellor should be an unsung legend, whom few people know, outside or inside Thiermore, but who knows at least a little bit about most every foreign affair or secret that can be bought, stolen, scried or observed, for that is the Chancellor's essence of business. And as there is no such thing as a full-time desk job in the Chancellorship, the Chancellor is just as often out in the world, doing his or her job, as anyone else. The Chancellor has the same Imperial authority as a Duke or Duchess in military matters; General 2nd Class equivalent; and has a position on all Imperial councils. The Vice-Chancellor: As the right-hand man or woman of the Chancellor and eventual successor to the position, the Vice-Chancellor is typically only slightly less legendary and accomplished than the Chancellor him/herself. As the most trusted, most proven subordinate of the Chancellor, the Vice-Chancellor is often assigned to lead missions on conjunction with those the Chancellor is heading up, or to lead very important 'side missions'. All told, however, the Vice-Chancellor is a highly recognize authority on foreign matters, and when the Chancellor so deems, may speak with the Chancellor's authority on all Imperial councils, though s/he has his/her own positions on all of them as well. Like his/her direct superior, the Vice-Chancellor has military authority, though of lesser stature; equivalent with that of a Brigade Captain. Senior Agent: Agents comprise the majority of the Chancellorship, and the best of them with the longest service get promoted to Senior Agency. Senior Agents are often put in charge of important missions and entrusted with a great deal of autonomy in completing them. As any Senior Agent is in direct command over any Agent, Senior Agents require a tremendous amount of dynamic organization; just enough to keep everyone on the same page, but not so much that it turns into a hindrance. As such, Senior Agents are also put in charge of their own Agency edifice; a structure that they oversee and operate out of as a base for their activities, in which they employ various staffers to catalogue and organize gathered information. Agent: As the bulk of the hands and eyes of the Chancellorship in the world, Agents are amongst the most hands-on and involved of anyone in foreign affairs. As men and women of tried, tested and proven ability, they are both formidable and cunning in their doings- they don't get the position, or survive it long, if they're not. Often, Agents are assigned to lead task forces of Junior Agents on missions of varying importance, and as often as not, such missions can be quite dangerous, even downright deadly. Junior Agents: Little more than cadets fresh out of the mandatory two years of military training, Junior Agents never-the-less provide essential manpower and intelligence that they are required to call upon in the many missions they are assigned to. It is often that Junior Agents have never been outside of Thiermore prior to being scouted into the Chancellorship, and the first year of their service is often accompanying groups of their peers on missions with established Agents, for field training as well as accomplishing missions of various, typically minor or middling importance. The Grand Council of Bishops Arch-Bishop: Identical to the Chancellor in Authority, the Arch-Bishop's authority extends in something of the 'opposite' direction; inward rather than out. Like the Chancellor, the Arch-Bishop is almost invariably a living legend for their long service the the Grand Council of Bishops, though where the Chancellor and his/her subordinates are rarely seen or well-known, the Arch-Bishop and his/her subordinates very often are quite well known. The Arch-Bishop's duties include overseeing and policing political affairs as well as watching all of Thiermore hawkishly for any sign of internal threat. Their methods of dealing with that which needs dealing with can vary incredibly from Arch-Bishop to Arch-Bishop with each succession, are theirs to designate. Short of no one save the Emperor or Empress, the Arch-bishop has the native authority to inquire into any and all political or military affairs dealing with Thiermore internally and expect swift, concise, accurate response. Like the Chancellor, the Arch-bishop is invariably a man or woman of epic-level stature, with power and resources beyond the scope of most anyone to imagine; power and resources that they are not in the least way afraid to use in pursuit of keeping the imperial political structure free of corruption or undermining...or even crushing flat...grossly unlawful uprisings against the Imperial Authority. Bishop: As with the Vice-Chancellor, the Bishop is the right-hand man or woman of the Arch-bishop, and serves in a similarly comparable capacity. Often, the Bishop is entrusted with that which the Arch-bishop simply doesn't have hands or eyes enough to deal with, as well as called upon to provide direct assistance with the most delicate or imperious of matters. Like his or her contemporary, the Vice-Chancellor, the Bishop must be considered to be only slightly less accomplished and capable than the Arch-bishop, and granted only slightly less overall authority thereby. Master Inquisitor: Unlike their contemporaries, the Senior Agents, Master Inquisitors form and lead the Inquisitorial Council, which the Arch-bishop is the head of, and the Bishop only slightly less important on. The bulk of the decisions that are made concerning day to day affairs are made by the Inquisitorial Council, and it is before this council that political offenders, corrupt buereucrats and unlawful insurgents are weighed, measured and found guilty or not guilty; if such are found guilty of certain petty to major infractions, the Inquisitorial council has the authority to sentence them. Outright Treason or High Treason, however, are tried by the Imperial High Court, which the Emperor or Empress presides over, along with the Grand Admiral of the Skyfleet, the Grand General of the Military, the Arch-bishop, the Chancellor, the Dark Knight and the White Knight. The High Court convenese only rarely, but when it must convene, it does so with haste and with conviction. Rarely does a traitor whom the High Court has been called upon escape some form of very crime-fitting punishment, but only in the cases of the most irredeemable treason is anyone sentenced to Death by the High Court. All these are things that the Master Inquisitor deals with on a day-to-day basis, and while on one hand, they are the leaders of the Inquisitorial forces, they are also Judge and Jury in many of the very things they are called upon to investigate or deal with. As repeatedly proven, tremendously skilled individuals, Master Inquisitors are some of the most Imperially devoted people one will ever meet; they've long made livelihoods out of protecting, defending and upholding the Empire that they love, and can be expected to risk, or even give, life and limb to defend it and it's purpose. Inquisitor: Comprising the bulk of the Grand Council of Bishops forces, Inquisitors can be found in all manner of places throughout Thiermore, some very obvious, some very odd; always on some mission, investigating this, looking into that, watching these activities or otherwise staying on top of internal affairs. While not as tempered and proven as Master Inquisitors, it is the Inquisitors who strike terror into the hearts of those who would plot and scheme against the Empire, for it is their promise that no matter where such criminals hide, and no matter what they scheme...the Inquisitors will find them, and no amount of law-twisting or manipulative deception will save them from the Inquisitorial Council when they do. Conversely, Inquisitors are often seen as heroes of the people, and while some prefer to remain incognito for sometimes the entirety of their careers, plenty of others prefer to make it well known that they are an Inquisitor, and if you've got plans to upset the right to peace and prosperity all Thiermorians have, you'd best be changing you mind, or it'll be changed for you soon enough. Junior Inquisitor: After the mandatory two years of military training, one who is tapped to be trained as a Junior Inquisitor is often chosen for their skill, their perseverence and their manifest love for the empire they serve. As Junior Inquisitors, they will be assigned like an apprentice to an Inquisitor for the span of 1 year, in which time they will be trained, taught and brought into the real experience of what it is to live their love for the Empire, with fist, sword, spell or bow if need be. Unlike their contemporaries, the Junior Agents, Junior Inquisitors are not necessarily 'permanent' additions to the Grand Council of Bishops. Rather, that first year of their apprenticeship to an Inquisitor is what determines whether or not they will become a full-fledged Inquisitor themselves. At the end of their year, they and their Inquisitor teacher are called before the Inquisitorial Council, and their Inquisitor mentor is asked whether or not they would entrust their lives and the sanctity of Thiermore to their Junior. If yes, the Inquisitorial Council presents the Junior Inquisitor with a number of very challenging moral and ethical questions. If no, the Inquisitorial Council asks the Inquisitor why; if it is a reason concerning their own failing to teach something crucial just yet, or something equally correctable, the Junior will be given six more months of training and re-evaluated at the end of that period. If no because the Inquisitor feels that the Junior is just not suitable, then the Junior is thanked for their time and service, but forbidden Inquisitor status. If the Inquisitorial Council is content with the Junior's answers to it's questions in the event of a 'yes' from the Inquisitor, they bequeth the status of Inquisitor upon the Junior, and they may, at some point in the future, be called upon to train a Junior, as well as acquiring all the responsibilities, duties and wherewithal of a full-fledged Inquisitor. If they are not content with the answers given, they will assign the Junior to another six months of training and evaluate them again thereafter. The Military As there are two distinct divisions of the Military; Skyfleet and Overland; there are two distinct divisions of ranking in the military, as each division has their own titles (though the equivalent military rank is identical). Overland Grand General: The commander-in-chief of the entirety of the overland forces has the whole of the Imperial overland army; the bulk of the military; to oversee, govern and direct. There is no higher military authority, save the decree of the Empress with the backing of the Military council and/or the High Council. As the co-head of the Military council, along with the Grand Admiral, there is exactly one other person in all of Thiermore with as much military authority as the Grand General, though abusing that position isn't something the Grand General would find very easy or even vaguely sensible, as they wouldn't have gotten this far if they were at all prone to such misdeeds. General, Classes 1, 2 and 3: The direct subordinates of the Grand General are afforded numerical Class ranks by way of simple, clean-cut distinction of authority; any General has command over the same measure of military forces, regardless of their class, but the class 1 generals have the authority to direct the class 2's and 3's. The class 2's have the authority to direct the class 3's. Thus is the chain of command maintained. Lieutenant General: Direct assistants to the Generals, Lieutenant Generals often oversee a single Corp Block of troops. Considering that a Corp Block in the Imperial Military is 50,000 people and there are hundreds of Lieutenant Generals, the vastness of both the Empire and it's military become somewhat apparent at this rank, if it somehow hadn't before. Colonel: Each Colonel heads up a Regiment of 1000 troops; ergo, there are typically 50 Colonels per Corp Block. When given the rank of Master Colonel, a Colonel commands the same number of men in the same fashion, but has been empowered to act, speak and direct others on behalf of the Lieutenant General under his/her authority, either when called or required to do so. Lieutenant Colonel: Typically commanding a Brigade of 250 troops, there are often 4 Lieutenant Colonels to a Regiment. Lieutenant Colonels First Class are empowered to act, speak and direct others on behalf of their Colonel when called or required to do so, but are otherwise in command of the same sort of post. Many military outposts are overseen by Lieutenant Colonels. Major: Majors are the 'second-in-command' (though there may be more than one to a regiment) to a Lieutenant Colonel, and may be assigned anywhere from one soldier to the entirety of the Lieutenant Colonel's regiment to oversee, direct in combat and otherwise lead. Platoon Captain: Acting as 'seconds-in-command' to the Majors, they, in turn, do essentially whatever the Majors assign to them, lead whomever they're assigned by the Majors to lead, and are often called upon to organize several squads at a time during battles. Squad Seargent: The leaders of a given squad, it is their responsibility to keep their squads in fit, fighting, active form, in addition to well-behaved. Staff Officer: Appointed by the Platoon Captain or Squad Seargent on a case-by-case basis, Staff Officers are typically temporarily in charge of certain duties within a squad or platoon (depending on who appointed them to be doing what). Corporal: The first officer-class rank is what most soldiers are, in terms of command rank. Corporals may give directives to Privates, and though they are sometimes put in charge of a small team of privates to accomplish some task or another, Corporals are more often than not being put together into teams and directed by staff officers (though Corporals might well make Privates get involved and lighten the workload for everyone involved, as they see fit). Private: Entry-level soldier, with command over his or her own boots and not much else. Privates are official graduates from a Military academy, however, and as such, have seen six months of military training; they have a solid education, and a solid background in applied combat training and tactics. Cadet: Cadets or Military Academy trainees that are not yet formally recognized as 'Active'. As such, they are never deployed or assigned to more than civilian-grade jobs (which are invariably part of their 6 month training). |
| nai_asonod07-25-05, 09:02 PM | The Skyfleet Grand Admiral: Like the Grand General, the Grand Admiral is a man or woman with exactly one military rival, the wherewithal to deploy literally millions of men and women at the drop of a hat...and the invariably proven intellect and wisdom to know when to do so, how to do it, when not to and how to do the most with the least. Though the Skyfleet is unarguably the power of the skies, the manpower is limited, skyships are hard to replace and resources, ergo, are quite valuable. Much moreso than Overland military, Skyfleet practices are very concerted, complex and bent on not only acheiving the task at hand, but doing so with resources that are either too limited or too valuable to waste. The Grand Admiral gets to be the Grand Admiral by proving over the course of his or her career that he or she is an unrivaled master of all these things. Admiral: Where there are three classes of General, there's only one class of Admiral. Admirals are the direct subordinates of the Grand Admiral, and organize multiple fleets of warships beneath them. As each Fleet varies in size, though is at least comprised of forty skyships, Admirals have a very hands-on, oftentimes tough job of coordinating such fast-moving, fast-acting forces, but they get this rank by proving they're up to it, so it's a guaranteed that any Admiral is good at what they do, even if most can't imagine pulling it off. Fleet Commander: Each fleet has a Fleet Commander, who stands intermediary between their Admiral and their Fleet Captains. Typically running the fleet's Flagship, each Fleet Commander is typically nearly skilled enough to be an Admiral in their own right, and since Fleet Commanders are often right in the heart of whatever combat is taking place, a good many of the most experienced, battle-hardened members of the entire Skyfleet choose never to rise beyond their post as Fleet Commanders, and as a result, some Fleet Commanders can command just about as much unofficial respect and carry about as much prestige as the Grand General himself; Legendary Admirals are fairly hard to recognize in most cases, and are thus fairly difficult for most to laude, but legendary Fleet Commanders are somewhat more common. Keeping a living legend of a Fleet Commander in line is the stuff some Admirals' nightmares are made of. Sky Captain: As the captain of a Skyship, the Sky Captain faces a heavy load of responsibility, both in directing his or her crew and in keeping his or her ship battleworthy. Like some Fleet Commanders, a fair number of persons who love being in the heart of the action choose never to advance further; A legendary fleet commander is only sometimes hard to keep in line. A legendary captain is not a Fleet Commander for this same reason on a somewhat higher magnitude; and thus, sometimes it's not so much an active choice as an active dislike for being told how to run their ship. Never-the-less, a Sky Captain doesn't get to be a sky captain for not being able to follow orders, and most do so impeccably; most who don't do not retain their position overly long, as most of the time, the Admiral and Fleet Commander really do know what's going on. Wing Commander: As the seconds-in-command under the ship's captain, Wing Commanders are specialists who organize those under their own command in making the ship as efficient as possible. Since each Wing Commanders is in charge of a 'wing' of troops, if they are ever on the ground, they are the direct equivalent to Lieutenant Colonels in rank. Sky Seargent: Sky Seargents are in command of their Squads, and though their duties are comparable to the Overland (much lower ranked) Squad Seargent, their direct equivalent is the Overland rank of Major. As every soldier aboard a skyship is armed with Flight-enchanted armor or garb, it is often Sky Seargents who lead strike teams off-ship to scout, provide off-ship aerial assault leverage or other, similar duties. Skyknight: As the military equal of Platoon Captains, Skyknights fill the rank and file of onboard duties. As they are the entry-level post for new Skyfleet recruits, there are three divisions of Skyknight: Skyknight, Skyknight First Class and Master Skyknight. These distinctions, in successive order, have command over the former when called upon to make use of it, but all have similar duties aboard a skyship. No one goes directly from a military academy into the Skyfleet, it must be said. Rather, soldiers who've acheived the rank of at least Platoon Captain may be tapped for Skyknight training. They may also apply for it. Since the Skyfleet only has so many ships (even if, overall, it's a huge number), there are only so many positions of each rank that ever need filling. Ergo, many who would want to get into the Skyfleet sometimes never have a chance to. Sometimes, the opportunity arises only late in their careers, when they're no longer interested or not willing to take a drop in rank to go on to what was once their dream or hoped-for goal. All in all, being a member of the Skyfleet carries with it a distinction of excellence beyond the extreme. Whether tapped for Skyknight training or accepted by request, the 'average' Skyknight is a highly respected individual who proved themselves in such a fashion that they were chosen for that skyfaring, often grueling, ever-exacting service. As a result, and oftentimes much to Overland officers' chagrine, Skyfleet personnel are often viewed with a measure of celebrity that their other Overland contemporaries are typically not afforded. As it might be imagined, rivalries between Skyfleet personnel and advanced Overland officers are exceedingly common, though are usually bent in constructive directions. Important NPC's For all the following NPC's, I will be using d20 system stats, though I will refrain from listing their feats and skills, for two reasons; I tend to prefer being handed NPC's I can customize to my own liking, and while presenting listings of feats and filled-out skillblocks doesn't prevent me from doing this, I seldom (if ever) use NPC's as they're presented anyway. That, and I'm feeling particularly lazy about digging all of those notebooks up and putting them all into one particular format, which would be D&D 3.5, and I know some here don't use that. So, add some of your own creativity to the following entries, and make Thiermore that much more your own even as I've done with my own 'version' of it. Empress Jaxana: Illusionist 3/Noble 20, NG Human Female Stats- Str: 11 Dex: 13 Int: 14 Wis: 16 Cha: 16 Height: 5'5" Hair: Long, fairly curly and robustly red Eyes: A seemingly ever-smiling hazel Personality: Empress Jaxana is a woman people love to be around. As a woman in her mid-thirties, she has reigned over Imperial Thiermore for most of her adult life, ever since having ascended the throne when her adoptive father; the 71st Emperor of Thiermore Reichardt Adelbrecht; passed away. Unlike her adoptive father, whom she respects in word and deed to this day, she has worked adamantly to curtail the expansion of the Imperial Merchantilists Union, and has won accolades from millions of 'the little businessfolk' across Thiermore for curbing their rampant, almost criminal tactics of shutting down opposing small businessfolk who wouldn't sign on under their heavy, reccurent-fee charters. As Empress, she's much beloved by most everyone who truly values the core precepts of Imperial Thiermore's existence. As a woman, she is unmarried, has a hard time sitting through long, dry council sessions and likes to use the various magics at her disposal to sneak out of her own palace on odd occasion. All in all, Jaxana is perhaps the most personable woman in power throughout all of Thiermore at present, and she detests being bowed to; it is her stance that she, as Empress, is just the 'biggest servant in Thiermore', which she vastly prefers in concept and practice to being venerated or agreed with all the time. She is famous for saying, at her coronation when she was 17, "I don't really know what I'm doing, but Dien-Tor says I'll do just fine. Has Dien-Tor ever been wrong? I expect he is this time. I'm not really cut out for this." Had she not been utterly sincere in her child-like naivete at the time, it might not have had the effect it did, which was that most of Shessentha who'd turned out for the coronation felt deeply touched at the simple show of being human from their new empress. That she -didn't- know what she was doing, and said as much, impressed them far more than the speaches, oratives and public debates her father was famous for. "Well, I'm human like anyone else. I just have a very peculiar job to do." is something she's been known to comment on her coronal utterance. In stark contrast to that utterance, she does, in fact, seem to know exactly what she's doing. Chancellor Lerione', Wizard 22, LN Human Stats- Str: 14 Dex: 14 Int: 23 Wis: 14 Cha: 12 Height: 5'11" Hair: Ear-length, straight black hair Eyes: Cuttingly observant green. For all outwardly appearances, Chancellor Lerione' would appear to be a half-mad wizard of ill-gotten gains; most of the time, whenever he's seen in public, no one even knows who he is, and he likes it that way. As a master of countless illusionary disguises (he prefers looking like an unapproachable, half-mad wizard of ill-gotten gains, replete with patchwork robe), he has worked in the service of the Chancellorship for twenty four of his forty one years of life. Having gotten an early start on his military training, he always knew what he wanted to do; he wanted to be an Agent. He never suspected that he'd get even that far, and when he did, he didn't actually 'realize' it until he was a Senior Agent. By the time -that- caught up with him, he'd been one for six months and had been afield for so long that he barely noticed. When Chancellor Mabryn retired, and Vice-Chancellor Tektale moved into that position, he was once again fairly surprised when he was arrested by his own fellow Agents, hauled before Tektale and informed that he was going to sit still long enough to be told that he was the new Vice Chancellor, or Tektale himself would tie him to a tree and beat him with sticks. Now, rather recently, his old friend Tektale has stepped down into retirement, citing himself as being too old to keep up with the kids, and now, Chancellor Lerione' is at something of a loss as to how to keep the ship running. Not that he does anything less than a masterful job of it. Rather, in his own appraisal, he's ruining the whole thing and it'll collapse at any moment. Truth of the matter is, the Chancellorship hasn't been this effective or efficient in decades, and it's all due to Lerione's obsessive perfectionism. As a very trusted friend of the Empress', he has been known to personally be amongst her guards in her travels abroad, always in one disguise or another, sometimes more than one at once "In case one fails.". As a mage, Lerione' is quite brilliant, and just as much a perfectionist as he is with all else; he's not happy with a thing, no matter what it is, until it's just the way he envisions it. Summarily, he thinks of himself as a second-rate pickpocket of a mage who's somehow cheated logic with his ability to cast spells at all. This is, in large part, due to his having a pretty good idea how little he actually knows about magic or anything, by his own ideal standard. Dark Knight Celia Emberyn, Fighter 25, LN Human Female Stats- Str: (Base 24) 30 Dex: (base 16) 22 Con: 14 Int: 12 Wis: 14 Cha: (Base 10) 16 Height: 5'10" Hair: Ebon black, shoulder length (has changed color over the years she's born Dien-Tor, from dark brown to ebon black) Eyes: Inhumanly blue (another effect of bearing Dien-Tor) Celia doesn't talk much. Indeed, when anyone sees the dazzling void-black armor, she doesn't need to. On the odd occasion she actually needs to brandish Dien-Tor, too much has probably already been said, and not much else is going to be. Chosen by Dien-Tor at the tender age of 15, she was little more than an alley rat living in the shadow of well-to-do's in Shessentha. As Dien-Tor has often been known to do, he led his former bearer to the one who would next bear him, and saw to her training. From the age of 15 on through to the age of 24, Celia lived and fought beside her predecessor, touched by Dien-Tor even then, but not yet his bearer. When her predecessor fell to a surprisingly lucky wizard's magic, Dien-Tor welded himself to her body and mind, and then she truly knew the relationship she would have with the Eternal Emperor; Her mind was his, and his, hers. Her body was her own, but with her permission, he would act through it, teach her to fight as he once did with the blade he once did...and together, the both of them would be as the Hells themselves upon that which rose against their home and haven. This, she understood. Dien-Tor's righteous, black wrath was something she had always known within herself; something she came to understand was why Dien-Tor had chosen her. She knew instinctively how to fight with an unparalleled wrath; a black fury that few could harness and not be twisted to evil by. Such was Dien-Tor's legacy, and such is now hers. Grafted to Dien-Tor as she is, she is never unarmed; the blade, even if she tosses it through a planar rift or a sphere of annihilation, will appear in her hand whenever she wishes it to, even if it is held by another. Until her death, she will have a +6 to Str, Dex and Cha, amongst a whole hoste of other incredible abilities that Dien-Tor shares with his bearer. She is known to converse regularly with only two others; the Empress Jaxana, and her contemporary, the White Knight Luria Arguile. Whenever she is seen out and abroad, she is often afforded wide berth, and is described by many a bard and spinner of song, story or poem as bearing the burden of a thousand lifetimes; a dark beauty sacrificed upon the altar of service, her life nevermore her own. The truth of this isn't known to anyone but she, Dien-Tor, the Empress and Luria...but, she shares also in the memories of Dien-Tor. The centuries that he is well accustomed to being accutely aware of, the names, the faces, the times gone and forgotten to all save he and Arkos...she sees and feels glimpses of them, and has nothing to say about it. Dien-Tor understands; she needs no further comforting. White Knight Lurie Arguile, Fighter 29, LG Human Female Str: (base 18) 24 Dex: (Base 20) 26 Con: 16 Int: 15 Wis: (Base 13) 19 Cha: 15 Height: 5'8" Hair: Utter white (changed by bearing Arkos over time) Eyes: Bright gold (changed by bearing Arkos over time) Luria, far the elder of Celia, is the White Knight around whom so many stories fly that none can really say which are true and which are not. Perhaps they all are; certainly none are outside her abilities, which are immeasurable. Appearing to be no more than thirty-something, she is surrounded at all times by a palpable aura of imposing distinction. When she wishes, that aura can become one of crushing splendor (as per an epic rod of rulership) before which very, very few can refrain from bending their will to hers. Like Arkos, whom she bears, she is a very distinct woman, of impeccable character and unswervingly noble bearing, though her compassion is just as striking as her righteous bearing. Many are the tales of the White Knight Luria travelling far into the most remote of civilized lands, to bring the assistance of the Empire personally to those who never expected to get so much as an acknowledgment. On equally countless occasions has she fought on behalf of those who no one else knew to, or could manage to. She is, in short, a living paragon of everything Arkos was, right down to being capable, if need be, of turning any military forces she leads into fearless, dauntlessly efficient engines of destruction. That is not her place, however, to be leading the military. That was Arkos' place, and his time for such doings is long passed. Now, she has been roaming Thiermore high to low, seeking her successor. Arkos has 'found' someone, and now, she must find that someone and train them. Though she appears to be in her thirties, she is actually in her seventies; Arkos preserves her bodily health and stamina, but when her time comes, she will pass. This, she knows, and she know that there aren't so many years left to her that she can put it off any longer. Arch-Bishop Draclau- Wizard 26, LN Human Male Str: 7 Dex: 10 Con: 8 Int: 30 Wis: 21 Cha: 16 Height: 5'7" Hair: Very white Eyes: Piercing grey Arch-Bishop Draclau. It is a name that sends shivers down the spines of even the most nominal of lawbreakers, for it is a name synonymous with Justice. The man is 102 years old, but his mere appearance in pitched battles between uprisers and inquisitors has recurrently been enough to cause a mass forfeiture on the part of the uprisers. For decades, Arch-Bishop Draclau has been a scourge upon the various schemes that invariably bubble to life around the Empire. There's always someone with a big idea somewhere, planning on overthrowing this or manipulating that, magically controlling this official or dominating that noble. And he's spent the past 81 years of his life hunting them down and bringing them to justice. The fact that he's survived in the face of everything he's thrown himself against stands testament to ally and foe alike that Draclau is not a man to be trifled with, and when he means to put something right, it's going to be put right or he'll die trying. "I think it to be obvious how often the latter has occured." he's been known to say, on hearing this sort of thing said of himself. Though he is rumored to be half gnome, Draclau scoffs the very notion as rubbish and calls it both insulting to gnomes and his parents. He is, in fact, quite human. Why he is still kicking around as spryly as ever is anyone's guess, but if he knows, he surely isn't worrying about it. He'll leave that for others, who apparently don't have enough to do. (to be continued later...I'm tired of typing for now) |
| the_one_true_shea07-26-05, 08:23 PM | wow, and then there was an empire Point One M:tG/D20 = rules are only there for refrence value Rules allow concepts to traded easily "hes really powerful, more poweful than that guy and that guy ..." becomes "Level 23" its great its easy and what not BUT an actual umm campaign module (NPCs/Encounter Maps) is not really necessary Point Two I like the number four ;) bbt Nice! - skyfleet - empire - history - class strats Point Three Welcome to WCP, Im shea. You should post on my summary (http://boards1.wizards.com/showthread.php?t=398059). Point Four |