Showing posts with label Communion. Show all posts
Showing posts with label Communion. Show all posts

Wednesday, November 18, 2020

Psi-Wars Diseases Part II: Psychic Diseases

 The prime impetus behind my exploration of medicine wasn't just to determine how technological medicine worked, but how it balanced with esoteric medicine in Psi-Wars.  If medicine could cure you of all ills in a day, what benefit could there be of going to a Keleni temple, or seeing a Ranathim Navare healer? Just check in at your local hospital.

Obviously Esoteric Medicine in Psi-Wars is vastly more capable than it is in the real world.  Psychic Healers can wipe away illness with a wave of their hands.  But that only really helps the Keleni. What about other healing traditions, such as that of the Ranathim, which don't have access to miraculous psychic cures? Well, the obvious niche for Esoteric Medicine (and exorcism) is in dealing with psychic diseasesWe've already established this as a thing in Psi-Wars. If ghosts and Broken Communion can afflict you with infectious diseases that only Esoteric Medicine can cure, then surely we have a niche for Esoteric Medicine!  But if that's going to work, we need to establish our psychic diseases in as much detail as we do our physical diseases.

This turned out easier said than done.  I was surprised by the level of detail one can get into when delving into psychic diseases, from diseases that doctor's claim are normal medical conditions that are simply hard to cure, but that quakes claim are easy, to forms of possession and forms of madness. I cobbled them together here in a decent list.

One of the other things that popped out was Corruption itself.  See, Psi-Wars uses the Corruption mechanic of GURPS Horror with Broken Communion.  The idea is that you can slowly ruin yourself as you ruin the world, and the cost of Broken Communion is this Corruption.  But I find in practice players run screaming from even a single point of corruption because maybe it'll reduce their point costs.  That's an acceptable loss in a horror game, but not an action game.  It's also painfully slow.  To lose even a single point would take an average of 6-8 Minor Blessings from Broken Communion, never mind the means people have to cleanse them.  Which makes Corruption a trait to track, often for many, many sessions, and will likely have no dramatic payoff.  What if, instead, we allowed Psychic Diseases to stand-in for Corruption?  You cast some miracles of Broken Communion, go nuts for a session, and then it's done.  You get some cool drama and a consequence, but it's non-permanent.

This also forced me to look, again, at mutations.  I'm surprised how often mutation and transformation comes up in Psi-Wars.  It doesn't seem to be a thing you see as much in Star Wars as, say, 40k.  But then again, I suppose the dark side does "warp people" in Star Wars, just not as freakishly as it does in 40k.  Even so, I had to wrestle with Devouring Taint, whose whole mechanic is faster corruption.  I went with Uncontrollable Transformations into subtle(-ish) mutant racial templates.  Hopefully this seems plausible and fitting.

Without further ado:

Friday, November 22, 2019

The Path of the Void

The Path of the Void is the second of the new paths I created.  It focuses on the infinite and the mathematics of higher dimensions and the incomprehensibility of both.  It is also a "space"-focused path, appropriate for a space opera setting like Psi-Wars.


Thursday, November 21, 2019

Wiki Showcase: The Path of the Other

The Path of the Other was the last path written for Broken Communion, and the last Path written of the original nine.

Like Death, it changed a great deal over time, as it is the "path of the space monster."  It has several new miracles focused on summoning or controlling space monsters, or interacting with them.  I've also needed to clarify a few things, such as what counts as "the Other."  Previously, this was up to the GM, but if you're using my setting, then obviously we can have some worked examples.  I've also broadened a discussion of the Greater Avatar of the Other: it allows you to shapeshift very rapidly to gain new traits or characteristics, so now I've written a sidebar full of ideas to allow you to rapidly come up with ideas and/or capabilities on the fly if necessary.  If you need more suggestions, check out Mutants in GURPS: After the End 1.

I wrote the Shape of Corruption article to facilitate all forms of Corruption, but especially the Path of the Other.  Obviously characters who become so twisted by Broken Communion so as not to be human would have some connection to the Path of the Other.  Check it out for ideas, but especially for the Gnarlspawn.

You can see the revised path here.

Wednesday, November 20, 2019

Wiki Showcase: the Path of Madness

The Path of Madness was the second path I wrote for Broken Communion, and the second Path I created for all forms of Communion.  I needed to contrast "Broken Communion as Psychosis" from "Broken Communion as a drive for self-destruction," and so the paths were born.

The Path of Madness changed the least of the Broken Communion Paths. While the rest saw quite some changes to accommodate new elements and concepts, it was pretty set in stone.  I did have an idea of messing with Duplication with the Path of the Nameless Hero, but then I decided that having a twin where you couldn't tell if you were the duplicate or they were was the sort of existential crisis that only the Path of Madness would have, and I added it to the Path.

You can see the revised version here.


Tuesday, November 19, 2019

Wiki Showcase: the Path of Death

The first path I wrote for Broken Communion and the first Path I conceived of was the Path of Death.  Ultimately, you can credit the Path of Death and the Path of Madness for helping initiate the idea of Paths in the first place, as I realized that Broken Communion could be conceived of as either "Death" Communion, pursuing self-destruction, or "Madness" Communion, in that it represented a broken mind.  Creating a lens through which to see Broken Communion necessitated some form of specialization and thus Paths were born.

The Broken Communion paths changed the most over the course of revising the Paths.  The Path of Death integrated with the idea of "Ghosts of Communion," which became increasingly necessary over time as the idea of "haunted" broken communion spaces became more concrete.  Obviously, if there were "ghosts" in regions of twisted psionic energy, then "death" could command them or interact with them.  As such, it gained a whole mess of new miracles, and that made me ponder new miracles for other Paths.

The Path of Death is the source of at least two Broken Communion cults: the Asrathi death cult and Domen Khemet, the Ranathim Death Cult.  Naturally, a single path can spawn multiple cults (and a cult could potentially span multiple paths).

You can see the revised version of the Path of Death here.


Monday, November 18, 2019

Wiki Showcase: Broken Communion

The last form of Communion to cover is Broken Communion, or "Psychosis Communion," the communion that arises from shared insanity and the attempts by the human mind to comprehend the incomprehensible.

Broken Communion is, perhaps, the most complex of the forms of Communion.  Where True Communion embraces community and selflessness and Dark Communion embraces chaos and selfishness, Broken Communion embodies self-destructiveness, weirdness and mounting horror. It represents psychic powers as unnatural force, a peeling back the skin of the world to show the monsters within.  As such, it festers and writhes in its own self-horror.  Those who use Broken Communion become changed by it, but also change the world; they cannot control what they become, they cannot control what they spawn, and Broken Communion itself controls nothing.  Things happen, sometimes for a reason, sometimes in ways that defy logic.

Broken Communion is a great "go-to" for forbidden powers, power that "costs your soul," or as a rich mine for horrors.  Be sure to check out the additional articles detailing Psychic Diseases, Corruption Metatraits, and the Ghosts of Broken Communion.  You can check it all out here.


Friday, November 15, 2019

The Path of the Devourer

The Path of the Devourer is a new Dark Communion path and the first of the new paths that I created. It focuses on the primal nature of the Id, creating a connection between the user and the wilderness, helping the Avatar become an apex predator.  It also fixates him on what he wants: he becomes a petty tyrant of his own domain who revels in wealth and food.


Thursday, November 14, 2019

Wiki Showcase: the Path of the Rebellious Beast

The first of the Paths I created for Dark Communion, this is the Path of Wrath, rage and raw power.  It serves as the basis for the Divine Mask "Domen Sonostrum," or the Cult of the Lord of Rage, and the Satemo (Space Knight) tradition of the Umbral Rim.  You can find it here.


Wednesday, November 13, 2019

Wiki Showcase: the Path of the Mystical Tyrant Revisited

The last of the original Paths of Dark Communion that I created was the Path of Mystical Tyrant.  This is likely the most famous Path of Dark Communion, perhaps the most famous Path of all of Communion, given that it serves as the basis of the setting's "Sith," the culists of the Mystical Tyrant.  You can see the revised version here.


Tuesday, November 12, 2019

Wiki Showcase: The Path of the Beautiful Fool

The second of the three Paths of Dark Communion I originally created, the Beautiful Fool was inspired primarily by the Archetype of the Fortunate Sun from "the Magic of Stories" from Pyramid #3/13 and by the concept of "Anima" and "Animus."  You can check it out here.


Monday, November 11, 2019

Wiki Showcase: Dark Communion revisited

The second form of Communion I wrote back in Iteration 4 was Dark Communion, my stand-in for the "Dark Side" of the Force, and the "Id" gestalt.  This facet of Communion focuses on selfishness, primal urges, and the dissolution of social structures. You can see the updated version of Dark Communion on the wiki here.


Saturday, November 9, 2019

Wiki Showcase: the Path of the Nameless Hero

The Nameless Hero is a new path for True Communion, and the last of the three new paths that I made.  It focuses on a community forced to take justice into its own hands, and the sacrifice of identity necessary for that to work.

I considered a few additional paths.  I considered, and discarded, the Wounded Healer when I reread the Bound Princess and realized it was pretty close to the same thing.  I also considered the Mother, as more feminine archetypes would be nice to have and it's a pretty profound trope that would fit, for example, House Elegans.  I also considered the Artificer or the "Lawbringer," the cultural hero who sets up the traditions everyone currently knows, and who is the font from whom artifacts and relics spring, but is punished for his deed: think Prometheus.  I still like this idea, but it needs to be carefully divorced from the Mystical Tyrant (though it tickles me to think of the forger of ancient traditions as ultimately arising from Dark Communion).


Friday, November 8, 2019

Wiki Showcase: the Path of the Righteous Crusader

The Righteous Crusader was the first of the three paths I created for True Communion.  It draws inspiration from the Archetype of the Noble Knight from "the Magic of Stories" from Pyramid #3/13, and the general archetype of the Jedi Knight (perhaps exemplified by Luke Skywalker, arguably best in the Empire Strikes Back).  You can see the revised version here.


Thursday, November 7, 2019

Wiki Showcase: the Path of the Exiled Master

The Path of the Exiled Master was the third of the three original paths created for True Communion.  I drew heavy inspiration from the Gentle Fool from "the Magic of Stories" from Pyramid #3/13, but also from the image of the desert ascetic-prophet and the martial arts master atop the mountain. In Star Wars, this role is first occupied by Obiwan Kenobi, then by Yoda. You can see the revised version of the path here.


Wednesday, November 6, 2019

Wiki Showcase: the Path of the Bound Princess

The second of the original three paths I created for True Communion, the Bound Princess drew inspiration primarily from the Captive Maiden of "the Magic of Stories" from Pyramid #3/13, and, of course, Princess Leia as the Captive Maiden of the original Star Wars.   You can see the revised and updated path here.


Wiki Showcase: Paths Revisited


Part of returning to Communion means looking at the Paths of Communion once again.  I wrote paths originally as a sort of "Prestige Class" for Communion users.  Instead of just being "a mystic" you could decide in what way you were a mystic.  I borrowed heavily from the idea of Avatars from Unknown Armies and "the Magic of Stories" by Kelly Pedersen in Pyramid #3/13: the idea is that you need to attune yourself to this cosmic trope and, in so doing, gain additional power.  This way, you can more clearly define your relationship with Communion: all Communion users, say, might be able to heal, see visions or fight well, but you pick one of these things as your specialty.

Since then, paths have evolved a bit to become the center of cults and perceptions of divinity.  The Divine Masks worships gods as "aspects" of some primal image represented by paths.  Instead of worshiping "Dark Communion" as an entity, they instead give a name to and worship the image of "the Beautiful Fool" or "the Rebellious Beast," because these are more concrete things, and their high priests and priestesses follow these paths, becoming incarnations of that divine image.  The same sort of approach should work for a variety of cults, such as the Asrathi death-cult, or the ancestor worship of Maradonians.  This approach required revisiting how paths interacted with miracles to more clearly define what fell under the purview of a path and what didn't.

Originally I designed three paths, but part of this revision has increased the number of paths per form of Communion to 4, to encourage more variety and to discourage this idea that "these are all the paths that exist," because that's just not true.  As time goes on, I'll add additional paths, or remixed paths, based on different traditions or philosophies.


Tuesday, November 5, 2019

Wiki Showcase: True Communion

When I created Communion, I divided it into three "types."  True Communion (originally just called "Communion," but one of my readers took to calling it "True Communion" in his game, and I've borrowed the name) represents the Communion of Super-Ego, the drive and impulse towards community, self-denial and judgment; it's that voice in your head that tells you "No" when you want something that you know you shouldn't have.

True Communion works the most like vanilla Divine Favor, though obviously it has shifted to a more psychic flavor to fit the psychic origins of powers in Psi-Wars.  Its self-denial means it requires a Pact limitation that pushes one towards rather traditional conceptions of holiness.  It also helps one connect to others, such as sharing the same language, or psychically contacting someone no matter how far away they are. It also denies others the use of psychic powers or even communion miracles (True Communion "says no.") to those it deems unworthy. It has a conception of worthiness, and helps the user judge that in others, to differentiate the outsider from the insider.

All forms of Communion grant a basic bonus to anyone who has unlocked them, and True Communion grants Meditative Psionics. That is, you can meditate for 8 hours to earn one energy reserve point for psychic powers.  There's no upper limit to how much you can have.  This might not seem like much, but there's no upper limit to how much you can have.  There's some True Communion saint on a swampy planet somewhere with several thousand psychic ER points built up ready to lay the smack down on some mouthy punk who complains that ships are too heavy to lift with your mind.  I did put a limit on how much you can spend, though.  You can waive that if you want a truly epic, one-time feat, of course.

The main updates to True Communion are Auras, Ghost-fighting powers, and some versions of Blessed that boost your IQ.

You can check out the updated form of True Communion here.


Monday, November 4, 2019

Wiki Showcase: Communion

Center by the Babman
I created Communion all the way back in Iteration 4 as my replacement for "the Force."  If Psi-Wars is, in any way, going to invoke Star Wars, it must have mystical space magic.  Not much about Communion has changed since then, but I've added a few more concepts and clarified a few things, especially about Broken Communion (which may well need yet more revision, but we'll see).  You can find it at its new, permanent home here: Communion.

My patrons votes on this as the Psi-Wars topic for October, but the Space Knight ended up taking all our time.  But here it is at last, just a month late.


Wednesday, April 24, 2019

A Psi-Wars Historical Timeline III: The Rise of Humanity and the Alexian Dynasty

For those just joining us, this part of the historical timeline occurs before yesterday's timeline.

The Human Era

~800 BD Human Expansion: the First Wave (Westerly)
(200 DC Lithian; 139gc U Eldoth)

The earliest human world to develop hyperspace travel was “Old Westerly,” a world with four moons consumed by rising sea levels brought on by mismanagement of industrial resources. The Westerly people were the first to spread throughout the galaxy and they found it already occupied by aliens. Made desperate by their misfortunes and keenly aware of ecology thanks to the collapse of their own homeworld’s eco-system, they tended to settle on harsh worlds and integrated closely with it while forsaking (or losing, over the years) advanced technology in favor of simpler, more sustainable lives, or they refused to settle worlds at all, and formed roving space-caravans of asteroid miners and, when necessary, pirates. They valued survival and fierce independence above all else, making them tenacious colonists.

~300 BD Human Expansion: the Second Wave (Shinjurai)
(720 DC Lithian; 154 gc U Eldoth)

The next major wave of humanity came from the city-world of Denjuku. Unlike the Westerly, they came from a society that prized science and rationality and, indeed, this was they hey-day of Rationalism, and Rationalist sages like Tai-Sun Saga and Kun-Lun Kaku lived in this era, writing their great works and pushing their people to the stars. Their mastery of technology gave them immediate dominance over the worlds they settled and where the Westerly had to beg and struggle to find worlds to settle, the Shinjurai could afford to conquer and trade.

The Shinjurai wave followed the Westerly wave, often colonizing worlds humans had already carved out a niche on and setting themselves up as new masters, or cutting deals with alien powers to gain control over marginal worlds. The result was not a unified empire, but scattered pocket realms of the Shinjurai, each unique in its character, and open to trade with aliens, especially the Traders, who began to trade ideas with the Shinjurai, a fertile cross-pollination that resulted in rapid advancement in hyperspatial technology, hyperium fuel and the works of Trader Rationalist, Tillika. These star-nations centered on a single nexus systems, which acted as a hub of trade, and slowly grew to encompass numerous systems around them. 

Major settlements in his era include Xen and its Geno-Sages and Stanis and its Cybernetic Religion.

~100 BD Human Expansion: the Third Wave (Maradon)
(900 DC Lithian; 160 gc U Eldoth)

The last wave of humanity would prove the beginning of the end of this era. They came from the doomed world of Maradon, which would be torn apart by the wars of dominance that would eventually lead to the rise of Alexus Rex as its sole master. The increasing radiation levels released by its global war and the controversies created by the newly arising class of powerful psychics led to the flight of various factions, who turned to piracy or religion to sooth their wounded hearts. The Maradon people did not travel as far as the rest of humanity and would colonize the more complicated worlds of the Glorian Rim, such as Persephone, Caliban (though this is contentious, as it may have been settled by Westerly people first, and the current people may be a fusion of both bloodlines), Bellerphone and Zaine in the Galactic Core.

The Alexian Dynasty

21 BD to 1 AE The Rise of Alexus
(1009 to 1032 DC Lithian; 163 to 164 gc U Eldoth)

By the time “Alexus Rex,” the nigh-mythical founder of the “Eternal Empire” and the Alexian Dynasty, the Maradon people had already scattered to the stars, thanks to the nigh constant warfare on their homeworld caused by the upheaval of the advent of extraordinarily powerful psychics and nuclear war. Alexus Rex won that war and achieved dominion over his homeworld; he himself was one of these “new psychics” and he gathered about him other powerful psychics into an elite force that defeated the other forces on his world. He then turned his attention to the stars, where he had already gathered some allies, where he burst free of the Maelstrom and took the galaxy by storm with a force of arms and psychic insight not seen since the first Ranathim Tyranny and, thanks to improving hyperspatial technology, at an unparalleled pace of conquest .
  • The Akashic Prophecy: The first world Alexus sought to conquer was Persephone, home to the Akashic mystics and their famous prophecies. The world and its mystics readily surrendered to him and gave him his queen, the founder of House Sabine: Sissi Sabine. Akashic precognition would serve the Alexian warmachine thereafter.

  • The Caliban Duel: To escape the Glorian Rim with this massive fleet, Alexus Rex needed to tame Caliban. He famously dueled Lothar Kain to a standstill and offered the pirate vassalage: to serve Alexus in return for the spoils of Empire. Lothar Kain accepted and founded the House of Kain.

  • The Subjugation of the Shinjurai: The primary opponents of Alexus Rex were other humans, mainly the Shinjurai thanks to their Trader allies and their advanced technology. Nonetheless, the psychic mysteries of the Akashic mystics defeated the Rational technology of the Shinjurai and Xen was defeated (thanks to “Apex Prime,” the founder of House Apex), though Stanis, bolstered by the Hyperium Guild and the Tan-Shai family, held strong.

  • The Conquest of Chronos and the Coronotion at Sovereign: The defeat of a minor warlord on Chronos signaled the end of alien power in the Galactic Core and thus the symbolic rise of man as Galactic Conqueror. However, Chronos proved too far from the Glorian Rim, and too alien in culture, to rule from. Alexus chose instead an untouched garden world, dubbed it Sovereign and on its virgin soil, held a coronation ceremony where the head of the Akashic Order placed upon his brow the Galactic Crown, initiating the “Eternal Empire” of the Alexian Dynasty

1 AE to 476 AE The Early Dynasty
(1032 to 1521 DC Lithian; 164 to 178 gc U Eldoth)

The Early Dynasty retained the martial character of the rise of Alexus, continuing his wars of conquest across the Galaxy and bringing the rest of the Galactic Core and other parts of the Galaxy to heel.
  • The Trader Genocide: Shinjurai power could not be fully extinguished so long as the Traders held sway, and they had deep connections in the Arkhaian and Umbral Rim, and thus needed to be purged for Alexian power to continue. The war against the Traders proved one of the longer and more destructive wars of the Dynasty, culminating in the destruction of their homeworld.

  • The Treaty of Shaddai: Even without their Trader allies, the Shinjurai nations of the Arkhaian Spiral held firm against the advance of the Alexian Dynasty, thanks in no small part to the patronage of the Hyperium Guild and the Tan-Shai family. Eventually, the Alexian Dynasty offered Mythren Tan-Shai the same deal they had Lothar Kain: vassalage in return for autonomy. He accepted, and Stanis and the Kybernian Constellation joined the Dynasty under House Tan-Shai.

  •  The Westerly Rebellion: Once the Eternal Empire had subjugated all off their Shinjurai foes, with no major remaining enemies, they could turn their attention to domestic concerns, which meant raised taxes, stricter laws and a crackdown on those who did not fall in line with the Akashic Mysteries. The Westerly populations, long independent, found themselves under intense pressure and many lashed out. This proved tragic, and their populations were either wiped out or forced to migrate to the edges of Alexian control, especially in the direction of the wild and untamed Umbral Rim, where they began to settle along the edges of the Hydrus Constellation.

222 AE to 319 AE The Reign of Satra Temos (the Umbral Rim)
(1259 to 1359 DC Lithian; 171 to 174gc U Eldoth)

A new Tyrant arose in the Umbral Rim during the Early Alexian Dynasty, though this one was unlike any who had come before him. Rather than accept the symbolic, ceremonial rule of the Ozamanthimian Tyrants, a Ranathim under the psuedonym of “Satra Temos” wrote a diatribe about the weakness of his species, how masters had come to accept slavery. It became a racial call to arms, a demand that the Ranathim ascend to their rightful place rather than dully accepting what other races in the Umbral Rim gave them.

The work generated outrage, which Satra Temos channeled into dominion. He used his vast psychic powers to channel rebellion and revolt across the Umbral Rim, and he rose amidst the chaos. He never formally ruled anything, acting more like a master of a criminal syndicate centered on revolt, racial superiority, assassination and a cult of personality that arose around him. His reign of terror lasted a Lithian century when it abruptly ended, the shadowy Satra Temos simply vanishing from history without a trace and his dominion collapsed quickly. His legacy would carry on, however, as his disciples carried his lessons and began to build their own structures of conspiratorial power that would culminate in the Shadow Tyranny two hundred years later.

476 AE to 959 AE The Middle Dynasty (“the High Gothic period”)
(1521 to 2019 DC Lithian; 178 to 194 gc U Eldoth)

A succession crisis within the Alexian Dynasty rocks the House of Alexus and forces them to give concessions to prevent civil war. This era sees the slow down of the Alexian war machine, the shift of the Alexian Dynasty to a more ritualistic rule, one where the Emperor rarely leaves the gardens of Sovereign, and where the heads of the various Houses begin to take on a greater role. The era sees an explosion of culture and ornately beautiful armor as military arms begin to take on a more ceremonial role.
  • The Succession Crisis: the proliferation of the Alexian line led to lesser siblings being married into families or given minor titles meant that numerous families scattered across the Empire had some claim to the Alexian throne and so when an Alexian Emperor died without an heir, civil war nearly erupted until wiser heads prevailed and a successor was properly chosen from a close branch of the Dynasty.

  • The Rise of the Houses: The chaos of the succession crisis forced concessions from the Dynasty to their vassal lords. The various houses, while founded in previous eras, took on a form more familiar to the modern galaxy and had a far greater measure of autonomy as the Alexian Emperors became relegated to a more ceremonial role as a “Font of Honors” and the stamp of legitimacy upon the actions of the Houses.

  • The Reign of the Nameless Emperor: Curious records associated with the succession crisis show signs of a data purge surrounding one of the rulers of the Alexian Dynasty. He seems to have been the Emperor during the time of the succession crisis, either a short-lived usurper, a compromise candidate later rejected, or the rightful heir deposed and then his reign covered up. He seems to have laid the ground work for some of the advances and techniques used later by Lucian Alexus to solidify his power.

  • The Reign of Tanaquil Alexus: Considered the most exemplary Empress of the era, Tanaquil Alexus proved a deeply philosophical ruler whose reign laid out the rules and expectations of the Houses and the forms of etiquette expected of those who attended the Alexian court. She also penned substantial works on the Akashic Mysteries, still used to this day by the aristocracy.

  • The False Oracles and the House of Bastards: The Akashic Order’s image of perfection took a blow during the succession crisis and the rising power of the aristocratic houses made the lords less inclined to blindly follow Akashic oracles. Furthermore, as the lines of what was socially acceptable became more clearly defined, people needed to turn elsewhere for their more illicit needs, and so a trade in self-serving prophecies began to arise, with Akashic-trained Oracles offering their assistance directly to the ambition of houses, and the bastards and illicit servants of the aristocracy coming together into an informal organization known as “the House of Bastards.”

  • The Conquest of the Hydrus Constellation: As it winded down, the Alexian warmachine did still manage to conquer the gateway into the Umbral Rim, ending a long period of Keleni independence. House Elegans, who had spearheaded the conquest, were given command of the region, and they ruled with a light hand, allowing the unique practices of the local Keleni and Westerly populations to remain unchecked.

  • The Preaching of Isa the Exile: Integrated once more into a greater galactic community, some Keleni began to move about the population, preaching a unique form of Communion open to all species. The most famous of these preachers was the saintly Isa the Exile, who would be mysteriously martyred (some blame the Akashic Order or Keleni traditionalists, but a Ranathim assassin seems the most likely case). This lead to the widespread belief in True Communion throughout the Dynasty (but especially in the area bordering the Umbral Rim) and the undermining of many of the ideas and ideals of the Akashic Mysteries.

~500 AE to 1300 AE The Shadow Tyranny (the Umbral Rim)
(1546 to 2371 DC Lithian; 179 to 204 gc U Eldoth)

During this era, the Umbral Rim sees a slow, but distinct, shift in the institutions of political power. While still highly fractious and balkanized, the warlords, pirates and criminal organizations begin to fall in line behind a mysterious “Circle of Tyrants.” According to the lore of the era, these Tyrants were powerful psychic masters who followed the teachings of Satra Temos and ruled from behind puppets and catspaws, using manipulation and fear as their main levers of power. Definitely during this era, the various warlords of the Umbral Rim were able to set aside their differences long enough to make organized pushes, especially against the Temple Worlds, seizing it from the Dynasty, then losing it in the Communion Crusade, and then waging a secret war with the Templar, who eventually won and broke the Circle of Tyrants, but not before they had corrupted the promising Revalis White and dealt the Templars a serious blow, leading to their dissolution at the end of the Alexian Dynasty.

959 AE to 1359 AE The End of the Dynasty (“the Communion War”)
(2019 to 2432 DC Lithian; 194 to 206 gc U Eldoth)

Decadence and corruption dominated the end of the Alexian Dynasty, as well as a reaction to that corruption in the form of the rise of the Knights of Communion, the masters of the Temple Worlds, the Space Templars. The reign of the Mad Emperor Lucian Alexus and his war on the Templars, the Communion War, would see the end of both the Templars and the Alexian Dynasty.
  • The Loss of the Hydrus Constellation: the churning forces and mini-empires of the Umbral Rim managed to re-capture the Hydrus Constellation, enslaving many Keleni and humans alike and desecreting the Temple Worlds. The Alexian Dynasty did nothing, as the worlds proved too troublesome to hold and the Dynasty had turned inward at this point.

  • The Communion Crusade: Dissatisfied with the lack of Alexian response, True Communion adherents such as the Westerly mercenary Pagan Hue, the space knight Troy Elegans, and the True Communion preacher An-Kellun Arrenon, took it upon themselves to stage a war to reclaim the Hydrus constellation. Former space knights joined forces with Westerly mercenaries gathered arms and took the Constellation themselves.

  • The Temple Worlds restored: The Communion Crusades left the Hydrus Constellation in the hands of humans faithful to True Communion. Rather than return the Constellation to the Alexian Dynasty, they declared their independence, recreating the Keleni Temple Worlds in their own image. Where space knights had ruled the Alexian Dynasty, now the Knights of Communion ruled and guarded the Temple Worlds with their own unique brand of True Communion, which welcomed all species and all adherents regardless of station. They proved a resilient and powerful state, one which troubled the decaying Alexian Dynastry and the Akashic Order with their “subversive” rhetoric.

  • The Reign of Mad Emperor Lucian Alexus: The decadence of the aristocracy allowed for the Alexian Dynasty to begin to regather power. Secretive technological projects begun by the “Nameless Emperor” culminated in the creation of “Immortal” armor and advanced fighters both capable of sustaining their occupants indefinitely and enforcing total loyalty to the will of the Alexian Dynasty. Using these, Lucian Alexus was able to break out of the cage of ceremony and ritual long imposed on the Dynasty and directly enforce his will upon the Galaxy, upending centuries of tradition and power by bringing in new houses, like Tan-Shai
    .
  • The Revalis Heresy: One of the most powerful and influential Templars, now called Revalis White, broke from True Communion to side with the lurking influence of the Cult of the Mystical Tyrant, still alive in the Umbral Rim. His unique take on both philosophies created a rift within the Templars.

  • The Communion War: Lucian Alexus declared war on the Temple Worlds, initiating the Communion War. This resulted, swiftly, in his death at the hands of Jax Elegans but culminated in the rebellion of the Houses against his rule, the dissolution of the Templars and the loss of the Temple Worlds as a distinct entity, and ended at last the Alexian Dynasty.

Wednesday, April 3, 2019

Rant: My problem with flexible magic systems

If we can set aside Psi-Wars for a second, I came across a video that I want to comment on before I forget it.  The video discusses essentially why Avada Kadavra is a terrible spell, and he's spot on, but this also has broader implications, especially in one of my pet peeves, and why I've not adapted RPM like the vast majority of GURPS fans seem to have.

The problem with flexible magic systems is that, despite purporting to allow unlimited flexibility in magic, they suck all the need for creativity out of a game.

(I was originally working on this when someone asked me for help on a flexible magic system so I, uh, paused it. It was also turning into something longer than I expected and I wanted to put my time on Psi-Wars, rather than a personal peeve of mine.  However, this was the Patron General Topic of the Month, so I posted it; well, actually it was a tie, but this was more ready than the other topic, so this topic went up.  If you'd like to vote on next month's general topic, feel free to support me via the link in the sidebar.  All I ask is $1 a month).

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