Showing posts with label Ranathim. Show all posts
Showing posts with label Ranathim. Show all posts

Wednesday, December 16, 2020

The Fourth Mithna: Mithna Temos

Last month, I released a poll for "the Fourth Mithna."  A "Mithna" is a Ranathim noble house and, in keeping with the themes of Lithian culture insisting on being as alien as possible, they must necessarily have and use weird names for everything.  When I released the Mithanna it was as part of the aristocratic lens, and I left a poll on what sort of nobles people wanted to see, and "Ranathim Nobility" topped the charts.  I was reluctant (I feel like the Ranathim get too much attention already, but they are one of the more popular races of the setting), but I released the Mithanna to positive reception.  However, in keeping with "not overdoing the Ranathim" I kept the specific Mithna to a minimum.  Each is just a few paragraphs long, as opposed to the pages that the human noble houses get. And I thought "three is enough."  

But last month, I was looking for things to poll and when I asked the community, a lot of people reacted very positively to the idea of a Mithna poll. It made sense: they were easy to make, and I typically release "three of my own, one for you."  So why not do the same for the Mithanna? 

What came out is Mithna Temos, which is interesting in that it more closely reflects my initial conception of the Mithanna before some readers complained about a lack of context.  Even the name "Temos" came from my initial set of three Mithna. This is not a house grounded to a world, but one that wanders. and lurks behind the scenes, manipulating other Mithna for their benefit.  So, here it is: the poll results for the Fourth Mithna.

(And if you're curious what the Mithanna even are, or what the Ranathim are, click the links.  If you're completely lost, check out the primer).

Monday, November 23, 2020

Backer Poll: The Fourth Mithanna

 Yes, even more polls.  You guys seem to like them (though if you need a break let me know) and with the Natives of Kronos (the Menhiri) poll finished and their templates and racial information making good progress, I thought it was a good time to clear the way for another poll I've had on the back of my mind: the Fourth Mithna.

I never really expected the Ranathim aristocracy to be such a hit.  I created three because that seemed like "enough."  But given the positive reaction I got, and the fact that people seem interested in creating their own, I created this poll to offer suggestions and insights into how might go about making your own.

This poll is, like most other polls, open to Companions ($5+) on both Subscribestar and Patreon.  As usual, I hope you enjoy it, and thank you for supporting Psi-Wars.

Saturday, May 9, 2020

Backer Post: Bounty Hunter Factions Preview 2: the Saruthim

If you wondered why I've been so quiet, it's been because I've been working on this monstrosity.  I've wanted to give Ranathim "ancient bio-mecha" since I first read about them in Pyramid #3/24 and they've been a feature of the Dead Art since Iteration 6. Inspired further by my noodling about a Witcher/Mandalorian faction in my "How to run an RPG" posts, and the idea to explore Bounty Hunter factions as a part of the Bounty Hunter template release, I finally took the time to see what I could come up with.

It turns out to have a lot of moving parts, not all of which I could finish, but I need to shift gears, so I've wrapped up what I could and delivered it to you, dear Patron.  This one is limited to $5+, like the previous update, not because I'm shafting my Fellow Travelers, but because it's not finished and I want some feedback before I release it to the (relatively) more general public, but expect to see it, uh, soon-ish.

This is available to $5+ backers:

If you have feedback, I'd love to see it!

Sunday, October 20, 2019

Wiki Showcase: Sefelka Sonostra, the Fell Form as Martial Arts Power-Up

When it came to the Non-Maradonian Forms, the Furious Form or the Fell Form came in dead last with zero points, matching the Swift Form in the Snap Poll for martial arts they personally would use as PCs.  Like the Swift Form, I suspect this is because most players see it as a background form: something an NPC would take, rather than themselves.  Where the Swift Form is iconic for the Maradonian Duelist, the Fell Form is iconic of the Ranathim Satemo of the Umbral Rim.

The Fell Form has been with us since Iteration 4 when I first put together martial arts.  Originally, I called it "Rim Force Swordsmanship," as I saw it as the way "Rim Knights" might fight.  Since then, I've given them "the Bastard Form," and when I wrote Domen Sonostrum, the Cult of the Lord of Rage.  Since then, I've increasingly pictured this as a "Ranathim" style, this very distinct form unique to the Umbral Rim.

My original inspiration for the form was, of course, the way Ahsoka Tano fights.  Her reverse grip lightsabers and her acrobatics and her kicks created a very distinct and visually pleasing style.  Like Count Dooku or Yoda, it represented a form you could point to and say "That's a specific way of fighting." Of course, in Star Wars, it actually isn't (she evidently mingles some elements of Shien, or Form V, with Ataru, or Form IV), but I can make it so.

While building the style, though, I found it really profited from certain elements.  I originally considered giving it Brawl (it was, after all, originally a street style) and giving the Destructive Form Karate, but the Destructive Form turned into the "form of being really strong," while the various elements of the Fell Form, from its acrobatics to its stealth, really made it something more DX-based.  Furthermore, a lot of its elements really profited from Karate: reverse grip let the practitioner use force swords in Close Combat at no attack penalty, and less of a defense penalty if they used karate, and if we're going to emphasize close combat strikes to stun and disorient our opponents, then kicks and sweeps make sense.  The net result is a style that turns every aspect of the fighter into a weapon: his feet, his fists, his blades, even his head!  I liked that niche, and an interesting variation on the Fell Form would be to replace the +2 Force Sword in the Master level with +2 Karate.  I'm not sure how many players would go for it, but with the Reverse Grip, it could be lethal!

As it became less of a street style and more "Taijutsu with Force Swords," I began to think of it as an assassin's style, and to more strongly associate it with the Ranathim.  So, naturally, I drew a connection between the association of the style with a "rage cult," and Form VII's (Juyo's) association with anger.  Why not give them a bonus when angry? I patterned it on Passionate Psi which is, itself, patterned on Drunken Fighting (though Drunken Fighting really requires you to accept penalties to everything else; it's not a free +2 to fighting; I've added something similar to Raging Warrior and I will add something similar to Passionate Psi). The result is a very "Sith Assassin" style, which fits the Ranathim nicely.

Finally, I shifted the original "Fell Frenzy" into a secret.  It may or may not be "secret," but All-Out Attacks are usually a bad idea in a force sword duel, so I've couched it in a lot of cautionary notes and given it some special powers that make it a "berserker's art."

If you're cribbing notes for a Star Wars conversion, note that this form might provide ideas for Form V, the Shien variant, Form III (Ataru) and Form VII (Juyo; you're on your own figuring out how to get Raging Warrior to work with the light side and make Vapaad); it doesn't really fit any single, specific Star Wars form.

Friday, October 4, 2019

Wiki Showcase: Aristocratic Lens - The Mithanna

I asked my patrons to vote on which aristocratic lenses they wanted to see, and four options tied for second.  This is the third (and last that I'll discuss here; the fourth was the Last Alexian, which is a Patreon special, available in the Lost book of Houses).

I was honestly a little surprised to see Ranathim Aristocracy do as well as it did.  I'm glad it did, though, because it gives us a chance to look at some truly alien nobility.  Most of our aristocrats are either human, or only superficially different from human nobility (you could, for example, build an Asrathi noble as a generic aristocrat, but there's nothing in that post that would encourage you to make him different from, say, a Pelian noble).  This gave me a chance to explore a really different sort of aristocracy, to set up some unusual and alien traditions.

One concern I had going into the design of the Mithanna was mounting complexity.  I didn't mind adding more and more houses to Maradonian nobility, because they're a central focus of the game and I expect players will want to see a lot of detail about them.  The Ranathim pose a different problem, as they're explicitly "foreign."  They're the "Red Men of Mars" that John Carter goes and learns about, with their Jeds and Jeddaks and Tharks, or the Klingons with their overly nuanced sense of honor and their unique language. They're meant to feel foreign and exotic, which both means they need a lot of detail, and that people don't care about their detail until they really care about their detail.

So I wanted to make something something that felt weird but didn't actually use any new mechanics.  If you're familiar with the Divine Masks, you're already familiar with Oath Magic (ie, just buying a learned prayer as a straight up trait and slapping an oath modifier on it), so I chose that mechanic as my core focus.  I chose a single oath (the Mithna Edict) as the focus of the characters, the one thing they turn on, then added a handful of ways to customize your characters (a few new oaths, some psychic abilities, a few common traits, etc). 

I felt three houses were enough, though I've heard murmurings of wanting a fourth or making their own, but I'll leave that as an exercise for the reader. With the Maradonian nobility, I could easily see games centered entirely on them.  The Maradonian aristocracy are one of the participants of the central conflict of the setting, and they're a familiar sort of nobility, which allows players to easily understand them.  They could well want to play one and find that the four houses offered aren't enough, hence the Lost Book of Houses.  With the Ranathim Aristocracy, I don't see that nearly as much of a concern.  I see most players experiencing the Umbral Rim as outsiders, and those that want to run a strictly Umbral Rim/Ranathim game are, first, likely to be rare and, second, served already by the great variety of the region.  They can play as a member of one of the three Mithna, or they can play as a Slaver-lord, or they can play as a Gaunt priestess, or they can play as a Trader Merchant-King, or they can play as a Keleni prophet, etc and so on. The region is already rich with variety, so the Mithanna only really need enough variety to lightly outline how they might vary from one another, and then they can be tossed into the wild mish-mash of ideas brewing in the Umbral Rim.

What emerged from my design was, as someone pointed out, very Fae-like.  This wasn't actually intentional (I drew more inspiration from Vampires, especially Vampire: the Masquerade. If you squint, you can even see the Gangrel behind Mithna Galantim), but I can see it.  Like with most things I put into the Umbral Rim, the idea is to create a disorienting set of rules that nobody properly explains to the player, making him feel like an outsider, so that he staggers into insulting one of these and ends up dueling them in some crazy, pulp space opera dueling chamber with a gyrating floor and spike traps, while a Ranathim princess struggles with her feelings for this strangely compelling Earth man and the fact that her Edict forbids her from loving him (unless he does these equally weird, arbitrary things that the princess sighs and rolls her eyes when explaining it to him, as though it were the most obvious thing in the world).  I also had to explain how the aristocrats of a broken empire could still keep their power, given the constant churn of disorder and anarchy in the Umbral Rim.  I think it worked out well.

The dueling, blood-feuds, and the explicit bonds to worlds (such as Galantim ruling an estate on Hekatomb) is based on feedback from the Disciples.  They thought the Mithanna needed more context.

Friday, September 20, 2019

The Mithanna, the Ranathim Peerage

Ranathim Female
Drawn by Kriz Villacis, owned by Daniel Dover
This continues the discussion of the Lithian Aristocracy of the Umbral Rim, this time with an explicit focus on the ancient remnant aristocracy from the ancient, bygone Ranathim Tyranny, and their oath-bound nobles who linger on, thanks to their unique bond with Dark Communion.  This also presents new character options, similar to the Maradonian Nobility, but much cut down on detail and complexity, with a unique set of disadvantages that will ensure their gameplay is never particularly boring.

For additional context, see the Ranathim race here, and the worlds of the Umbral Rim here.

For all Fellow Travelers ($3+ patrons), the Rare Psionic Powers preview has been updated to include a rough draft of Animal Telepathy.


Thursday, September 19, 2019

The Lithian Aristocracy

Slaver;
Drawn by Kriz Villacis, owned by Daniel Dover
The winner for the "Template of the Month" turned out to be the Aristocratic background lens, which came as no real surprise.  I had hoped to also get a template done, but that looks to not be in the cards, as working out aristocratic elements took up a lot of time. I did a later snap poll for which aristocracies people wanted to see worked out, and the Shinjurai royalty won, but "Ranathim Aristocrats" did better than I expected.

Everything even touching the Umbral Rim needs special attention to emphasize how foreign and unique it is, while still retaining a measure of cohesiveness.  In many ways, the Umbral Rim is the "dark mirror" of the Glorian Rim, so just as the Maradonian Houses have a great deal of detail, so too do the nobles of the Umbral Rim need some additional detail and cultural context, especially when it comes to their titles, given the shared "Lithian" language between the inhabitants of that part of the galaxy.

This is the first part of a two part series.  Today, we look at the state of "aristocracy" withing the Umbral Rim today, dominated as it is by warlords, potentates, slavers and criminal cartels.  This mostly looks at titles and how they tend to get used.  Tomorrow, we'll dive into explicit Ranathim aristocrats who have lineages that date back to the Ranathim Tyranny and how they have maintained their power over the intervening centuries since their empire fell.


Friday, April 26, 2019

A Psi-Wars Historical Timeline V: The Eldothic Era

This is the final post of the history series: these are the earliest events of "Recorded history" in Psi-Wars.

The Primordial Era (100,000+ years BD)

The official history of the Psi-Wars Galaxy begins with the Eldoth and their first Galactic Empire, but civilization in the Galaxy did not begin with them. Something built the Hammer of Caliban and hollowed out the Labyrinthine worlds. Something built Azrael and the Adversary that the Eldoth would later fight are, themselves, ancient beyond even Eldothic description. Little is known about the Primordial Era, and it is left to GMs who wish to tackle the era to fill in the blanks. Possibilities include:
  • A civilization of the Skairos that spanned Sylvan Spiral, the Glorian Rim and the galactic core that meddled with human evolution and mostly perished in some great war against some terrible enemy (perhaps the Adversary or the Anacridian Scourge), but not before arranging to bequeath their civilization to humanity as a successor species and warning them of a coming calamity.

  • An elder cybernetic civilization that came from beyond the Galaxy and created Azrael (or was a civilization of enormous, world-sized “robots”) that once held all the galaxy in sway, or threatened to destroy it, before first being defeated by some civilization and then, later (in a much weaker state) by the Eldoth. They may have some connection with the Anacridian Scourge.

  • The Shapeshifter race has forgotten its origins or its purpose, but most evidence points to their being an artificial race created for some purpose by some impossibly ancient race. They may date from this era.

  • Communion is probably a completely natural phenomenon, but some fringe Communion theories speculate that Communion might be an artificial construct, a sacred psyshic engine similar in function to its more diabolical twin, the Deep Engine. If so, its lynchpins were created in this era, likely in the Sylvan Spiral or the Umbral Rim.

  • The Morass and its Leviathans are probably natural evolutions, but the Sylvan Spiral was not always infested with both. In the Primordial Era, the Sylvan Spiral was clear of both, and in this era, something may have made them or some events may have transpired that allowed for their rapid infestation of this galactic arm.
     

The Eldothic Union

~6000 BD The Eldoth Awaken (The Arkhaian Spiral)
(~5150 BDC Lithian; ~-25gc U Eldothic)

The Eldoth begin to explore the space of the Arkhaian Spiral. They have very primitive forms of FLT travel, so this takes a very long time by modern standards. During this phase, they mostly set up colonies

~5500 BD The First Age of Chaos (The Arkhaian Spiral)
(~4650 BDC Lithian; ~-10gc U Eldothic)

Once Eldothic colonies have been established and they begin to more regularly interact with one another thanks to slowly improving FTL travel, they find their civilizations have sufficiently diverged that they no longer have any sense of unity. The small “star states” begin to raid one another for technology and resources. They also regularly come across other aliens that they can experiment on and incorporate into their small empires. Their movements into the core and fringes begin to give them their first encounters with what their archives will later describe as “the Adversary.”

~5300 BD The Deadzone and the Corruption (The Arkhaian Spiral)
(~4450 BDC Lithian; ~-2gc U Eldothic)

The first experiments with the Deep Engine go horribly awry, creating an monstrous, planetary-scale Broken Communion zone and an entity within it referred to as the “Deep Corruption.” The Eldoth are able to contain the planet as the core of the Deep Engine and contain the entity within the Deep Engine itself, locked away behind layers of security, but it still moves within the pan-galactic network, lurking behind safeguards, seeking a way to get out and express itself.
This naturally results in the total extinction of a species.

5251 BD Eldothic Universal Time (The Arkhaian Spiral)
(4384 BDC Lithian; 0gc U Eldothic)

The Deep Engine experiments conclude with the successful creation of the Deep Engine and its initiation on multiple worlds, thus networking them together. This moment is chosen as the arbitrary “cycle zero” of “universal time”

~5200 BD The First Eldothic Union (The Arkhaian Spiral)
(~4300 BDC Lithian; 1gc U Eldothic)

Increasingly concerned by alien threats and united by the Deep Engine, the Eldoth set aside their differences and form a “Union,” governed by “the Convocation of Exarchs” representing each major state and faction within the Union, and administrating their own local portion of the Deep Engine. This council is physically located on their homeworld of Sepulcher.

~4700 to ~4500 BD The Great War with the Adversary (The Arkhaian Spiral)
(~3800 to ~3600 BDC Lithian; 17gc to 23gc U Eldothic)

The coordination afforded by the Convocation of Exarchs allows for a deep push into the troubled Galactic Core and into the Fringe (the Anaciridian Cloud), where they definitively encounter and catalog what their archives refer to as “the Adversary.” The Adversary is associated with Azrael, locked away in the Core in the present day, and its dangerous minions located in the Anacridician Cloud on the Fringe of the Arkahaian Spiral trying to reconnect with it.

The Adversary initiates a war with the Eldothic Union, who are forced to defend themselves. This Adversary War lasts two hundred years, during which Deep Engine cores are broken, leading to more Broken Communion “Dead Gods” and more Deep Engine corruption. Entire Eldoth worlds are shattered during the war The Eldoth create their servitor race and their engines of war, such as the Titans, to defeat the Adversary, and even then, they are only able to force Azrael into a “slumber” state.

~4400 BD Eldothic Empire (The Arkhaian Spiral)
(~3500 BDC Lithian; ~25gc U Eldothic)

Once the Adversary War completes, all of Eldothic culture is rocked by the aftermath. They pick up the pieces, repair what they can, seal away Broken Communion corruption and rebuild their society. Their culture has been deeply affected by the war and their near extinction, and slowly becomes deeply militaristic and paranoid. While still called the “Union,” the culture changes enough to mark a new epoch in the government and most human and Ranathim histories of the Eldothic Union begin to refer to it as the Eldothic Empire around this point.

~4400 to 3200 BD The Eldothic Conquest (The whole Galaxy)
(~3500 to 2300 BDC Lithian; ~25 to 65gc U Eldothic)

With an overriding goal of ensuring the safety of the Galaxy from the inevitable return of “the Adversary,” the Convocation of Exarchs set about bringing the entire Galaxy to heel. This required the creation of new Dark Engine nexuses, bringing new alien populations in line, scouring the universe for Adverserial taint, and ensuring that none posed a threat to the new Eldothic order.
The conquest took time, as the Eldoth were methodical, and because their form of hyperspatial travel was far slower. Worse, they ran into serious problems when attempting to conquer the Glorian Rim and the Sylvan Spiral. In the former, they encountered the Maelstrom and, according to Deep Engine archives, a manned Hammer of Caliban which fired upon their vessels and destroyed them, forcing them to retreat. Similarly, the Morass proved too difficult for the Eldothic Empire to conquer and this forced them to retreat.

~4000 to 3500 BD Ranathim Colonization (The Umbral Rim)
(~3100 to 2600 BDC Lithian; ~40 to 55gc U Eldothic)

The Ranathim, like most early star-faring species, colonize the local regions around them using slower, more primitive forms of hyperspatial travel. These colonies begin highly independent of one another, prone to raiding one another for slaves, and developing independent cults.

~3600 to 3200 BD Keleni Colonization (The Umbral Rim)
(~2700 to 2270 BDC Lithian; ~50 to 60gc U Eldothic)

The Keleni begin their colonization of the Hydrus Constellation, bringing their temples and True Communion with them. Their colonization efforts use primitive forms of hyperspatial travel, but they also move slowly to maintain close ties to one another, creating a unified Keleni star-nation named “The Temple Worlds,” focused on their homeworld of Temjara and the dominance of the “royal” Kihita Tribe.

~3500 to 3400 BD The Blood War (The Umbral Rim)
(~2600 to 2500 BDC Lithian; ~55 to 57 gc U Eldothic)

The disparate Ranathim colonies have bloomed into full star-nations and begin to wage outright war upon one another during this era. The war begins to spiral beyond pirate raids and into full conquest and total destruction of populations, much to the horror of other Ranathim who all agree that the war should stop, but do not want to be the one to surrender to make it happen.

~3400 BD The First Tyranny (The Umbral Rim)
(~2475 BDC Lithian; ~57 gc U Eldothic)

The homeworld of the Ranathim, Ranagant, rises supreme over its colonies, and establishes the first Tyranny. The Cult of the Mystical Tyrant claims its lineage begins with this Tyranny, and claims Ozamanthim founded this first dynasty. However, this may be revisionist history, as evidence from this era suggests the first founder was “Anthara” or “Mythamar,” and the character of the Mystical Tyrant cult of this era was much closer to a typical Divine Masks cult (though the Divine Masks, as a unifying concept, did not yet exist), with the Tyrant channeling the power of a divine “Mystical Tyrant” while in an ecstatic state as a means of making policy with “divine” assistance. This ends the Blood War.

~3300 BC Keleni-Ranathim Contact (The Umbral Rim)
(~2400 BDC Lithian; ~60gc U Eldothic)

The growing influence of the first Ranathim Tyranny ran into the growing power of the Keleni temple worlds. For the first time, the practitioners of True Communion encountered practitioners of Dark Communion. In these heightened tensions, Ranathim pirate raiders fought skirmishes with Keleni temple guards, Keleni merchants swapped relics with Ranathim cultists while offering new ideas. The two sides cautiously appraised one another: the Keleni horrified but not yet willing to commit to a full military response, and the Ranathim fascinated by the beautiful and strange Keleni.
This era also saw the first contact between the Ranathim and the Trades of the core, who carried with them the stories of Eldothic horrors.

~3200 BD The Keleni Apocalypse (The Umbral Rim)
(~2270 BDC Lithian; ~65gc U Eldothic)

When the Eldothic Empire reached the Keleni Temple worlds of the Hydrus constellation, they came across a force they did not understand or know how to combat: True Communion. Or, more specifically, the holy sites of their temples. Those who followed True Commonunion had a knack for cleansing the regions of “twisted psionic energy” that the Deep Engine needed to function. This threatened the whole of the network that the Eldoth had created and, despite their obvious technological inferiority, this power gave them the ability to resist the Eldothic advance. Horrified by what they found, the Eldoth turned their attention from the rest of the Galaxy and poured their firepower down upon the Keleni worlds and overcame them. They flattened temple complexes and enslaved and moved entire populations to the Arkhaian spiral to study, so they could better understand the phenomenon. This shattered whatever nominal power the Keleni had in the Galaxy, which they would never truly regain.

This era sees the first creation of “psi-blades,” used by Keleni insurgents to channel their psionic rage against the Eldoth and strike back to defend their people, a controversial move by the generally pacifistic species.

~3100 to 3000 BD The Great Monolith War (The Galaxy)
(~2200 to 2060 BDC Lithian; ~66 to 70gc U Eldothic)

The Keleni Apocalypse woke the Ranathim Tyranny up to the true danger posed by the advancing Eldoth war machine. From nowhere, a great power descended and destroyed a rival like they were nothing. The Ranathim hardened their defenses and prepared to resist. They used spies to subvert conquered populations and convince them to rebel, and they stole secrets from the Eldoth. With stolen Eldoth secrets, they created the Gaunt, and most True Tarvathim date from this era. Their cultists and priests used Dark Communion to send Deep Engine sites spiraling out of control and unleashing and even controlling the Deep Engine.

Despite great losses, the Ranathim marshaled their new technologies, their dark powers, and the discontent of the galaxy to drive the Eldoth all the way back to their homeworld and achieve something the Adversary hadn’t been able to do: defeat the Eldoth. Nothing remained of their empire by the end of the Monolith War.

(The Eldoth may have been fighting a two front war at this point. Constantly vigilant against the return of the Adversary, it seems a second wave from beyond the Fringe of the galaxy had struck and the Eldoth had been forced to split its forces and were thus unable to prevent their own destruction at the hands of the Ranathim).

~3155 BD The First Mug Incursion (Speculative) (The Sylvan Spiral)
(~2221 BDC Lithian; ~65gc U Eldothic)

According to the Lithian calendar, this would be a moment when the Draco Cluster was “open” and the Mug could have entered the Galaxy. Some records from the first Tyranny, during the chaos of the Monolith War, report raids by pirates and the use of mercenaries that might match either the Sathran or the Mug.

Thursday, April 25, 2019

A Psi-Wars Historical Timeline IV: The Ranathim Tyranny

For those just joining us, these events occur before yesterday's post.

The Ranathim Tyranny

~3000 to 2500 BD The Reign First Tyranny (The Galaxy)
(~2060 to 1550 BDC Lithian; ~70 to 85gc U Eldothic)

At the end of the Monolith War, the Ranathim Tyranny found itself in control of a powerful military, including secret access to the Deep Engine, war machines crafted of synthetic flesh and raging berserkers empowered by Dark Communion and the first psi-swords. The rest of the Galaxy hailed the Ranathim as heroes, and while they hated the bizarre experiments and otherworldliness of their Eldothic overlords, much of the Galaxy had come to depend on the trade routes created by the Eldothic Empire, which the Ranathim Tyranny essentially inherited. Thus began the rule of the first Galactic Tyranny. As with the Eldothic Empire, this was limited to the Arkhaian Spiral, the Umbral Rim, and the Galactic Core.
  • The Refugee Crisis: The Ranathim allowed scattered populations to return to their homeworlds, which made them very popular with races like the Keleni, but caused friction with races that had taken up those new areas. The great movement of peoples across the galaxy created a great deal of tension.

  • Ranathim Decadence: The Ranathim perched atop a galaxy-spanning empire, and no longer had to fight a war to access spoils. Slowly, the tough leadership of the Tyranny began to soften into decadence and corruption and officials used their position to access the most succulent of slaves or to line their pockets or gain false prestige by conquering some minor alien race.

  • Proliferation of Cults: The tension of the various cults within the Tyranny never really resolved during the existential crisis of the Monolith War, and those tensions grew greater as a pan-galactic exchange of ideas led to more and more cults, all with conflicting perspectives on similar ideas.

  • Eldothic Vengeance: The Eldothic Empire may have been destroyed, bu the Eldoth themselves proved extremely difficult to kill, thanks to their regeneration sarcophagi and the hidden power of their Deep Engine. Eldothic agents began to spread poisoned secrets, foment rebellion and draw in the corrupt and decadent with promises of occult power. They then turned these agents against the Tyranny, assassinating major officials and spreading disinformation and chaos.

  • The Rise of the Inquisition: The Tyrant, frustrated by heretical cults, Eldothic saboteurs and mass population movements, began to crack down on his own Empire. Once hailed as heroes, the Ranathim now deployed the very oppression that the Eldoth had represented.

  • Revolution: The inquisition did little to slow the crack-up of the Tyranny, and revolts began to spread as isolated alien populations or trade networks sought independence from the leash of Ranathim slavery.

~2500 to 2100 BD The Broken Tyranny (The Galaxy)
(~2060 to 1650 BDC Lithian; ~85 to 98gc U Eldothic)

Eldothic Sabotage, revolts, internal dissension, palace coups and religious wars finally tore the Tyranny apart. A Rump state remained in the Umbral Rim, and it ostensibly still ruled over the entire extent of the Empire, with many warlords “ruling in its name,” but in practice, the Tyranny no longer had the military might to express its power and will. It became a largely ceremonial and religious institution while Trader Caravans, Gaunt remnants, Ranathim pirate lords, Keleni tribal kings and insurgent cults divided the empire among them. Still, the idea of the Mystical Tyrant remained a potent force.

2100-1000 BD The Second Tyranny (The Galaxy)
(1147 BDC to 1 DC Lithian; 98 to 132gc U Eldothic)

A new Mystical Tyrant dynasty arose, almost certainly under the leadership of Ozamanthim (whether this was Ozamanthim the First or Ozamanthim the Second is a point of historical contention). Under his leadership, the Cult of the Mystical Tyrant took true shape as a force of cynical imperial power. He created the Divine Masks system as a way of soothing internal tension and creating tighter bonds of empire. He used force to regain his empire, but he cemented the Tyranny with social and religious bonds that allowed everyone within the Tyranny to interact. Even so, he was never able to truly regain all of the Ranathim former holdings in the Arkhaian Spiral or in the Galactic Core closest to the Glorian and Sylvan rims.
  • The Spread of the Divine Masks: The idea of all cults unified spread like wildfire through the empire. For older cults, nothing changed, but younger cults sprang up on the nexus between cults. “Navare” healers began to spring up as ecumenical religious practices that allowed numerous lesser aliens to find a place for their own traditions and taboos. “Zathare” sorcerors began to look at the cults across the Tyranny as a source for occult truths, including the forbidden secrets of the Eldoth.

  • New Alien Powers: The interregnum had given new alien races a chance to spread and gain influence. This era sees the first mention of the Asrathi as gladiatorial slaves and pleasure slaves, and the Slavers as sport (hunted by Ranathim lords), gladiatorial slaves and, eventually, accountants and courtly advisors. This era also sees the first official contact between the Tyranny and the Mug when the Draco Cluster leaves eclipse in 2021 BDC. This results in an early war between the Tryanny and the Mug which the Tyranny won, and the Mug thereafter engaged in trade, especially for slaves and technology.

  • Eldothic Experimentation and the Awakening of the Adversary: Despite the dire warnings of Domen Khemet, the Ranathim Death-Cult who protected the Ranathim from the “Dead Gods” left over from the Eldothic depredations of the Galaxy, “Zathare” sorcerers experimented with Eldothic secrets in an effort to rekindle the wonders of the first tyranny. In so doing, they may have unlocked some of the safeguards placed over Adverserial or Corrupt powers, or may have played into the hands of a few immortal Eldothic agents. In any case, many of these expeditions end in silence, with their participants never heard from again.

1000 BD The Dark Cataclysm (The Umbral Rim)
(1 DC Lithian; 132gc U Eldothic)

Something causes the home-star of the Ranathim to go super-nova. In so doing, it creates a black-hole around which the shattered remnant of the Ranathim homeworld circles, now called “Styx.” The death of Styx triggers a cataclysm of hyperspatial storms and reshapes the hyperspatial routes of the Umbral Rim, and spreads a great nebula across the rim called the Umbral Veil, giving the arm its name.


-1000 BD to 500 BD The Splintering and the Third Tyranny (The Umbral Rim)
(1 DC to 500 DC Lithian; 132 to 148gc U Eldoth)

The Dark Cataclysm severs the Tyranny’s ability to control the full extent of its territory, and it promptly collapses practically overnight. The Mug manage to plunder numerous worlds of the Umbral Rim, forcing client races like the Slaver to isolate and protect themselves. The Traders form new trade ties in the Galactic Core, and the Ranathim Tyranny splinters into several fragments, as none can rule from the homeworld: one centers on Chronos in the Galactic Core (heavily Trader influenced), one from Rath in the Sanguine Stars (heavily Slaver influenced) and one from Sarai in the Corvus constellation (beset by the Mug (who invaded between 27 DC and 227 DC), and considered by historians to be the primary “legitimate” successor state).

None of these survive longer than 300 years before various succession crises or rising warlords force these too into collapse. The galactic core churns with instability until all vestiges of Ranathim power have faded, leaving only pirates, aliens and, especially, Traders. Ranathim power lasts a little longer in the Umbral Rim before it too splinters.

This era is concurrent with the spread of humanity, and the records of the first human slaves show up in Ranathim court records, all of Westerly stock.

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.
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