Dec
8
2011
The deadliest poison ever made. No specifics, but lots of urban legends and rumors. A Legacy poison, supposed to be deadlier than any poison can reasonably be. Which is why it’s type two – type one was too deadly. Legends vary as to why; from that type one was so deadly that it was immediately destroyed on contact with itself, and that type two is the diluted form, to that type one was so deadly that simply knowing the recipe was fatal, and that type two was the closest you could safely get to recreating it.
Comments Off | Tags: Alchemy, Technology, Urban legends | Posted in Idea dump
Nov
23
2011
The Ironcloud
This monster of a Legacy Machine is nothing less than an ironclad airship. As in an airship covered entirely in armor plating, including the flight envelope (which admittedly probably only has token armor). To add to its awesomeness, the ship started its life as a naval warship rather than an airship, and the “air” part came in later. Because of this, the gondola of this monster zeppelin will be shaped like a naval ship, with a deck up top and a command structure rising from it. The “balloon” is attached on top of this by massive steel chains (think anchor chains) attached to the railing of the ship. The command structure in the middle of the deck should be tall enough to reach the flight envelope, turning the ship into a single entity rather than just a ship hanging under a giant balloon. Gun turrets/sponsons line the sides of the ship, which also has a larger gun turret located on the fore deck. Due to limitations imposed by the chains that suspend the ship’s hull, this turret is limited to firing only fairly straight forward in the direction the airship is facing, but since it’s not supposed to be able to rotate anyone, the main guns have been replaced with a pair of absurdly large cannons that wouldn’t fit very well in a normal turret. The end result is a heavy airship with a pair of very nasty forward-facing guns and a multitude of smaller guns that can fire in any other direction.
The ship is owned and operated by the Corps Aerora of the Convocation Militant, though rather than being an airship-of-the-skyline it serves the role of pirate hunter. Commanded by some infamous captain (mildly insane old female captain, hell-bent on exterminating all pirates after her husband died was killed by pirates… or something), the ship prowls the skies of the Greenwater region looking for pirates both on the sea and in the air.
Comments Off | Tags: Corps Aerora, Militant, Technology | Posted in Idea dump
Nov
23
2011
The setting needs more “adventurous organizations”, especially legal ones. Right now there aren’t a whole lot of options for state-sanctioned adventures beyond the Corps Morbid, and they’re fairly specific. More importantly, they’re very limited, as every CM adventuring party pretty much needs to be lead by a Parapsycher. Hence, some other ideas:
Corps Juridis Bureau of Breaking and Battering (Convocation Militant) obviously doesn’t officially go by that name, but officially it doesn’t have to be a separate organization at all. Administratively, it can be under another bureau or whatever. The point is that it’s the Corps Juridis “dirty work task force”, consisting of adventurous Public Officers who get assigned to dangerous work. They get to deal with terrorists, ghoul purging, especially dangerous bodyguard duties, etc. They’re expected to perform rather than behave, and will have a very “Judge Dredd” approach to things. Shoot first and hope no one asks too many questions later. They get assigned to cases appropriately.
Corps Juridis Bureau of Special Investigations (Convocation Militant) is pretty much the BBB’s opposite. They get the tough criminal cases, including the weird stuff that no one else wants to touch. X-files meets CSI with weird analytical gadgets thrown in. Cases will range from murder mysteries to werewolf sightings.
Disciplina Necis task force (Convocation Academis) has no name, but should probably exist. The Convocation Academis needs more opportunities for Guild-sanctioned adventures, and unless you want to join the Corps Necis and take to the battlefields, options are limited. Also, the Academis needs more sneakiness, and the Disciplina Necis seems like a great place to recruit people for in-city dirty work of the violent variety. Most of the members will be Corps Necis veterans, but the occasional apprentice with a penchant for violence and adventure may also find themselves recruited.
Comments Off | Tags: Adventure, Crime, Organizations | Posted in Idea dump
Nov
21
2011
Comments Off | Tags: Perils | Posted in Idea dump
Jan
23
2011
The Nahe district
Situated in the northeastern part of Greenwater, bordering the Mentalis district to the south (the two covering one island together), Nahe could serve as a “Halloween” district. Its geographic location allows for it to be reasonably credibly prone to being covered in fog most of the time (without the whole town suffering from this to the same extent). Couple this with grandiose-but-old gothic architecture and the proximity to the Mentalis district, and it’s a perfect place for creepy rogue Paramentalists and general cult presence. The Mentalis district wasn’t originally situated on the island, so the Nahe district would originally have covered the whole island. With the Convocation Mentalis moving in, the more shady elements of the districts would have been forced to relocate north to Nahe.
- Wiki page
Cultists and yet more cultists
Because cultists are fun, and with much of the Greenwater science having plenty of highly unethical research prospects, there are a lot of possibility for having cults which are quite different in character from each other. An actual campaign would of course be free to introduce new organizations at will, but the setting wouldn’t be complete without a sampling of pre-made ones.
Ideas for now are:
Sons of the Skull – Necrobiologists with a strong “necromancer” vibe to them. Very morbid imagery.
Fratris ex Machina – The evil twin of the Machiner Collegium, this would be a semi-religious order of Machiners. Their lore could include corrupting Lingering Intent and deviant versions of the belief in Machine Spirits, leading to some rather odd machine-related Paramental abilities.
Cult of the Penitent – Sadistic doomsday cult, see the wiki page.
As-yet-unnamed – Gnostic/Necronomicon cultists who seek arcane knowledge. Considering the history of Greenwater, there’s bound to be lots of things best not known, especially by them.
Also-unnamed – Lovecraftian cultists in the Lighthouse district who worship the nasty things from the depths. Throw in some old Augmentation experiments, and their object of worship can actually be a centuries-old highly intelligent (and malicious) kraken.
Comments Off | Tags: District, Organizations, Perils | Posted in Idea dump