Microsetting | Owen K.C. Stephens

Category Archives: Microsetting

Decking the Halls

I was about to close up the shop and see if I could manage some last-minute holiday shopping at the thrift store, when the front door dinged and I heard hard boots clicking on the floor in the front of the shop. Suppressing a curse, I plastered a smile on my face and popped through the door separating my office from the front counter.

“Happy Holidays. I’m sorry but we’re about to clos…”

My voice faltered.

The woman standing in my tiny customer lobby had an air of self-assurance and class, despite the wild dichotomy of her attire. She had not bothered to plaster on a smile, and her serious gaze and black leather outerwear were somehow not at odds with the Santa hat perched atop her head and the ugly Xmas sweater peeking out from her trench coat. A thick silver belt buckle depicting a set of antlers set off the badge and holster riding the same belt near her hip. Her voice was melodic, but extremely firm.

“I have some questions about your chimney cleaning services, and your availability on Noelnacht. You’d need to be available on standby for 24 hours, but the pay would be commiserate with that inconvenience.”

Her gloved hands produced a bright green business card with raised silver ink, though I didn’t see from where. She pressed one corner of it one the glass counter, then released it so the card slapped onto the smudged surface with aloud “click.”

Most years, if some weirdo walked in on December 23rd with that routine, I’d have just told them I was unavailable. But on this night I was coming off a long series of financial strains and however odd her outfit was, it also spoke of money and professionalism. I really needed the money half of that equation.

I picked up the card and read it. Twice. It had just a single line of text, with a wreath-and-antler badge icon after it.

“Holly Jolly. Chief of Security, North Pole.”

“Well, Mister Scringe?” She raised an eyebrow at me. “Shall we talk business?”

Practical Pastiche: TV Shows

Practical Pastiche” is a series I expand on from time to time, offering drop-in names you can use in your home ttRPG campaigns to replace real-world organizations, places, groups, and anything else you might want to use in a fictional world without the baggage of using real-world elements.

TV SHOWS are often touchstones of modern life, and they can interface with ttRPG characters and campaigns in many ways. So whether you need a show to be boycotted by the Choco-Cola Company, a superhero to have a secret ID as a TV writer, or want to list what show a famous NPC media celebrity is the star of, these are the fictional series of fiction to use.

“Bleeding Ink”: Drama about a major newspaper facing the decline of print media. Tackles political issues, ethics in journalism, print vs video vs internet, and the risks of news as entertainment. Famous for the “rotating perch scene,” where one character leans or half-sits on a piece of furniture and talks to one or more other characters in the room as the camera rotates the POV constantly,

“BOLO”: And, of course, spin-offs BOLO: Baltimore, BOLO: Stockton, BOLO: Fugitive Recovery, and even foreign spinoffs such as BOLO: London, BOLO: Berlin, and BOLO: Saint-Jerome. The letters stand for “Be On the Look Out,” a police term. The original BOLO is a police procedural set in Chicago, and covers one precinct’s “war on crime,” with most episodes focusing on trying to find specific suspects. A huge franchise.

“Controlled”: Sitcom about a huge rent-controlled apartment in Oakland lived in by “Gamma Ruth,” a woman “so old they named a book of the Bible after her.” Gamma Ruth lets her 8 children, 11 grandchildren, and 4 great-grandchildren live in the massive apartment’s many bedrooms and salons rent-free, and pays a single dollar a month due to a rent-controlled contract. The building’s owner, Mr. Grundle, both wants to find Gamma Ruth in violation of the contract so he can raise her rent, AND wants to date one of her granddaughters. Hilarity ensues.

“Diplomacy Extreme”: A reality show where attractive people live together in a location with artificial scarcity, constantly form and re-form teams that vie for resources in various weird challenges, and make deals and alliances in an effort not to be “impeached” in a secret ballot that removes on contestant at the end of each episode (at which point all their previous votes in previous rounds are revealed). Last 3 people are then re-integrated with all previous contestants in the last episode, all the remaining 3’s votes are revealed, and the people removed in earlier shows vote for 1 of the 3 to win $1 million.

“Game of Empires:” Fantasy action/drama. Streaming company’s prestige fantasy series about a fantasy world thrown into turmoil when the High King dies without an acknowledged heir. Magic tends to be dangerous to use and more likely to make things worse than help, and there’s a lot of naked sexy women in most episodes, but it’s also genuinely compelling… at least for the first 6 seasons.

“Gang Stoppers”: Live drama where camera crews follow along with civilian patrol groups that try too pacify “The America, neighborhoods overrun by gangs, hoodlums’, and thugs.” The civilian patrol groups are mostly white, the people they try to detain with citizens arrests mostly aren’t. There have been a lot of lawsuits, but the show makes so much money it’s been on the air for more than 25 years.

“Nerd Friends With Benefits”: Half hour comedy. They’re young. They’re nerds. They’re… hot and horny? Dating/slice-of-life sitcom that tries to draw in the nerd market, but it often accused of mocking nerds rather than celebrating them.

“Tiffany’s Monster Hunting Service”: Supernatural/light horror/light comedy drama. Teen girl Tiffany Vannelle discovers the great-great-great-great-great-great-great-great-12th-century-grandmother she was named for was a monster hunter who founded a society to continue her work and, as the 7th daughter of a 7th daughter, she’s expected to run it someday. Since her monster-hunting training and duties leave her no time for babysitting, lawn-mowing, or seeing friends, she forms a teen branch monster-hunting agency so she can hang out with her “Buster Buddies” friends and make some money.

“Secret Sector”: An action/drama show about the world of private intelligence agencies, based on the concept of there being a Public Sector, a Private Sector, and then the Secret Sector. Follows two agents of the Red Harvest agency as they wrestle with spywork against both other private intelligence agencies and governments, as well as the dangers and ethical dilemmas of their jobs.

“Vaudeville Never Died”: A long-running late-night weekend comedy skit and music show with celebrity guest hosts each week, often just called VDN. Famously mocks itself for being unfunny. Opens each episode with a “cold open” sketch, that always ends with the line with the line “That’s Vaudeville, Baby!”

“WTF?!”: A premium cable channel show that looks at one unsolved bizzarre occurance or poorly-understood social construct ach week. Plays it for laughs, but the investigations and information are legit.

“Your Teacher Lied”: Irreverent but generally accurate investigation show that tackles wrong things people have been taught in schools in the US over the past 60 years, and why that was taught.

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I’ve been fighting cancer, recovering from a pulmonary embolism, and suffering through constant infections for most of 2023, and eventually surgery is the only way to remove the cancer. This *all* takes money, bills are mounting, and my resources (of energy and money) are running thin. You can donate to my ko-fi, if you want to help. There are cat pics there, too.

Gate Wars Starship Class Designations

Rather than divide this into 5 daily blog posts each covering 2-3 ships, I opted to give you the whole Gate Wars starship classification guide at once, a full week of content in one post.

What is Gate Wars? Well, nothing, at the moment. This is an example of what I sometimes do as a leisure-time activity – imagine a set of parameters, then write down a bunch of detailed worldbuilding specifications for one aspect of a setting matching those parameters. These are my text equivalents of doodles, or warm-up sketches, designed to amuse me and perhaps get the creative juices flowing, rather than build towards a goal.

In this case, I envisioned a science fiction setting where FTL travel was originally accomplished through Gate Stations – massive stationary locations where a Hyperspace gate could be built and starships “thrown” through it on one-way FTL trips – and then later mobile “Free” Gates were developed. Free Gates are built into starships and allow them (with a few hours of charging, assuming the Gate was kept “hot,” and a few weeks of charging if it wasn’t) to make FTL jumps on their own. Free Gates aren’t nearly as fast as Gate station trips, but they also aren’t one-way. A Free Gate can take you anywhere, but due to gravitational forces, some locations take much less energy to travel to, and allow you to go to them much fast. Known as Gate Fords, these are common routes for commerce, and thus popular targets for pirates (as opposed to Gate Stations, which are heavily armed and armored).

The following are ship categorizations as I have envisioned them over roughly a decade of doodling with this idea. Each gives the common name of a ship class, followed by its size class and common 2- or 3-letter designation. Ships of the same class are roughly the same size, though they can serve very different purposes. I foresaw sensors being able to detect a ship’s size class well before they could pick out any other details. Size class “A” exists because ships of that size are recent, and the old “largest mobile ships” were size class “1”, so the new designation was created for “bigger than Class 1” ships.

The tech details here are pretty minimal, with weapons largely just described (from most powerful to least) as spinal mounts, Primaries, missile tubes (which have significant drawbacks as being slower, subject to defensive fire, and running out of ammo in long deployments), Secondaries, and defensive guns.

(All at by Luca Oleastri)

Battleship [Size Class A] (BS)

A battleship is the largest warship in any fleet, focused on heavy arms and armament. Battleships can generate their own Gates, and though they aren’t designed to bring additional ships through those Gates the sheer mass of a battleship allows a few Size Class 4 and smaller ships to tuck in tight and fly through in the time it takes the battleship to transition. Battleships are a relatively new development in star fleets, as it is only in the past 50 years a mobile Gate capable of transporting such massive vessel has been developed, and the resulting arms race to create ships able to take on stationary fortifications bankrupted some star nations. At the same time, when fleets with battleships have clashed with fleets of similar tonnage and tech level lacking a BS-class, the strategic need for battleships has been proven again and again.

The key role of battleships is to project force capable of taking out planetary installations, Gate Stations, and major starbases, while surviving the massive attacks such installations can unleash. In fleet maneuvers, battleships are the front-and-center core of offensive formations, anchoring entire fleets and being flanked, supported, and escorted by as many lesser ships as can be spared from other duties. Battleships almost always have a spinal mount weapon, and may have more than one (often with 2 or three facing forward, and 1 or two facing to the aft). It additionally carries multiple batteries of Primaries, with Secondaries or missile tubes emplaced only where space and power allow but a primary could not be made to work. Defensive guns tend to be clustered in tight batteries that give their best coverage to the front arc. Each space navy has its own exact preferred mix of weapons, but any battleship can outgun any smaller ships of any fleet.

A battleship also carries massive armor, powerful shield generators and backup screens, and vast banks of electronic warfare and countermeasure systems, but when a choice must be made between offense and defense, a battleship’s first concern is having more firepower than any other mobile unit. As a battleship is extremely likely to be the flagship of any fleet it is in, they do carry multiple command and control loops and tactical and strategic centers to allow for the operation of the ship by its captain, its fleet by an admiral, and an entire warfront by a war council, and enough diplomatic space to be able to host allies or accept enemy surrenders.

Unsurprisingly battleships are extremely expensive to build, and much more expensive per ton to maintain and operate, than less focused ships. Their narrow focus on the heavy armament needed for system sieges and major fleet engagements makes them no more effective for any other roles than a typical cruiser. Most mid-tier star navies have at most one battleship, often in mothballs, and even top-tier navies rarely have more than 8 total battleships, and no more than 2-3 active at once outside of wartime. Lower-tier star navies simply cannot afford to have modern battleships (though see pocket battleship), and no nongovernmental group can maintain and operate so expensive a vessel.

Fleet Carrier [Size Class A] (FC)

Fleet carriers are the largest warship to regularly see operations outside of wartime, and are on-par with battleships in terms of total tonnage. Rather than spinal mount spinal weapons or Primaries, fleet carriers give up their vast tonnage to carrying squadrons of smaller craft, focusing on non-FTL capable vessels the carrier takes from system to system, though any well-designer carrier also has a number of long-range scout ships, minelayers, recovery and repair craft, missile tenders, and troop transports. Carriers mount some Secondaries, and as many defensive batteries as they can cram onto the surface, but beyond the firepower of their squadrons, most of the punch of a carrier comes from missile batteries backed by their enormous and extremely advanced tracking and targeting sensors and computers.

A fleet carrier is too valuable and too vulnerable to ever operate on its own, with the smallest unit to see a carrier being the single carrier group, which normally includes a single carrier, at least one combat vessel (preferably two dreadnaughts, but often just one dreadnaught and a heavy cruiser, two battlecruiers, or even two heavy cruisers), at least two escort ship (often a light cruiser or escort cruiser), one depot ship or tender, and three destroyers (or, if a fleet’s budget and resources are stretched too thin, one destroyer and two pinnaces or cutters). A carrier group is an extremely effective small fleet to deal with a broad range of issues, and can excel at patrol, scouting, escort, antipiracy, system defense, and diplomatic missions where the need to project force in an area needs to be combined with a less militaristic tone than sending a battleship or pocket battleship. Even a carrier group with a dreadnaught is often seen as less threatening than a dreadnaught group by itself, as the need to protect carriers is well-understood, as is the vast flexibility of carriers.

The biggest vulnerability of carriers is that they lack the massive armor and shielding of other warships in their size class, focusing on using their mass on defensive batteries and facilities to store, launch, recover, repair, and support smaller craft. A carrier caught without cover, preferably from both a few squads of active fightercraft and one or more escort ships, is vulnerable to much smaller warships including cruisers, destroyers, and in some cases even frigates.

Dreadnaught [Size Class 1] (DN)

A dreadnaught is a warship much larger than a cruiser, but not as massive as a carrier or battleship. Dreadnaughts have considerable firepower in the form of a single spinal mount weapon or dozens of Primaries (but not both), extremely heavy armor, and densely-packed defensive batteries. Numerous redundant systems, suites of damage control and repair operations, and more internal bracing and bulkheads per ton than any other ship class make dreadnoughts the toughest ships in any fleet, and while they lack the massive anti-planetary-installation power of a battleship, they can actually soak more damage than those larger warships.

Dreadnaughts primarily serve as the anchor for small fleets not expecting to face space stations or battleships, mobile strongpoints to protect battleships and carriers, and as flagships for space navies unable to afford to build or maintain a battleship (or those so massive as to need numerous flagships and preferring to keep the majority of their battleships mothballed). While dreadnaughts are much more expensive than cruisers, their high durability can make them attractive choices for flagships in situations where the level of risk is not well known. Dreadnaughts often form the core of a carrier’s escort fleet, placing itself between a carrier and the direct line from an enemy fleet. Dreadnaughts can operate independently if needed, but are slower than cruisers and no more effective in nonmilitary matters, and actively worse as pursuit craft.

Missilenaught [Size Class 1] (MN)

Before the creation of stable mobile Gates able to carrier massive Size Class A ships, the only proven method for taking out major starbases and planetary defenses was to swamp their defenses with a combination of asteroids accelerated by war tug craft and massive missile barrages. The job of carrying and launching those missiles, and surviving counterfire from a station, fell to “missilenaughts,” though very few fleets use that term for their own ships. Rather than focus on a spinal mount, Primaries, or even Secondaries, missilenaughts have as many missile lanchers as they can cram into their outer hull, and as many reloads as they can fit in interior space. This gives them a horrifically powerful throw-weight of offense… briefly. A single missilenaught lacks the firepower to take out a major station by itself, but before size class A ships existed, a section of 4 or 6misssilenaughts was the most efficient way to take out a single enemy base. However, missilenaughts are more fragile than standard dreadnaughts, and must be resupplied after each major engagement. Indeed, a missilenaught often runs out of missiles during a single long engagement, and no one builds them anymore. However, they remain a respectable threat, in some cases have become popular planetary defense ships or carrier escorts, and poorer governments sometimes buy old missilenaughts from richer fleets that no longer need them, representing a “cheap” way to have a Class 1 ship.

Pocket Battleship [Size class 1] (BP)

Also often termed pseudo-battleships, battle projectors, and siege vessels, a pocket battleship is an uncommon form of dreadnought designed to fill the battleship role, but on a smaller (and thus less effective) scale. Pocket battleships almost always have twin forward-facing spinal mount weapons, to allow effective firepower to be brought to bear against smaller space stations and planetary installations, and extensive Secondaries and defensive batteries. They pay for this heavy front-facing offense by lacking Primaries and being much less heavily armored than a typical dreadnought—often no more durable than a battlecruiser—and lacking the ability to engage in long-term independent operations. Pocket battleships are mostly only found in the fleets of older mid-tier star navies, or as a single flagship in a lower-tier star navy (though a small number of first-tier star navies do use pocket battleships in large fleet formations, such as an escort to a carrier or backup to a dreadnaught formation). While they are not cost-effective for anything other than assaulting light planetary defenses, having a ship able to project fleet-level offensive power and be more than a match for any cruiser is worth the expense for some star nations that simply lack the means to maintain true battleships, and those that need more offense in their ships of the wall than dreadnoughts provide.

Squadron Carrier [Size Class 1] (SC)

Also called secondary carriers and heavy escort carriers, most squadron carriers are conversions of older missilenaught (or, less often, pocket battleship) hulls built long enough ago that their offensive technologies are out of date and requiring massive overhaul anyway. In many cases, the cost of refitting such ships to match modern DN specifications is prohibitive, but converting them into smaller carriers is relatively cheap (especially compared to the cost of building new, full-size carriers). Although gutting such hulls to install Gate generators able to transport dozens of smaller craft with the main ship inevitably weakens them against heavy enemy fire, carrier tactics don’t call for surviving direct heavy fire. A small number of lower-tier star navies built squadron carriers as new constructions after Gate technology advanced to allow multivessel Gate travel, simply because they could not afford to build Size Class A carriers.

Super-Heavy Frigate [Size Class 1](XF)

No fleet ever designed and constructed a super-heavy frigate from scratch, but the idea of a ship with the vast endurance and flexibility of a frigate, but on an even larger scale, did appeal to some star navies, especially as Free Gates proliferated and impacted strategic warfare and it became more common for ships to find themselves cut off from supply lines, or stranded when their home bases were destroyed or occupied. A few experimental craft of this type were created by converting other ships, including two famously adapted from capital ships (a dreadnaught and a carrier) that were so badly damaged they had to be refit from the keel-outward. While super-heavy frigates acquitted themselves well, ultimately they were determined to be too expensive to be practical in wartime, and too heavily armed to be needed in peacetime.

Battlecruiser [Size Class 2] (CB)

Battlecruisers are built on heavy cruiser frames, but focus on armor and more heavy and defensive weapons, and less on labs and diplomatic facilities. They are often considered “overgunned,” in that the more weapons you cram into their frames, the harder it is so have good armor and sensor coverage. Even so, no pirate wants to see a battlecruiser on their scopes.

Bulk Carrier/Q-ship [Size Class 2] (CB)

Massive cargo carriers with Free Gates that allow them to take millions of tons of cargo anywhere in the known systems. The risks of interstellar commerce means bulk carriers are always trying to save as much money as possible, so they are commonly traveling from Gate Ford to Gate Ford wherever possible to save on energy costs and generally only travel when full. This makes them appealing targets for pirates, if they pirates can either take out any defensive ships at a Gate Ford (or which there are too many for star fleets to guard *all* of them), especially if it’s a Gate Ford the bulk carrier thinks is a secret. Most civilian spaceship travel occurs in passenger sections of bulk carriers, with accommodations ranging from ships that have a few luxury decks on par with modern cruise ships, to paying for a spot in an empty crew bunk.

Although absolutely not designed for warfare, a bulk carrier can be retrofitted with internal armor bulkheads, massive banks of secondary screens, nearly as many missiles as a missilenaught, lots of defensive weapons, and a few Secondaries. This makes them “eggs with canons,” able to punch in the weight class of a battle cruiser (albeit wth less range), but more fragile than even a light cruiser. However, such ships (called “Q-Ships”) are sometimes used to hunt pirates, as they can retain their nonmilitary freighter appearance.

Smaller cargo ships also exist, of course, but economic realities generally makes them either non-Gate capable single-system shipping, or more like smugglers or special curriers than normal commerce vessels.

Command Cruiser [Size Class 2] (CC)

A command cruiser is essentially a heavy cruiser with the most modern sensors and labs possible, extra space added for a commodore or rear admiral to run a small fleet or a wing of a larger fleet, and diplomatic quarters. On paper they aren’t more effective in combat than heavy cruisers, but a combination of getting elite crews and being able to handle more unexpected situations often gives them an unexpected edge. They are a great deal more expensive per ton to build (though not to maintain), and low-tier fleets often don’t bother with them, or have one or two as flagships.

Destroyer Tender [Size Class 2] (DT)

A destroyer tender is a noncombat ship designed specifically to provide support to a group of 3-7 destroyers. The tender has extensive resupply and cargo capacity, and the necessary parts, machine shops, and facilities to maintain a destroyer for long periods of time. While ideally a destroyer tender is custom-built to fulfill this role, in reality, tenders converted from bulk cargo haulers, mobile mining platforms, and salvage ships are far more common. Multiple destroyer tenders could also function as tender for a larger fleet.

Heavy Cruiser [Size Class 2] (CA)

The workhorse of most star navies, the heavy cruiser is the modern incarnation of the pre-Free-Gate Armored Cruiser, which was designed to survive being sent through a system Gate and finding hostiles at the other end of its travel. Most mount a mix of a small number of Primaries, Secondaries, missiles, defensive weapons, sensors, interior carrier craft, labs, medical facilities, and diplomatic facilities, but they do not specialize in any of those roles. A heavy cruiser is designed to be a generalist, sacrificing being the best ship for any role by being an adequate ship for every roll.

Heavy Frigate [Size Class 2] (HF)

Heavy frigates were designed to be the next generation of free Gate ships, able to explore, scout, sit on-station, and even build and support an entire new colony from scratch. The size of later battle cruisers, heavy frigates had at-best a light cruiser’s armament, combined with extensive support systems and cargo capacity matched only by deep-space explorers or small stationary starbases. The improvement in free Gates, and the increasing number of shipyards able to build them, made the heavy frigate obsolete for its main function shortly after the first units became active, and most fleets have stopped building them.

The one combat advantage of a heavy frigate was its ability to survive damage – though no more armored than a true battle cruiser, a heavy frigate’s extensive secondary systems were generally built in a shell around its crucial components. While losing machine shops, vehicle hangers, cargo bays, conference rooms, theaters, and redundant secondary and tertiary systems reduced a heavy frigate’s flexibility and endurance, it didn’t reduce its overall combat effectiveness. Nothing smaller than a dreadnaught could survive as much damage as a heavy frigate.

Monitor [Size Class 2] (BM)

Monitors were originally constructed as system defense ships; heavily armed and armored vessels that lacked any significant noncombat functionality and had extremely limited operational endurance. While some ships of that type still exist, the main “monitor” of the modern era is a ship that combines the offense of a battlecruiser, and extended facilities of a command cruiser, and has greater armor than either, in exchange for not having a free Gate. They are only common in areas with a Gate Station, and fleets that can afford to build ships they never plan to deploy beyond those systems. A few Monitors can be found in orbit around old Gate Fords, having been sent to some battle by a Gate Station in desperate times, and having no way to go home. Generally still resupplied by their home fleets, they become de factor minor mobile stations at those Gate Fords.

Armored Frigate [Size Class 3] (AF)

When old Free Gate ships were upgraded with modern engines and gate systems, they often ended up being able to haul much larger mass loads. While rebuilding their interior systems to add new weapons or secure cargo storage was too time-consuming to be practical, it was often possible to simply weld additional armor plates on over key points on the ship. The amount of benefit gained from this armor upgrade varied by design, but armored frigates gained a reputation for being able to absorb damage well out of proportion to their size.

Light Command Cruiser [Size Class 3] (CLC)

A light cruiser that sacrifices some breadth of utility for additional sensors, communication, and command facilities. Mostly only used by low-tier fleets who cannot afford command cruisers or bigger ships, often as flotilla leaders.

Light Cruiser [Size Class 3] (CL)

A heavy cruiser’s concept, but one size smaller. Rather than being “adequate” for any task, it’s adequate for common roles, and “better than nothing” for anything else. However, light cruisers are a good deal cheaper that heavy cruisers to build and maintain, and many fleets prefer having 5 light cruisers over 3 heavy cruisers.

Escort Cruiser  [Size Class 3] (EC)

An escort cruiser is an uncommon class of ship designed exclusively to act as an escort for larger, more powerful starships such as carriers, dreadnaughts, and battleships. Most star navies lack the resources to have a class of dedicated cruisers this size, depending on destroyers, frigates, and even brigantines for such roles. Escort cruisers generally have no Primaries and only a small number of Secondaries, but are well-armed with defensive batteries covering all arcs, as well as extensive sensor arrays. Escort cruisers also have far more noncombat resources, and are designed to be able to pair with a larger ship to allow it to operate without a full support fleet, though normally anything important enough to have an escort cruiser assigned to it is important enough to have at least a few more smaller ships as well.

Escort Carrier [Size Class 3] (CE)

Escort carriers exist primarily to shuttle new fighters and supplies to larger carriers, though they can also serve as additional fighter and missile capacity for small units lacking larger carriers, such as a cruiser or frigate patrol group. However, escort cruisers lack the armor to get anywhere near direct ship-to-ship combat. Escort carriers are often converted hulls from depot ships, tenders, and civilian craft.

Depot Ship/Field Tender [Size Class 3] (PT)

Depot ships are military transports, designed to have the armor to survive being targeted by enemy raids, and the cargo capacity to bring resupply to much bigger ships. They lack any Primaries or Secondaries, and have just enough defensive weapons and missile lanchers to keep pirates at bay. A ship that makes runs to and from locations is generally a “depot ship,” while one that travels with a fleet to resupply as needed is a field tender.

Frigate [Size Class 3] (FF)

A frigate is a ship smaller than a cruiser, but able to operate independently for long periods of time. Frigates don’t generally have Primaries, with Secondaries being their heaviest armament, but may have a great deal more defensive weapons and a decent bank of missiles. They are also designed to operate independently for long periods of time, and are often scouts, flank guards, exploration vessels, and the largest ship the richest and most powerful non-government groups can afford to build or maintain.

Early in the Gate Wars, it was determined that the ability of frigates to travel through self-generated Free Gates made them excellent scouts, raiders, and picket ships. Frigates were able to operate independently for long periods of time, allowing them to both strike deep into enemy territory, and sit on-station in defensive positions for long periods.

The original ships of this class were the largest vessels the first generation of Free Gates could move, and so these ships were build for mobile military operations and exploration. It was perhaps inevitable that the first starships able to generate their own warp gates, known as “Free Gate” ships, would come to be referred to as frigates.  Since that function can now be filled by larger vessels, many modern frigates serve specialized functions, such as medical frigates (FFM), repair frigates (FFR), minelayer frigates (FFL), and diplomatic service frigates (FFD).

Patrol Carrier [Size Class 3] (CP) 

A patrol carrier is a warship roughly the size of a destroyer or frigate, that serves as a very small but self-reliant fighter carrier. These are most often used by high-tier navies as patrol craft for Gate Fords, allowing them to cover a large volume of space with numerous non-FTL craft the carrier can support and transport as needed. They can double as escorts for larger craft that lack enough hangar capacity for fleet operations.

Destroyer [Size Class 3] (DD)  – Once the Gate Wars were in full swing, analysis revealed frigates which had not been designed primarily for combat missions, and simply too expensive and resource-intensive to build in large numbers to fill out fleets once all sides moved to wartime production priorities.

Instead, significantly smaller, much leaner ships initially conceived of as “Frigate-Destroyers” were designed. Frigate-destroyers could perform many of the wartime functions of a frigate, though with less self-sufficiency and shorter operating times. They lacked many of the capabilities that made frigates so flexible; such as small craft bays, landing craft for companies of marines, extended sensor arrays, deep storage and reloads, creature comforts for their crews, full self-repair systems, and facilities for diplomatic missions, disaster relief, and spare cargo capacity, but had just as much armor and first-strike armament as the vessel they were designed to counter. By stripping down to the bare military minimum, it was possible to build and crew two frigate-destroyers for the time and cost it would have taken to create a new frigate.

Frigate-destroyers proved extremely effective in their roles, and soon variants began to be built to perform specific missions. The term “destroyer” came to encompass a broad class of small long-endurance combat-focused starships. Destroyer escorts focused on defensive systems to help protect larger and more expensive starships, destroyer scouts had upgraded sensor systems, assault destroyers had higher first-salvo throw weights, and

Corvette [Size Class 4] (CV) 

A corvette is the smallest vessel able to mount military-grade weapons, shields, and armor and power them at the same time as a mobile Gate. They are often used for reconnaissance, patrol duties, and interdiction operations. Corvettes are fast and maneuverable, allowing them to swiftly navigate through space and engage smaller targets. They usually carry point defense weapons and light missile systems.

There also exist Slow Corvettes, which have slightly more weapons and secondary systems in return for not being able to power their Gate at the same time as other major systems. It takes weeks for a Slow Corvette to make a Gate jump anywhere, but that’s significantly better than being stuck somewhere forever. Slow Corvettes are popular escort ships in mid- and low-tier navies, designed to be carried by the Gate of the larger ship it’s escorting under normal circumstances, but able to travel solo in an emergency.

Brigantine [Size Class 4] (BG)

A brigantine is essentially a corvette that sacrifices having its own Gate for more weapons, armor, and secondary systems. They are common police and local defense vessels in relatively safe systems, and few can sometimes be carrier by the largest fleet carriers.

Pinnace [Size Class 5] (PN) 

A pinnace is the smallest class of ship that can mount its own free Gate, and it can’t also fit in military-grade weapons. A pinnace can carry minor defensive weapons, and may be able to damage a pirate ship converted from a cargo ship or scout, but aren’t a match in a fight with any true military starship. They are often used as long-range transport ships carried by much larger ships, and as the private starships of the mega-rich.

Gunboat [Size Class 5] (GN) 

A gunboat is the smallest class of ship that can mount its own military-grade weapons (sometimes a single Secondary, usually just a few missiles and defensive weapons), but it can’t also fit in a free Gate. They are often squad leaders for attack craft in carriers and stations.

Cancer Support

I have cancer, and am on chemo (and likely will be for months to come). If you want to help me cover cancer treatment costs, right now, one great way to offer your support is to pick up The Traveler’s Guide to the Darklands: For Pathfinder 2E, which a vast number of amazingly talented people put together as a charity product to aid me. And it’s got excepts from Alphonse Lord Tabbington! Also, the product Like A Boss – A Book of Boss Encounters is a community project put together by Samurai Sheepdog to help me cover costs.

Or, if you prefer, I do accept donations to my Ko-Fi, which doesn’t take a cut before passing the money on to me. (Also, there are cat pics there!)

And, of course, a big part of my income comes from people supporting my Patreon, so joining that is a big help!

The Second Epoch: Sketch of a Homebrew Campaign for Pathfinder 1e

Let’s say I wanted to start a Pathfinder 1st-edition homebrew game that supported lots of different player species all working together, an easy source of threats for them to face, and some quick and easily understood lore I could build off of as the campaign goes on and levels up.

It might look a lot like this.

“The Second Epoch”

The First Epoch ended 253 years ago, when the Twelve Mythic Champions defeated the great threat of that age, the Elder Madness and its agents, the aberrations. While each champion had powers that made them nearly gods and artifacts beyond the comprehension of any now living, their final victory came with the creation of the Torc of All Things, which could grant limitless and unintended-consequence-free wishes on command. To ensure no one of them could command that kind of power again, the Mythic Champions broke the torc into 12 parts, and each took one and went to their own corner of the world, swearing to never pass into or interfere within the region of another champion.

The only two champion Pcs need to worry about to start are Tianna the Peacemaker, and Khernin the Diabolist, whose two realms lay side-by-side, Tianna’s to the East, and Khernin’s to the West.

Tianna set out to build a kingdom of peace, acceptance, mutual respect, and understanding. She invited refugees from around the world, displaced by the War against the Elder Madness, to come live together in harmony under her guidance. Members of scores of cultures (each with a dozen or more native species) answered her call, and came together to form a single kingdom of Tiannavel. While acclimation was difficult, the mythic Peacemaker was up to the task, and though Tianna died a century ago, Tiannavel continued to grow and thrive as a land of art and philosophy — by no means perfect or without dangers, but increasingly a land with plenty and growing safety. The disparate peoples and societies within its borders came to interact without constant war, and their differences came to be seen as a pride in diversity, rather than cause for hatred. Tiannavel is ruled now by the Serene Council under the symbol of the Peacock Hall — representing dozens of colors and shapes taking pride in their combined beauty.

(Art by Bruno)

Khernin set out to conquer every inch of his realm to control directly, establishing local Praetors to rule under his control. He sought ever-more power, claiming to wish to be ready if another threat such a the Elder Madness arose. He raised up Monstrosities — summoned demons, created undead, bred magical beasts, and gave great leeway to any underling showing a sign of discovering new forms of power. His empire of Khernobolg was feared by most rational beings, but Khernin kept to the compact of the Champions — no force or agent under his command was allowed to set a single toe outside his realm’s borders.

(Art by Bruno)

Three years ago, Khernin died. Khernobolg was thrown into chaos as his Praetors and Monstrosities fought to take control of it and Khernin’s Basalt Throne. But in the past year, things from Khernobolg have begun to cross the border into Tiannavel. The most powerful threats can be handled by the great heroes of the peacock hall, but they are few in number and many of Khernin’s old lieutenants are resistant to scrying. for the Great Heroes to be in the right place at the right time, Tiannavel’s borders must be patrolled, and minor threats investigated by adventurers competent enough to survive minor threats, and wise enough to recognize problems above their pay grade.

Also known as “player characters.”

The campaign begins in the town of Ulcazar, which was built late in the first Epoch to oversee the Three Crossings — a point where the Basalt Mountains have multiple passes a few days to the northwest, the Midnight River has a major ford two days due west, and the Dragontooth Coast has a single harbor, in the small port town of Bandarvey three days to the southwest (or one by river). These form the southern border between Tiannavel and Khernobolg, and has become one of the hot spots in the growing incursions from the western Kingdom.

Ulcazar is ruled by the Solstice Table, a group of eight sages and seers appointed by the Serene Council (who also control Bandarvey and everything with a week’s travel of Ulcazar). Their powers wax and wane with the seasons, and the further from a solstice it is, the weaker they are. The Solstice Table has a small Solstice Guard, to protect the town itself, and the Lunar Scouts who patrol surrounding territory. But most importantly, each member of the Table is patron to a number of less powerful “adventurers” who can be sent to investigate reports of mysteries, strange occurrences, portents, and potential breaches of the border. If such threats are minor enough, PCs can deal with them. If not, they should gather what data they can, and bring it back to the Solstice Table.

As the campaign begins, the 4th-level characters are gathered by one or more patrons and asked to go into the Midnight Swamp, at the base of the Basalt Mountains north of the Midnight river Pass. Local lye-makers from the hamlet of Seffield who gather materials at the edge of the swamp have reported strange green lights dancing deeper in the swamp. They could be fey, wil-o-wisps, undead… or something worse.

Cancer Support

I have cancer, and am on chemo (and likely will be for months to come). If you want to help me cover cancer treatment costs, right now, one great way to offer your support is to purchase the Fight Owen’s Cancer megabundle, which offers $1000 worth of material, 355 pdfs from 15 companies, for just $40!

Alternatively, you could pick up The Traveler’s Guide to the Darklands: For Pathfinder 2E, which a vast number of amazingly talented people put together as a charity product to aid me. And it’s got excepts from Alphonse Lord Tabbington!

Or, if you prefer, I do accept donations to my Ko-Fi, which doesn’t take a cut before passing the money on to me. (Also, there are cat pics there!)

And, of course, a big part of my income comes from people supporting my Patreon, so joining that is a big help!

Lost England: A Setting for Pulp ttRPGs

The Year is 1896, and England is Lost.

The cities are overrun with undead, clans of tool-using simians, giant rats, lycanthropes, and vaguely Egyptian-themed cults. The government has fled to Canada. The countryside is marginally less dangerous, with some rural districts, parishes, and walled townships holding out, and a few odd individuals somehow making due in individual homes and huts.

Expeditions into the Blighted Counties are undertaken for numerous reasons. Some seek to understand how things got so bad here, as opposed to anywhere else in the world. Others seek to rescue family or friends, recover heirlooms or lab notes, take back artifacts looted by various English authorities from other countries over the centuries, or even try to carve out independent territories.

Official expeditions are launched from Scotland, but nearly anyone can set out from France or Independent Ireland to explore Lost England… though those nations are more cautious about who they allow back in after being exposed to the English Problem. But with little to no regulation in England itself, and a thriving black market for English relics and lab notes, individuals who aren’t able to live the lives they want anywhere else find they are accepted by the Anglo-Expedition community. The biggest gathering places for those freelancers who dare to set foot on English soil are Camp Gris-Nez in France, and Greystones in Ireland (where the best explorers often gain patronage from Elizabeth Hawkins-Whitshed, better known as Lizzie Le Blond).

Adventurers, explorers, occultists, and looters from all over the world flood to these places in preparation for delving into Lost England.

(Art by Jeshields)

A Timeline

1726 — Serbian soldier Arnold Paole becomes a vampire after death, killing at least 16 people. Numerous European scholars and doctors investigate this case, and it is even written up in the London Journal, firmly establishing vampires as real, but something that “only happens in the East.”

1798 — The British army seizes Egyptian artifacts from Napoleon after his defeat at the Battle of the Nile. Rather than return any of these artifacts to their native cultures, they are handed over to the British Museum. These artifacts include the mummy of Queen Nytocris, and a cult of English zealots begins to worship her.

1819 — Lady Aubry Mercer exposes and kills the vampire Lord Ruthven in London, proving vampires are not just a foreign phenomenon anymore, if they ever were.

1831 — British Naval officer and explorer Sir James Clark Ross plants a British flag at the magnetic North Pole. Rumors persist that during this trip an icelocked ship was found that contained the lost Swiss scientist Victor Frankenstein, and all his notes.

1840 — An orangutan commits murders in the Rue Morgue. The simian is traced back to an expedition to Africa funded by Lord Greystoke, where numerous animals were caged and brought back. Over the next decades, more and more highly-intelligent simians are brought from Africa by Greystoke, and many escape and manage to avoid capture. The traveling lord’s ship wrecks off the coast of Africa in the decades to follow, and his whole family is killed. Larger and larger groups of apes, chimpanzees, and orangutans begin to be captured and displayed in private zoos in England.

1845 — Varney the Vampire carries on an extensive campaign of terror in Bath, England. He is the first confirmed case of a native Englishman contracting (and perpetuating) vampirism.

1851 — At the Great London Exhibition, numerous reanimated corpses of animals and Irishmen are presented as proof that Doctor Victor Frankenstein’s research was completed, and that the British Government has mastered it. Numerous cases of mysterious creatures and unexplained murder over the following decades are attributed to rogue Reanimated escaping government control, though none of the accusations are proven, and the government vigorously denies them.

1853 — Numerous “Strange Disturbances” begin to be documented in Ireland, the most famous of which was a ghostly haunting in Dublin on Aungier Street. Spiritual contacts become increasingly common in Ireland, and then the Isle of Man and Scotland.

1860 — Doctors investigating a plague in rural Cornwall discover it is caused by zombies that have been raised by a local squire to serve as cheap and uncomplaining mining labor. Though the government claims all the zombies were destroyed, numerous other landlords and captains of industry take up the practice of using mindless animate dead in place of living workers, and in several cases the animate dead break lose and begin to multiply in back country regions.

1863 — “Brag Madness” sweeps England, as apparently at random people dress up as specific playing cards (sometimes forming gangs), and then go about beheading people while committing other violent crimes, in a process they call “taking tricks.” No origin of Brag Madness is found, though most of the afflicted seem to have close contact with cats and/or rabbits in their daily lives.

1871 — ‘Spirit-medium’ Mademoiselle Odin, who claims to have studied at the Paris Conservatoire, appears in Stratford with a show that includes her unlocking boxes without touching them, juggling balls of fire, and floating her body from the stage to the balcony. Conjurors, illusionists, and mediums grow increasingly accepted, as the Paris Conservatoire undertakes to train them, as do Trinity College Dublin and the University of Glasgow (the later famously training middle-class students to learn “practical conjuring,” resulting in magicians-for-hire known as “Hillhead Sorcerors.”).

1885 — King Soloman’s Mines are discovered, and extensively looted for artifacts which are taken to the British Museum. Many of the artifacts are rumored to be cursed, contain trapped demons, or both. The mortality rate at the British Museum increases every year that follows, and by 1889 it is the most deadly job in Great Britain.

1887 — A new drug, “Jackal,” begins to significantly rise in popularity in England. The effects are similar to laudanum, with two important differences. First, while inebriated, the subject feels a strong compunction to engage in and promote ethical and modest behavior, Secondly, when an addict used to high does is denied them, they become a licentious, angry, criminally-minded individual with great strength and agility. “Wild Jackals” begin to run rampant through major English cities.

1888 — Jack the Ripper terrorizes Whitechapel through to 1891. When the killings stoop after a massive military operation, it becomes commonly believed that the Ripper was a member of royalty, possibly infect by zombism or suffering Jackal withdrawal. When similar killings spread to dozens of neighborhoods in major cities throughout England in 1892, riots become a weekly occurrence as people demand the royal family prove they are not responsible.

1889 — The ship Matilda Briggs comes to the Royal Albert Dock in Liverpool with no sign of living crew. An investigation reveals a Giant Rat of Sumatra was onboard, bred a massive brood of up-to-5-foot-long rats, and ate anything else living on the ship. Though the Matilda Briggs is burned, giant rats take over Liverpool within months. The city is abandoned, and walled off.

1891 — A minor nobleman in Llanwelly, Wales is exposed as a lycanthrope. Though he is eventually killed, it is not before he infects numerous members of Scotland Yard, who then pass the infection far and wide.

1893 — Amid the growing chaos, and some claim in an effort to break some of the curses that seem to have attached to nobles in all levels of the British Government, the Irish Second Home Rule Bill passes. Ireland develops a government for all domestic issues.

Also in 1893, Count Dracula arrives in Whitby, North Yorkshire. Though the Count is eventually driven off, Whitby is overrun by wolves, rats, and zombies, and is abandoned.

1894 — The Cult of Nytocris attempts to kidnap Princess Beatrice Mary Victoria Feodore, in order to sacrifice her to resurrect Queen Nytocris. Buckingham Palace falls. London is overrun by ghouls, though whether these “blighters” are in league with the Cult, or a vampire, or are part of an evolved zombie outbreak is unclear. Queen Victoria is evacuated, and for safety taken to Canada. Military expeditions are sent in to reclaim London, but the major cities of England continue to fall, to clans of militant simians, various English diabolist and necromancer cults, packs of giant rats, lycanthropes, and vampire warlords.

1895 — It is clear the United Kingdom lacks the forces needed to reclaim England. Sea water seems to hold most of the various creatures stalking the big cities and much of the open lands at bay. A 76-mile long military quarantine and forbidden zone is set up along Hadrian’s Wall, and though Scotland suffers incursions and incidents, they are limited compared to the total collapse in England.

1896 — Lost England setting.

Support
I am fighting cancer. I’m currently on chemo, and likely will be for months. The total cost of my treatment is high, and constantly rising, despite my having insurance.

If you want to help me cover cancer treatment costs, right now, the main way to offer your support is to purchase the Fight Owen’s Cancer megabundle, which offers $1000 worth of material, 355 pdfs from 15 companies, for just $40!

Game Concept/Campaign Setting — Metamorphosis Gamma

This is an idea in flux, as I hop between making a quick and easy custom ttRPG system for it, or applying campaign hacks I have already done extensive work on to make it a Starfinder-compatible setting. But for now, here’s part one of the core concept for it.

(Art by liuzishan)

Metamorphosis Gamma (Part One)

The Stellar Ark is vast, and has traveled for centuries. No one knows exactly how long, as historical notes (no matter how they are kept, with the sole exception of those scribed on the living flesh of sapient creatues) degrade with shocking speed (rarely outlasting the historians that create them). Nor does anyone know the true extent of its size it is, as the interior is broken into Zones, and each Zone is firewalled from all others by the Bulwarks which cannot be breached by any technology or power available to those inside. The creators, purpose, location, and destination of the Stellar Ark are similarly lost to time, if they were ever known to the inhabitants.

Further, each Zone has a Baseline, an established norm of that specific Zone, which includes a standard aesthetic, language, level of technology, and level of psionic energy. The System, which is never seen and not understood, rebuilds things to better match a zone’s Baseline (normally, but not always, a slow and gradual process). Thus histories, theories, philosophies, and even knowledge of the Stellar Ark’s existence are all molded to match the Baseline of the Zones within which they are developed or kept. Word of mouth can work around such Baselines, but of course is subject to the “game of telephone” effect as ideas are repeated over-and-over by different people.

Many dwellers within the Ark don’t even realize they are in a massive vessel hurtling at relativistic speeds through the void of space, especially those in Zones with low technological Baselines. Many think themselves in cavern systems established to survive an apocalypse on the surface of their homeworld, others that the gods folded the world inside out and the right chant of appeasement or sacrifice will again reveal the sky. And, of course, some residents of the Ark create their own stories not to seek or preserve the truth, but to craft narratives that justify their own actions and quests for power.

Between the invisible hand of the System and the impenetrable borders of the Bulwarks, most Zones exist in a state of large-scale stability. Skirmishes and political strife and the Baseline threats of a Zone may make life for those within it nasty, brutish, or short, but the culture of a Zone itself is generally resistant to change. But according to vague oral histories, three times over the centuries a Bulwark has opened… or fallen, as though to some massive glitch. These are the three great moments of Metamorphosis, when two or more Zones have come into contact. The first Metamorphosis was so long ago, no one knows exactly what happened. Even Metamorphosis Beta is far enough back no living creature has ever spoken to a creature that was present for it – grandmother’s grandmothers say it was before their time. But the most recent opening of a Bulwark, the Metamorphosis Gamma? It was just 10 years ago, and led to the Gamma War, which has faded into a cold detante, at least for now.

Support
If you want to help me cover cancer treatment costs, right now, the main ways to offer your support are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

“The Mirk” Campaign Setting (Gear Concepts)

The Mirk is a post-apocalyptic, near future, system-agnostic exploration ttRPG campaign setting. You can find the introduction and index for the Mirk here.

In the Mirk, no electricity works unless it’s part of a biological creature’s internal process. So brain chemistry, nerve cells, and similar interior processes function, but an electric eel’s shock can’t travel beyond the surface of its own skin. Societies existing fully within the Mirk are an uneven blend of modern devices that still function or have been retrofitted to older mechanisms (such as wind turbines that have been reworked for direct mechanical work, grinding grain or driving belt engines rather than functioning as electric turbines), and recreated pre-electric technologies, including coal forges, steam engines, and animal power.

As the world In the Light has come to realize the Mirk is the most important mystery known to humanity, and may be both the greatest opportunity for and greatest threat to those living outside of it, the need to send expeditions into the Mirk for research, study, exploration (and if needed, defense), has become clear.

The organizations tasked with doing this have thus spent considerable time and money creating the most effective technologies for use within the Mirk. These often require computer design and electrically driven fine tool machines to design and manufacture, but once in existence function entirely without electrical parts.

I’ve been considering what such gear would look like, given real-world technological options. This is just the start of such gear write-ups, but I found them interesting enough to turn into an article.

Mirk-Compatible Gear

(Art by Usman)

Lights

Foxlights: Foxlight are powered by bioluminescent “foxfire” fungi. The light is strong enough to read by, and the fungi can be “refueled” with paste packed with their necessary nutrients. However, they are nowhere near as bright as gas or electric lights of the same size, don’t work in below-freezing temperatures, and the fungi can die rendering them useless. However they can be painted onto tiny surfaces, such as instrument dials and even weapon targeting reticules, and glow without radiation or requiring solar charging.

Gas Lights: Modern, super-efficient versions of the old kerosene or propane camping lanterns, gas lights use a variety of fuels (including some bulkier ones that can use a wide range of fuels, including vehicle fuel) to heat a fine ceramic mesh (known as the mantle) which glows when heated. They are heavier and do not last as long as electric lights, but can generate daylight levels of brightness and project it a considerable distance. However, small flashlight-sized units carry no more than a couple of hours of fuel and even big lanterns normally can’t run more than 8 hours without refueling, They also get hot, hiss loudly, require an existing fire source to light (or a flint-and-steel switch, which can be unreliable in poor conditions), and can be fire hazards.

Gas flashlights exist but aren’t popular as their either get hot to the touch, or have so much insulation that their brightness and duration is limited for any given size and weight. Gas torches have actually gained in popularity, with a small lantern on top of a long fuel-filled handle, which increases duration and allows it to be carried with a hand far from the heat source, though they do need to be carried or propped fairly upright to function.

Lumi Lights: Lumi lights use luminous paints, which can absorb energy from sunlight or other bright light sources, and re-emit it as a cool, heatless light for hours.

Rad Lights: The use of radium and similar radioactive materials for lighting has made a return in equipment designed for use in the Mirk. Rad lights need no recharging or battery source, and can be painted onto small spaces like instrument dials and weapon reticules. However, they expose you to, on average, 5 days worth of background radiation for every day you carry them. This goes up to 2 weeks per day if you have a rad light or flashlight size and power, which still gives off only a dim light (and needs a shutter mechanism to shut off the light). However, radiation-generated light does fluctuate in the Mirk, as if the light was passing through water, and Mirk explorers claim you can use that to find the edge of the Mirk, and sometimes even be forewarned if a powerful Mirktated creature comes near.

Motors

While most motors of all types (and nearly all vehicle motors) designed in the decades before the rise of the Mirk depended on electricity in some capacity, be that starter motor, spark plugs, power steering, or (obviously) electric dials and/or computerized systems, motors that have no need for electricity can be designed, and the drive to innovate and improve existing models has skyrocketed since the Mirk became a major world priority.

Diesel-N

The most common of these new motors are Diesel-Ns, with the N indicating that have no electrical systems at all. The most advanced of these use compression ignition and pneumatic starters. Vehicle motors add pneumatic power steering, hydraulic pump motor drivetrains, and regenerative braking via hydraulic accumulators, as well as diesel-fueled gas headlights and spotlights. They are just as efficient as other fossil-fuel motors, moreso in some ways, and while they require a somewhat different set of engineering skills to maintain are not any more complex or fragile, just different.

Other motor options include Flywheel, Gassifier, Pneumatic, and Steam.

Communications

Possible forms of ranged communication without electricity or radio include Carrier Pigeons, Colored Flares, Drums, Flag Codes, Polybius squares, Skywriting, Signal Guns, Smoke Signals, and Whistle Codes.

Documentation

Exploration calls for documenting things seen and results found, but in the Mirk that must be done without digital or electronic tools. Options include Chemical Photography (with zirconium flash cubes), Stenographs, and Typewriters.

Support
If you want to help me cover cancer treatment costs, right now, the main ways to offer your support are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

Campaign Setting: Icehold (Adventure Seeds)

Icehold is a system-agnostic fantasy campaign setting built around a settlement sitting at 78 degrees north on an Earth-like planet. You can find the introduction and index for the Icehold Campaign Setting here.

These are short seeds of adventures to give a GM some idea what could be done with the setting.

(Art by Andrus Ciprian)

Adventure Seeds

*It’s April 18th, and the sun has risen for the long Trade Summer. But the harbor is still hard frozen, there’s no sign of open water in the ocean for as far as the eye can see. The mountain routes remain entirely impassable.

Of course, the routes to Icehold don’t open on a tight schedule so no one worries… at first. But when May arrives, and there’s still no sign of even the slightest thaw? Jokullnaf citizens begin to measure the food left in their larders, and notice that the ice fishing hauls are getting smaller and smaller. Not only is the ocean not thawing, the ice fishers say their drill-holes are now deeper than ever, and the ice continues to thicken…

Food grows short. Hunting is dangerous under the best of circumstances. And if the PCs expected to be able to leave during the summer, they need to find a safe place to operate out of, possibly for a year or more. And safe needs to consider the chance of riots within Jokullnaf, raids from minor enclaves, and the risk of undead or other creatures from the colder deep north taking advantage of Icehold’s weakening position.

(This idea was the spark that caused me to create Icehold, and can be used as a jumping-off point that then incorporates one or more of the adventure hooks below.)

*As the long night of winter sets in, a massive fleet of Njor raiders going wolfing arrives. They haul their ships up on shore miles from Jokullnaf, and turn them into permanent buildings. These Njor paint skulls on their faces, and carry torches made of freezing blue light. Are they here to raid Jokullnaf for riches, beginning their own settlement, or is there a darker purpose to their arrival?

*Though rare, white ice dragons from the boreal north, and even red ice dragons from nearby mountain volcanos are known threats. But scouts are now reporting what appears to be a group of sickly gray dragons, who kill plants with their very presence and are surrounded by a poisonous fog that travels with them. One nearby enclave is already destroyed, and the scouts report the gray dragons are moving closer and closer with each day.

*In the depth of the long Winter Night, a bright green star appears, shining more brightly than even a full moon. To the far west, one of the volcanoes has gone from a dull red glow to the same hue of green. And when old man Gurthor died last week, he stood up and began trying to eat people, his eyes glowing with the same green. Has some ancient undead lord risen in a volcano lair? Is the green star a harbinger of destruction? Is everyone who dies now going to become an undead?

*A PC buys an expensive item in Jokullnaf, and is told doing so makes them officially a merchant. When the Councilor in the Merchant Seat of the Council of Principals is murdered, the PC is randomly selected to take the seat, and told they can’t leave until the murder is solved.

*A firestone mine has begun to burn uncontrollably, and miners are trapped beyond the flame. Their families offer the PCs a large payday if they can put out the mine’s fames, or save the trapped miners.

*Scouts and hunters claim yeti are becoming increasingly aggressive, and a minor enclave is wiped out with signs of claw marks on the bodies and walls. A new craftsman-merchant with the cheapest prices on blue iron gear begins a campaign for Jokullnaf to wage war with the closest yeti clans.

But while going about their normal adventuring, the PCs find a cave with a pile of burned bones, and partially-burned yeti bodies. Weirdly, all the yeti are missing their hands and have been skinned, and there’s signs of a camp sitting here for several days, and scraps of leatherworking and woodcraft work refuse.

In truth, the new craftsman-merchant has discovered blue iron in the waters near a yeti settlement, and has killed some young yeti to make fake yeti-claws and cloaks for brigands he is paying to pretend to be yetis to attack local enclaves. The yeti are preparing to make an actual attack in response to their young being killed, and if the Pcs are going to stop a bloody and pointless conflict, they need to find a way to communicate with the yeti and prove the craftsman-merchant guilty, and satisfy the yeti’s quite reasonable demands for juistice.

*When the long Trade Summer begins, the Silken Hearth guild house of courtesans receives word its owner died over the winter, and the guild is disbanded. Only three courtesans stayed at the Silken hearth to maintain the building, and now they have no patron, no funds, and no guild workers coming to keep the doors open. If they don’t find a way to turn a profit, they’ll lose the building and end up working in menial jobs. But, if someone wanted to turn their building into the headquarters for an adventuring guild…

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If you want to help me cover cancer treatment costs, right now, the main ways to offer your support are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

Speculative Fiction Concept: Vamboge

Vamboge is a lost color, a hue that could once exist, but now cannot. It has been called the second yellow, the shadow of black, and a form of greenish-red, but all who have seen it agree those descriptions are all equally not quite true, though not quite wrong.

The ancient First Flower was of bright vamboge, as was the first meat that evolved, was killed, and turned to rot. The First Cogitators saw vamboge in the Fifth Cardinal Direction 64 million years ago, and could make pigments to match it with crushed aglaophotis, and powdered olieribos.

For the First Cognitators, vamboge was their Inviolate Pigment. They’d have called it holy, or profane, had they any concept of mere divinity, good, or evil. Their greatest sins and most horrific knowledge they scribed in vamboge and thin slices of their own mummified brains.

Had the First Cogitators survived, vamboge would have survived, and no crude ancestor to humans would ever have walked on two feet. But as they sought to imprint vamboge on everything, that oldest terrestrial society pulled at the fabric of spacetime too hard.

When the load of vamboge in a universe barely able to contain it grew too great for causality to contain, it slipped. Like an overfull ship sitting low in the water, pulled hard to one side, and then the ropes snap to have to roll so far back, it founders, and sinks.

As their entire existence unraveled, the First Cognitators themselves could not say if their blighted culture’s fall erased vamboge, or if vamboge’s erasure drove their culture to cannibalize itself. Each of the alien minds sought to preserve a private mote of inviolate hue.

Their behavior could be called madness, but it was not some random gibbering state of chaos. The First Cognitators desired vamboge above all, the same possessive need as drives addicts, tyrants, and poets. To sustain one more moment with the tint was worth losing all else.

So the impossible cities fell — remembered only by names their creators never used: Haurthul, Iringol, and Karak-Ynaros. No terrestrial material can reflect the unlight of vamboge, nor any mortal eye see it. And in a just universe, that would be the end of it.

But the universe is neither just, nor unjust. It simply is as it is, and though humans cannot see or create the Inviolate Hue, under just the wrong circumstance, they can experience it. Many names exist for mortals who have tasted vamboge, but the most accurate is just “the Damned.”

Most commonly the taste of vamboge comes from an altered state, some transcendent pleasure or pain, love or hate, awareness or dullity, combined with pressure upon the brain. Some few tainted drugs may break the final gap, or a flickering moment of temporary death.

A tiny fraction of humans who hear vamboge’s frequency remain free of it. Haunted, perhaps, or damaged beyond obsession, but free. But most do not. Once the Inviolate Hue enters their senses, they will do anything to experience it again, just as the First Cogitators did

Once a human craves to know such an impossible secret, other hints can be found. Forbidden books, the rantings of the vamboge-tainted from other eras, the echo of impossible colors within the search for a unified field theory, or the lost name of god may all give a clue.

The wealthy infected with vamboge are often seen as eccentric or visionaries. Any others are quickly labeled crackpots, madmen, idiots, addicts, and cultists. Some such labels are unfair. Most aren’t. Many destroyed themselves before they can harm the world. Other’s don’t.

Vamboge is neither the least common, nor the most dangerous secret of the First Cogitators, and seeking their relics to find that Inviolate Hue often unleashes hungrier mind viruses and bloodier sciences. Nor are the First Cognitators the only secrets best forgotten.

Secret societies have formed, vast research facilities built, and every possibly kindness and cruelty has been unleashed over thousands of years for vamboge, and brighter and darker horrors have been sought, found, and even built. All for a color that cannot exist.

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Campaign Setting: Icehold (Government)

Here are more Icehold campaign notes. You can read the first entry and Icehold Index here.

The people of the region of Icehold all consider themselves part of a single culture, generally called Icehold, but not all of them are part of the only large settlement in the region, the fortified harbor and trade town of Jokullnaf. Even so, understanding the government and laws of Jokullnaf (which, confusingly to newcomers, is also often just called Icehold) is crucial to understanding the region as a whole.

Jokullnaf was originally built some 200 years ago as a fortified base of operations for the Drakull Campaign, a religious expedition that sought to destroy the creature belived to be the First vampire and, after several decades, appeared to succeed in destroying it. This lead to a slow conversion of Jokullnaf from a military fortress to a settlement. It is the only major settlement within hundreds of miles of its location, though a few small family enclaves exist in the surrounding caves and valleys. Most are friendly with Jokullnaf.

A few are not.

But even those who are somewhat hostile to the townsfolk accept that the closest thing to law in the land of Icehold is the Jokullnaf Council of Principals.

Council of Principals

Jokullnaf is ruled by a Council of Principals, which serves as the only executive, legislative, and judicial authority within the town. The official motto of the council is “Secure in Body, Belief, and Self.” Councils argue often about what exactly that means, but in general it’s accepted that the job of the Council of Principals is to keep everyone in all of Icehold safe, without bothering them too much. 

The size of the council is currently 12 seats, but it has been as small as 6 and as large as 18 over the past century. Changing the council’s size requires a petition be brought by the population with at least 1,000 signatures, and then a vote in which at least 1/3 of the council agree with the change.

Each seat on the council is assigned to a “Principal Interest” within the population of the city. The current seats are (in order of seniority) Crusaders, The Guard, Landowners, Masons, Alchemists, Citizens, Churches, Scouts, Fishers, Gatherers, Merchants, and Service Guilds. A single councilor holds each seat, and terms are 24 months, offset so a new councilor takes a seat every 2 months. All matters are handled by an open vote among the councilors, with the oldest councilor who has held their seat for at least one full year being given the tiebreaking vote in case of stalemate.

Councilors are not paid for their labor, but do receive a few personal assistants for the term of their membership, generally young members of rich families and trade groups that wish too teach their children how Icehold is run. A councilor is not officially required to appear for the weekly meetings of the council, but one who shirks work without good reason is likely to be penalized by the grumpy councilors who do go to meetings, and eventually thrown out of the council.

Each group represented by a Principal Interest is responsible for keeping a list of enrollment current with the names of everyone considered part of that group. Each group is allowed to petition the Council of Principals to approve a charter that defines membership in an Interest, which almost always includes being of age of majority, mentally sound, not sworn to a foreign secular government, not convicted of a serious crime against Icehold or its population, and being considered an actively involved member of the Interest. 

For example, a Citizen likely only need be a competent adult in good standing, but a Mason must be of at least Journeyfolk skill level, and still an active participant in the profession of masonry.

Nearly all the seats are filled by sortition — each time a seat opens, a councilor is selected at random from the enrollment list of people who qualify. (This is not true for Crusaders, the Guard, or Masons). In most cases a person cannot sit in the same councilor seat two terms in a row (although members of the Guar and the Masons can). Further, the council can dismiss any member from their seat with a 2/3 vote, though that seat is then immediately filled by a new member of the same interest. (And only a more-than-half vote is required to unseat a council from the Guard or the Masons). 

The general definition of each Interest is as follows:

Crusaders: Individuals with ties to a known group that still seeks to destroy the powerful undead that exist in the far north. In most cases, modern crusaders are those who have been trained by someone who was trained by someone who was one of the original members of the Drakull Crusade.

Because Crusaders often leave Jokullnaf for long periods, they are allowed to elect a council from within their ranks, and may select a retired member who i no longer active in crusading.

The Guard: The region of Icehold is dangerous, and Jokullnaf is a fortress town for a reason. The Guard are responsible for walking the walls, manning the watch-towers and gates, organizing defense of Icehold in times of attack, watching for and organizing efforts against fires (especially at the harbor), enforcing degrees of the Council of Principals, and generally being the armed branch of Jikulnaf. However, there are only 30 or so full-time members of the Guard, with any major effort requiring rounding up armed citizens.

Because the Guard has a Guard Commander and a chain of authority is considered important for it to function, the Guard seat is appointed by a vote of the rest of the council, and can be held repeatedly.

Landowners: People who own land within the walls of Jokullnaf, or bowshot of its walls and harbor. Most landowners are families that date back to when Jokullnaf made the transition from armed camp to independent town.  The council restricts ownership to a single person per building, and doesn’t count any building too small for a person to live in, or that doesn’t serve a useful function for the betterment of the region. Unlike most Interests, Landowners are qualified for Council membership if they are  able to speak the oath of loyalty, regardless of age.

Masons: The walls and towers of Jokullnaff are considered crucial for the long-term survival of the town, and they require maintenance and protection from people prying rock loose for use in other projects. There’s no mason’s guild within Jokullnaff, just a very protective, skilled community of people who work on the town’s stone, some of them old enough to have helped build it to begin with.

Because masonry projects often take longer than two years, and require continuity of direction, the masons are allowed to vote for their councilor, and may vote in the same person each term. 

Alchemists: Access to cheap Firestone and Blue Iron, along with natural materials unknown in warmer climes, has caused a small but vibrant alchemist community to develop in Jokullnaf. After a few explosions in the early days, the Council of Principals determined anyone wanting to work in alchemy required the council’s approval. This led to the council and the alchemists working closely together to keep the town safe from experiments and, eventually, that expertise proved useful enough to earn a seat on the council. 

Citizens: As the town grew, the fact landowners had a voice in government but other citizens did not lead to unrest. A citizen’s seat was added to settle things down, and remained for the past century.

Churches: Several churches have moved into Icehold, and often wish to have holy day celebrations, perform loud or odd ceremonies, or otherwise act in ways that seem questionable without some advanced discussion. The Council decided to set aside a single seat for all church leaders in the region. If a church leader fails to appropriately represent the interests of all churches in Icehold, the Council dismisses them and gets a new church leader to sit in the seat.

Scouts: Dangers to Jokullnaf often begin elsewhere, and sometimes you need someone to run to outlying enclaves or put together search and rescue parties. The town scouts are the only people crazy enough to do it all the time, and were granted a seat.

Fishers: Fish makes up a huge part of the Jokullnaf diet, and after a few council decisions made fishing more difficult and led to long, hungry winters, a Fishers’ Seat was added.

Gatherers: Added the summer after the Fisher’s seat, this seat represents those who gather barks, needles, and lichens for foodstuff. It also currently covers rangers with strong family ties to the town, who want their own seat, but aren’t currently numerous enough to convince the council to give them one.

Merchants: Only a few decades old, the Merchant’s Seat is a grudging acknowledgement of how much of Jokullnaf’s comfort, if not quite its existence, depends on goods being brought in by sea and through dangerous mountain passes. Most people on the merchant enrollment lists are also on the Landowner and Citizen lists.

Service Guilds: When the Summer Trade Season opens, hundreds of members of guilds dedicated to servicing the needs and wants of the tradeships, caravans, and merchants that briefly flood the town with money and new people. These cooks, courtesans, dancers, guards, musicians, and scribes, work in small, tight guilds that must follow council rules. Despite most guilds owning property, they are not allowed on the landowner’s enrollments and have often been seen as “outsiders,” leading to unfair treatment. Shortly after the Merchants gained a seat, the Service Guilds held a strike at the beginning of a Trade Summer to prove how important they were to Jokullnaf’s prosperity, and gained a seat.

Support

I’m currently fighting cancer, and sadly even with insurance that’s extremely expensive. Right now, the main ways to offer your support are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens