Jibril - The Shining Isle

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Ascension Isle

Jibril - The Shining Isle

On maps of Arth Jibril lies in the north east, with the arid continent of Mikaela to the south, and the choking jungles of Rafaela to the west. Jibril is a large continent traced with a wide fan of navigable rivers. It has a pleasant climate ranging from tropical in the south, to temperate in the north. It was here that the Chosen placed their Holy City of Exalticon. The people of Jibril have spent more than a millennia as the favoured of the Chosen, basking in an endless light of their patrons’ power that, five years ago, suddenly flared, flickered and then died.

History

The history of Jibril is laid out in the Empyrean Codex. Over a thousand years ago, when the world was ravaged by the Cataclysm, the Chosen heard the cries of the last faithful woman, Manaya adrift at sea in a wooden ark. To save her they raised up a continent from the deep where she and her children settle. In thanks, Manaya had her sons build a great city on the spot where the Ark had come ashore, and named it Exalticon, as a prayer of living stone to the glories of the Chosen. She then charged her youngest daughter to live within its holy temple and ensure that all men kept faith with the Chosen.

For over 800 years, Jibril continued as a collection of hundreds of small city states and princedoms, guided by the degrees of the Holy City, as carried by itinerant priests. Society remained agrarian, with the muzzle loading musket, steel plow, and water powered spinning loom as the height of technology. Less well known is the telescope created by the Astrologer Esther of Gerralt to map out the heavens themselves, as Esther - a priestess of the Church and considered the greatest mind of her age - met with extreme sanction at the hands of the Church for this affront to the privacy of the angels. This time is not well recorded, as writing was only used by the Empyrean Church, and the common people lacked even a unified calendar, using the year of the reign of their current ruler.

Then, 230 years ago, at the year end Ascension Day gathering at Exalticon, where the Chosen descended to offer words of wisdom to all, the Angel Ramiel declared that the time of penance was over. Henceforth the Chosen would raise up the righteous of Jibril until one day humans could stand beside the Chosen of God. The Chosen then set about enacting rapid changes. Cities and Princedoms were unified into a smaller number of larger nations, each presided over by a Chosen patron. A new royalty was created from the most worthy families, imbued with superhuman powers, and charged with the mandate of rule over these new nations. The Church was expanded, to watch over and guide these new nations. And under the watchful eye of the Empyrean Church, the Chosen then gave their disciples the first Thaumatic Technology.

Jibrilite society developed rapidly, and in two centuries the population had increased more than ten times. This came with severe social disruption, as people moved en masse into the new Thautech enhanced cities, learning new jobs and new roles. Education was run by the Church, but some people desired more knowledge than the Empyrean faith could provide, and heretical writings were smuggled in from the Occupation Zones, and even the distant Empire, leading to the rise of secret and subversive societies and movements. Although the church taught that the Chosen were benevolent overlords, as people gathered and the innovation of the printing press allowed writings to spread, stories began to circulate of Chosen excesses and injustices, while new philosophers suggested alternate paths, away from the teachings of the Codex. Chief among these were the Humanists who taught that the Chosen imposed an artificial inequality on the human race, and the Light Bringers who taught that the Chosen were flawed beings, and mankind would gain its rightful place in heaven only by taking their power. Although the Church and it’s new Inquisition could never fully stamp out these movements, the power of the Chosen prevented them ever flourishing into open rebellion.

By the midwinter of 235 After Enlightenment (1190 After the Founding according to the Imperial Calendar), Jibril was a continent seething beneath the surface. Several Royals wanted the Chosen to give them a freer hand in purging the growing heresies, while others wanted accommodation. As the pilgrims gathered in their millions at Exalticon to hear the words of the Chosen, rather than the descent of holy messengers, they were treated to a dazzling display of lights and deafening thunder high in the sky. At first the people marvelled at the show, then they trembled as they imagined the displeasure of their Angels. And then as fire began to rain down from the skies, the true horror of what they were witnessing sank in. Heaven was at war.

The War in Heaven lasted less than a month. When it ended Jibril was outwardly left untouched. Although several of the Chosen’s floating islands had fallen to earth, none had struck the Jibril landmass, and only a few stray shots had fallen in and around the continent. Inwardly the nations were in chaos. Many of the most advanced Thautech devices no longer functioned, including the holographic clarions of the Church, and the most powerful beam weapons of the navy battleships. Powerful telescopes search the Heavens and found many of the Chosen’s islands had vanished, while others were smoking ruins. As it became increasingly clear that some great calamity had befallen the Chosen dissenters began to rail against them and their servants. And once the Chosen failed to step in and crush these heretics, dissent quickly became fully fledged uprisings which overthrew several nations.

Jibril is now divided between those who keep faith with the old ways, sure there is some explanation for this calamity - perhaps a great test that humanity must pass; those who believe that the yoke of Chosen oppression is now gone, freeing humanity to build a new world of equality and justice; and those who believe the fall of the Chosen is an opportunity to set themselves up as the new Gods. But even as the nations look inward to their own disputes, many have realized that the fall of the Chosen has left them the most powerful nations in a now leaderless world. Whether out of stubborn faith, altruistic hubris, or covetous desire, the nations of Jibril also turn outward and seek to master this new Arth.

Race

Jibril is an overwhelmingly human continent. The Chosen made no secret of their preference for “pure” humanity, and non-human races were second class citizens at best, or task created slaves at worst. This hierarchy is enshrined and justified in the Empyrean Codex, with humanity below the Chosen, non human races below humanity, and the Dero the lowest of them all. Although many people now disavow the codex, old habits die hard, and the Jibrilites remain a staggeringly discriminatory people. This is only partially moderated by the fact that most of them have only ever heard of “sub-humans” in tales and scripture. Even those who wish to better the lot of non-humans conceive of it in the most patronizing terms. A truly racially enlightened Jibrilite is a very rare beast indeed.

Politics

Jibril does not have a great depth of political thought. The Monarchical system of government was given wholesale by the Chosen, and is structured around a King or Queen imbued with transhuman powers, including long life (there are even a few rulers alive who were of the first generation of the Chosen Mandate), great strength and superior intellect. Within this framework individual Chosen created varying structures, such as a single autocratic ruler, or a Monarch and a parliament of nobles, but in each case the Church was a close advisor and supporter of the Monarchy.

Although some Chosen provided their Royal clients with very strict guidelines, even deep indoctrination, others took a more laissez-faire approach. More than a few Royals were left free to act as they saw fit with only minimal guidance. Some honestly sought to better the lives of those in their kingdoms, while others took the leeway as license to indulge themselves. The failure of the Chosen to intervene in the excesses of these last was a major cause of rising discontent.

One of those excesses was the intermixing of Royal and normal blood. This was sometimes in consensual relationships between naive young Royals and star-crossed human lovers, but distressingly often it was also in the form of rape by a powerful Royal, made impossible to resist both by their physical and political power. Due to Chosen controls on the spread of their transhuman genome, the offspring of a Royal and a normal are sterile. They are also often malformed mutants, and many a human mother and her bastard Royal child has died in a difficult pregnancy.

The Church (when it’s being charitable) considers unions between Royals and normals disgraceful (and an act of the basest evil when it’s not), and the issue of them outright abominations. The views of Royalty on this issue can vary greatly by nation, with some families treating it as a heinous crime, and others just as an amusing youthful indiscretion. Nations with Royals more of the latter variety can sometimes spawn a significant number of these halfman mutants, or “mules.” Usually the Inquisition quietly takes care of this living evidence of Royal indiscretion, but occasionally the Royals feel enough attachment, or guilt, towards their offspring to provide them a level of protection from the Church’s hatchet men. Even so, the mules are still outcasts, and are usually driven into the margins of society, only furthering their reputation as an evil product of an unholy union.

Following the War in Heaven, the Royals of some countries have now been overthrown by popular uprisings or military tyrants. Many of these movements are strongly influenced by political thought brought back with mercenary armies from recent wars in the Occupation Zones, or smuggled in by dissidents. Others are motivated by nothing more than naked lust for power. Jibril does have one center of indigenous political learning, Plato’s Stair, a school where human thinkers have gathered and gone back to basics, seeking to create a new philosophy for a changed world.

Religion

For over a thousand years Jibril was dominated by the Empyrean Church. The Church rules from the huge city of Exalticon, which remains the largest and most advanced in the world, even if many of its most wondrous Thaumatic engines no longer function. Sitting on a peninsula in the Great River, Exalticon boasts impossible architecture of white spires rising a thousand feet or more into the air, and the massive glittering crystal pyramid of the Great Temple. Millions from across Jibril and the Zones journey to Exalticon each year in pilgrimage, and interfering with the passage of a pilgrim is a capital offense.

The highest ranks of the Church are dominated by women, and most priests are daughters of noble families, following Manaya’s original tradition. The exception is the newborn Inquisition, which was created during the Enlightenment, and is dominated by men. The Church teaches that men are intrinsically more sinful than women, since they pass on less of their sin to their children. Given what the Inquisition is often called to do, this is not seen as a detriment. Inquisitors are heavily indoctrinated with faith in the Chosen, and greatly enhanced with lethal Thautech cybernetics, which are passed down to new Inquisitors upon death.

The Empyrean Church draws its teachings from the Empyrean Codex, a highly prescriptive holy book given to Manaya by the Archangel Gabriel (this followed the resolution of the Izabellan schism where some priests claimed the Codex was instead written by Manaya with only divine inspiration from Gabriel). The Codex describes the fall of humanity due to pride and presumption. It lays out a hierarchical society of duty and obedience, as humans atone for the sins of their forebears that lead to the Cataclysm. It also focuses a great deal on various offenses and punishments, which can only be redeemed by confessions to the Church. Confessions are often followed by the offender being bound in service to the Church for a time. An entire lifetime, if the offense is grievous enough. Perhaps a life reborn in the Inquisition, if the offender is truly heinous.

Church doctrine teaches that when the faithful die they are taken to the appropriate level of heaven as befits their station in life and judged. If they lived a holy life, the burden of sin on their descendants is lessened, allowing them to raise their social status. Because the Chosen lead busy lives, these judgments are passed down by funerary invigilators, priests able to hear the words of the Chosen. The Chosen are presented as infallible, although they often test the faith of humans. Many supposed Chosen indiscretions are explained in truth to have been elaborate tests for the faithful.

For all this infallibility, the Codex has several obvious amendments, most added in during the Enlightenment. These are explained not as changes in the Chosen’s teaching, but rather in humanity’s understanding of it as they progress in redemption. Some secret societies whisper that even more than these amendments, the teachings of the Codex were substantially different in the distant past, and it once was a very different book. This so called Apocryphal Codex remains an elusive myth.

Magic

One of the crimes listed by the Empyrean Codex is the practice of magic. Magic, the Codex says, disrupts the natural order and imposes the will of the prideful Witch upon Gods’ creation. Magic also drains the soul, and leaves those who practice it devoid of true human qualities. The punishment for Witchcraft varies across Jibril, but is invariably fatal.

Despite this every few decades the Inquisition roots out another small circle of Witches. These sad creatures are usually the lowest of society, seeking to better their lot with forbidden charms. Weak in power, they pose little problem for the authorities. Of greater concern are rumours that some of the new nobility of Jibril have also dabbled in forbidden powers, up to and including hellish pacts with infernal spirits. The Inquisition takes such rumours very seriously, and - even now (perhaps especially) after the fall of the Chosen - were even a Monarch to be proven to have practiced witchcraft they might not be safe from the Inquisitors.

In 170 AE during the last major war in the Rafaelan Occupation Zone a large number of Jibrilite soldiers faced not the usual hedge wizards, but a cabal of powerful sorcerers and summoners (some suspicion fell on the Zenith Empire, but the Emperor was quick to deny any breach of the Sunset Treaties). Returning survivors noted that many of the feats used by these powerful Witches were disturbingly similar to observed Chosen uses of divine power. This heresy was quickly squashed by the Inquisition, and lead to a suspension of mercenary expeditions to Rafaela.

Thaumatic Technology

The leading cause of the dramatic changes to Jibrilite society after the Enlightenment was the introduction of Thaumatic Technology. Thautech works by taking spiritual power from the shadow realm of the Umbra, and imbuing it into physical materials and mechanical processes. This process is recognizable to any practitioner of magic as a particularly advanced form of alchemy, but the Chosen and their subjects never refer to Thautech as “technomagic,” a derogatory term used to refer to the engines of the Dero and their client states, which nevertheless run on similar principles.

Where two centuries ago Jibrilite cities were small rustic affairs and most tilled the land as farmers, now the cities of the Shining Isle are ever expanding industrial warrens, with crackling tesla-towers dotting the skylines, while millions pack into cramped supplicants lodgings and trudge to work long hours in vast Thautech lathes, servicing machines beyond their comprehension.

These devices included the massive Phaeton Gates, through which the Chosen allowed the Jibrilites instant transport to anywhere on their continent. Similarly, the Church had access to a worldwide holographic communication network linking the Temple in Exalticon to all major cathedrals. Neither of these wonders work since the War in Heaven, although enterprising priests have been able to retrofit the holograph network into a crude sparkflash telegraph system. Many other Thaumatic devices do work however, including nearly all the military ones, including the Jibrilite’s glorious white and gold battlefleets, their hovering zeppelin gunships, and their towering Guymelef mobile armour suits.

The Chosen provided the Jibrilites an endless cavalcade of new devices, but only very limited theoretical grounding in how these machines actually worked. Although the Church, the ultimate guardians of divine knowledge, is fully aware of how to build, maintain and repair most of these devices, they do not know how they actually work. They merely follow extensively trained procedures. There is a movement among many Jibrilite artisans to rectify this, but the Church opposes, and in any event the average Jibrilite citizen lacks even the first clue of where to start in understanding such complex creations.

In the meantime, most of the technology provided by the Chosen continues to function, while ever more new machines roll out from the great self repairing manufacturies. In future however this may not be the case. Thautech machines run primarily on a substance known as ether, a gas that forms in places of strong geomantic power, close to the energies of the Umbra. In the past the Chosen provided ample supplies of this vital resource, but now Jibril’s Etheric refineries cannot keep up with demand. However explorers tell of plentiful resources in the backwards Occupation Zones of Rafaela and Mikaela, and even the decadent Zenith Empire on Heylel - easily available if one were only to reach out and take them. . .

Jibril Traits

National traits are divided into three categories. Defining traits indicate a prominent facet of your nation that will directly affect how you portray them in the game. These are marked with a D. Enhancing traits boost some element of the rules with regards to your nation, giving you an advantage in one area or another. These are marked with an E. Fluff traits have no particular game effect, but serve to mark out little quirks that make your nation different from others. You can create your own, in consultation with the GM and other players. Some common example Fluff traits are listed and marked with an F.

Note that all traits have a points cost. This cost will be added later in the develpmental cycle. There is no such thing as a “negative” trait that does bad things and gives you more points for taking. All traits have a positive points cost. That doesn’t mean they’re all good. Instead some traits reward you for doing things that may not be wholly beneficial for you nation.

Chosen Mandate (D)
Your nation is ruled by Royalty appointed and enhanced by the Chosen. This trait allows access to Royal characters. A nation with Chosen Mandate must have the Monarch, or a Royal close in the line of succession as an heroic character.

Empyrean Church (D)
Your nation holds fast to the old tenets of the Chosen, even in these dark times. This must be a test. This trait allows access to Church Characters.

The Empyrean Faith comes with the following three religious motivations

1.) Honour and obey the Chosen above all others, for they are Chosen of God.
2.) All answers are in the Codex. If it’s not in the Codex, it’s not worth knowing.
3.) The evil of Witchcraft brought the Cataclysm, do not suffer a Witch to live.


No Gods, Only Men (D)
Your people have cast aside the false religion of the lying aliens, and now need no God but that provided by the mind of men.

Reformation (D)
Your nation seeks to improve upon the works of the Chosen, adapting the Empyrean Codex to these new days. This trait allows access to Church Characters with the Heretic character trait.

Foreign Faith (D)
Your people have tossed aside the Empyrean Faith and instead seek meaning in the long suppressed religions of other lands, perhaps the humanistic faiths of Mikaela, the naturalist paths of Rafaela, or even the state sponsored spiritualism of the Zenith Empire. Pick a religious trait from the trait lists for Zone or Imperial nations.

Government by the People (D)
Your nation has overthrown the established Royalty and created a government of the people. This trait doubles the cost of the Empyrean Church trait, if you take both.

Lord Tyrant (D)
The Royalty of your nation has been overthrown by a usurper who now holds tightly to the reins of power. This trait doubles the cost of the Empyrean Church trait, if you take both.

Civil Disorder (D)
Your government is in a state of constant flux, staggering from crisis to crisis. Once a month you may declare a period of disorder (elections, constitutional amendments, riots). This period lasts for 1-5 weeks (random roll) during which time you may not spend Power points. However during the crisis period you gain double Power points from all sources.

Food Shortage
The aftermath of the War in Heaven has shut down much of your nation's advanced Thaumatech production and distribution system. This is felt most keenly in the agricultural sector, and now food shortages are a fact of life. Every month you can chose to gain no production from some or all of the hexes your nation possesses on Jibril. For every ten points lost in this manner, gain a point of Persona (adversity builds character!)

Mule (E)
Sometimes the child of a Royal and a Normal breeds even truer than genes of their transhuman parent. This is more common in those exceedingly rare cases where the mother is a Royal rather than a human (Royal princesses can be just as active as princes, but they rarely court an actual pregnancy). The Inquisition will hunt such children with a will normally reserved only for mages. If such a child survives to maturity, they can be a powerful enemy or ally to a kingdom.

This trait allows you to take a Mule as one of your characters. A mule gains two free levels, and one bonus trait. This character may be allied with your rulers, perhaps in gratitude for their protection, or may be a hateful antagonist. The choice is yours.

Halfman Quarter (F)
Miscegenation between Royals and nomals in your nation has been common enough to produce large numbers of halfmen. These mutants have congregated, or been herded into special slums, with are a pox on your cities, and a blight on your reputation with the Church and all right thinking Jibrilites.

Chosen Quest (E)
Before the War in Heaven, your nation’s divine mentor told a trusted Royal of your nation a great secret. Unfortunately the message was neither clear nor complete. Only maddeningly enigmatic dreams or riddles of a great danger that your people must strive to prevent. The warning is unclear, but at least you have clues that may help you unravel this greater mystery. This danger cannot be ignored! Your Royal must form a band of unlikely heroes and save the world!

One of your Royal Explorer characters may take this trait. Doing so also grants the Band of Heroes (3) trait, and allows them to substitute a Chosen Legacy mission for any Explorer event they trigger. A nation must have Chosen Mandate to take this trait.

Sic Semper Tyrannis (D)
The politics of your government are staggeringly lethal. Once a month you may assassinate one of your characters for Persona points. This trait can allow for the rapid development of one or two of your characters at the cost of a continual revolving door of low level ones. Any character who gains more than 10XP from Persona acquired in the manner gains the character trait Paranoid. After all, how long until someone does unto others?

Colonialist (D)
Your nation seeks to bring the light of Jibril to all the world, under the encompassing rule of your own government of course. You may pick one city state anywhere within 30 hexes of your nation to have already annexed into your new Empire, and you gain additional Power points for new conquests. However you pay double points to control NPCs, and always lose contested bids to non-Colonial nations.

Liberationist (D)
Having escaped from under the control of the Chosen, your nation realizes the horror of foreign rule. Your people seek to keep other nations around the world free from others who are now following the same mistaken path of colonialism. Controlling an NPC is free so long as you have any character present, however you must pay a Power point for each foreign hex you annex.

Plato’s Stair (D)
Your nation possesses that renowned school of Philosophy. This trait allows the modification of other traits through philosophical discussion (do not ask me how, that's something to be figured out) Only one nation may have this trait.

The Holy City (D)
Your nation controls the Holy City of Exalticon. If you also possess the Empyrean Church or Reformation traits all your Church Characters gain one level. Only one nation may have this trait.

Demos Warren (D)
Your nation is home to the seat of the first popular uprising against the old order. If you also posses the Government by the People Trait all your diplomat characters gain one level. Only one nation may have this trait.

Pacifist (D)
Your nation eschews violence. If you can go an entire year without ever initiating a combat, gain a Fate point. If you are also able to control an NPC into ALSO never initiating combat, gain an additional Fate point.

War Monger (D)
If you are able to kill at least 100 units over the course of a year, gain a Fate Point. If you destroy another nation, PC or NPC entirely, gain a fate point.

Expeditionary Experience (E)
Your military participated in mercenary wars out in the Zones during the rule of the Chosen, and gained valuable knowledge of real war. This trait is a prerequisite for other military traits, and certain military character traits.

Fleet of the Flag (E)
Your nation controls the Flag Academy, where the first naval officers in Jibril were trained. All your Admiral characters gain one level. Only one nation may have this trait.

Skylian Field (E)
Your nation controls the Skylian Field, where the first privileged Jibrilites were allowed to ascend into the sky in balloons of ascending gas. All your Skymarshal characters gain one level. Only one nation may have this trait.

Macrux Academy (E)
Your nation controls the old Macrux palace, where the foundations of Jibril’s first professional army were laid. All your General characters gain one level. Only one nation may have this trait.

Megafauna (E)
Your nation has access to some truly wondrous behemoths, long since extinct on Jibril proper. You must have the Colonialist trait to take the Megafauna Trait. This trait unlocks Monstrous units.

Sepoys (E)
Your nation has taken to using foreign soldiers in its armies. This trait unlocks the purchase of Zone Regular Infantry units. You must have the Expeditionary trait to take Sepoys. Note that this trait can only be acquired in game.

Janissaries (E)
Foreign soldiers have proven themselves to your people, and your nation now has an elite corps of trusted foreign soldiers. This trait unlocks the purchase of Zone Elite Infantry units. You must have the Sepoy trait to take Janissaries. Note that this trait can only be acquired in game.

Enemy of All Who Live (D)
Your nation has no time for conventional morality, and revels in making this clear to everyone. When you commit an atrocity - and brag openly about it - you may be awarded a Fate Point at the GM’s discretion.

Note that to count this atrocity must be genuinely horrific to the morality of other nations on your continent. Everyone expects Jibrilites to burn witches, but burning every city of a conquered Rafaelan nation will raise eyebrows. To get repeat offenses of this trait, each new atrocity must in some way top the last. Pace yourself.

Cleanliness next to Godliness (F)
Your people are known for their fastidious cleanliness.

Incomprehensible Dialect (F)
Your people speak the Gabrellian tongue, but with such a strong local inflection that it is often difficult for outsiders to understand. This trait may be stronger in certain classes of your society.

Hard Workers (F)
Your people have a reputation across Jibril as being very industrious

Layabouts (F)
Your people have a reputation across Jibril as a bunch if idle slackers.

Den of Thieves (F)
The slums of your nation have a particularly unsavoury reputation, and anyone setting foot there had better guard his purse.

The Scandal (F)
One of your arms of government is prone to salacious scandal. A queen with a succession of messy love affairs, a gaffe prone high inquisitor, a senior general who really likes soldiers in tight britches. . . Whatever it is it routinely fills the broadsheets and keeps the commoners tongues wagging.

Magic Cults (F)
Within your nation are one or more magical cults that have escaped the notice of the inquisition. Their magic is limited to parlour tricks and ineffectual séances. Whether these cults remain in hiding or have begun to operate more openly very much depends on the stance of the local Church.

Hedge Wizards (E)
Your nation has accepted the basic tenets of Magic, and can now recruit Hedge Wizards possessing Low Magic into its forces. Expeditionary Experience is a prerequisite for Hedge Wizards. If you have the Janissaries Trait you can purchase the Hedge Wizards trait for the reduced price. You cannot begin the game with this trait

The Sidereal Circle (D)
Around the heart of your nation coil the machinations of the Sidereal Circle, a hidden order of sorcerers lying hidden for centuries. If you select this trait, one of your characters may select the Sidereal Circle Master and High Magic traits, and another may select the Siderial Circle Acolyte and Field Magic traits (there are always two).

Active Inquisition (D)
Your nation is active in supporting and prosecuting the holy inquisition, ever more necessary in these times of trial. Gain persona points for rooting out heresy in your own nation, power for rooting it out in other nations, and gain fate for every Magic and Heretic character killed by one of your Inquisitors.