Lords of Ether: 20th Anniversary Edition

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Welcome to Lords of Ether: 20th Anniversary Edition!

Lords of Ether was a Science-Fantasy Story Debate started by IXJac in 2002 when the internet was a much younger and different place. It was a peerless experience that became a legend, and would go on for almost six years before finally dying - as all games do - in 2007. Its influence can be seen in the DNA of many later Story Debates and Grand Strategy Games its players would go on to write here on Spacebattles and elsewhere. With IXJac's formal permission and guidance, Silence has brought Lords of Ether back on its twentieth anniversary for a new generation of players to enjoy.

What's it about? Lords of Ether is an epic Science-Fantasy kitchen sink game, where players navigate states, interstellar organizations, and even bands of heroes through a dangerous cosmos full of powers greater than their own - a setting in which survival is its own triumph. Its then unprecedented rules - detailed and comprehensive - made it possible for entire nations of wholly unique technology, magic, and aesthetics to interact in the same world coherently, whether in peaceful trade or outright war waged by large combined arms armies. Players determine the resources available to them through budgets calculated at the start of each in-game year and month to tell the stories about their power straightaway, without having to wait on a GM to describe the outcome of their plans. Complex events like battles and massive military campaigns are resolved either through quick consultations with a GM or live action roleplaying sessions known as "Sims".

Got Ether?

No? Then what are you waiting for. . .

Foreword from Silence

That was posted a long time ago, with approval of Ix, I have taken these rules to give this game another life. The original was fun if complicated and its DNA can been seen over the games in the 2 long decades since it start, so I figure why not have a remake to celebrate year 20. I have a channel on the discord!

The World of Lords of Ether

As written by IXJac.

(the well read fantasy enthusiast will likely know many of the works from which the premises here are borrowed – treat as a homage if you will)

In 1680, Sir Isaac Newton delved into alchemy and discovered the Ether, a universal energy on the boundaries of science and the doorway to magic that offered great powers and promised vast potential. Unfortunately, its use was soon turned to war, and in 1700 the world was consumed by magic and new science gone wild.

With the aid of godlike beings awakened or drawn by this new power, humanity fled its dying world and scattered across the heavens.

There on a thousand worlds the cycle of history continued; new civilizations rose, linked by mystical winds through space, these "Star Ways" that traders sailed over as they had the Trade Winds of Earth. However, in time some of these civilizations grew powerful and arrogant, and some challenged the gods that had brought them to this new heaven, bringing about a terrible war that broke the power of both.

The backlash of the terrible weapons used created great storms through the Ether that ravaged whole worlds, and made most of the Star Ways fatally inaccessible for almost a millennia.

It is now 3982 AE (After Exodus), though to most it is 1000 NE (New Era) measured since the end of the war between Gods and men. The terrible storms through the heavens have subsided over the past two centuries, and those who dare may now venture forth again to build their fame, fortunes. . . or Empires.

Basic Premise

Lords of the Ether is a story based SD, whose concept is based on the merging of science and magic. The basic element of power in the gameworld is Ether, which is used not just in all magical spells, but also for most high technology devices (super dense Etheric matter replaces uranium for instance). This makes it very valuable, and controlling it the surest route to power, hence the name of the SD. Players choose a group, be it nation; world; trans-stellar non-governmental organization; or even powerful individual (God, hero, arch-mage. . .) and, well, do whatever you want in the game world.

But what exactly is Ether. Well, it's a magical substance of low density but with great conductive properties, and when properly used can generate large amounts of energy. It permeates the universe, but most often takes physical form inside large, dense objects.

On planets it tends to gather underground in concentrated areas called Nodes, from which it emerges as a greenish gas, or, more rarely an ultra-dense hardened solid like a glowing emerald (an Ether Geode - very valuable). In its gaseous state it can also be occasionally found in small quantities on the surface layers of large planets like gas giants or even stars (if you're daring). It can also be found in very rich pockets within nebulas, though the danger of passing through a nebula tends to prevent making harvesting operations there routine affairs. The most powerful mages can also tap hidden "Ley Lines" that run across the universe and draw Ether out of, what appears to the uninitiated, to be thin air. Advanced sciences have also managed to redirect the flows of Ether into waiting Etheric battery cells.

Over the past few thousand years, such procedures and magics have tended to pool Ether in a system around those worlds inhabited by Ether using societies. Usually the Ether in the rest of the solar system is thin, dispersed and irregular, and harvesting it more work than is profitable. Some systems and worlds however retain untapped reserves, but most will have to seek new, fallow ground to acquire more.

Untapped reserves of Ether can be found in systems not so ravaged by continual harvesting processes, in the lair of magical creatures (who attract it), and in the occasional as yet undiscovered ley line or Node (which can appear in the strangest places).

In its useable forms Ether takes many guises. Most technological Powers use it mixed with a liquid compound as the flammable Ethernol to fuel internal combustion engines, on in a more teporary state in charged batteries. Also Ether Geodes are used to power fission reactors. Magical societies tend to keep Ether stored in various receptacles and then temporarily infuse it using transmogrification or certain magical creatures or devices into various magical "reagents" when they need to move it (Wagon loads of caskets filled with Etheric gas are fine, but a bit bulky for a wizard to take adventuring with him).

Within the rules, flexibility and imagination is not just encouraged – it's a must, but there are some key points and then a lot of minor ones. Firstly, keep in mind that the point of (severe) divergence with our Earth was 1700. Earth is also long gone and is now considered more legend than fact, though of course the explorer who can find it would have his reputation made a thousand times over. Secondly, be aware that the difference between science and magic is more a matter of taste than power. A scientifically primitive civilization with vast magical powers against a magically inept civilization with the art of high technology at its command will be more or less evenly matched. Of course, the greatest power is gained from melding the two, but that is no easy task. Lastly, none of the powers, scientific or magical, verge on the "godlike", even for those who actually *choose* to play gods. There will be no blasting planets to bits with superlasers, or wiping out entire civilizations with spells o' doom. Even use of more mundane methods of mass destruction such as etheric fission bombs or city-wide rains of magical fire tend to have nasty repercussions, not just politically, but also physically, as the universe itself will react against too much wonton damage.

NPCs

Lords of Ether (20th Anniversary Edition) NPCs

Rules

  1. Creating a Nation
  2. Creating a Transtellar
  3. Creating a Hero
  4. Advancement
  5. Armies
  6. Air Forces
  7. Navies
  8. Fortifications
  9. Weapons of Mass Destruction
  10. Agents
  11. Mages
  12. Types of Magic
  13. Production
  14. Trade
  15. Strategic Travel and Fuel
  16. Planetary Terrain
  17. Reference Tables

Playing a Nation

Quick Start Guide for Nation

A cliff notes version of the Rules running a player through the process of Nation creation, including advice from oLoE veterans.

Full Nation Creation

The complete ruleset for starting a Nation.

Playing a Transtellar

Quick Start Guide for Transtellars

Full Transtellar Creation

Playing a Hero

Quick Start Guide for Heroes

Full Hero Creation

Links

Sign-Up/OOC Thread

Lords of Ether (20th Anniversary Edition) Sign Up Thread

Approved Data Sheets

For approved OOBs:

Lords of Ether 20th Edition - Approved Datasheets

LoE-20 Discord Channel

Join the Unoffical Spacebattles Strategy Games (SD) Discord Server!

Historical Links

The Lords of Ether Archive