Campaign Setting Brief
Overview - Empire of the Setting Sun is set close to the 500th year of the reign of God Emperor Apollo. Apollo has returned the Empire to its glory days before the rebellion of the colonies on the western continent and has crushed the Church of St Vincent that united them, declaring all faiths other than his heresy and punishable by death.
Geography and Climate- The Empire covers two continents and the few island chains between them. It encompasses climates from sub artic in the north to tropical at the southern fringes and everything in between. Majority of the Imperial heartland around the capital is vast expanses of tundra and temperate forests.
People and Culture - The Empire is modelled after a psuedo Greco-Roman culture on the eastern continent with many subcultures including some somewhat inspired by Persian in Indian influences. The western continent is mostly pseudo northern and western European influences with the island chains in between the continents having a very Caribbean feel. The Empire consists of many millions of citizens and slaves with official censuses being wildly inaccurate.
Government - While the Empire is separated into provinces and city states each ruled by governors, satraps and councils, each with their own local laws and customs, the Empire is held together by Apollo's Solari, the Ministry of his Religion. The Solari are considered above the law and enforce Apollo's decrees upon the the people of the Empire but interfere little in the day to day governance of the realm. Law and order is enforced within towns and cities by local gangs, many working very much like protection rackets. Murder is still uncommon and a capital offence however, however beatings ad theft is common. Arson is also punishable by death due to the risk of fire spreading and consuming surrounding homes.
Religion and Priesthood - The only religion allowed within the confines of the Empire is that of the worship of the God Emperor, all other faiths and cults are outlawed. The Solari are charged with enforcing Apollo's laws across the Empire and as such are considered 'above the law' with regards to local laws. There is rarely a conflict between Apollo's divine laws and local laws. The Solari are supported by the Praetorian Guard, an elite fighting force recruited from the best of the legions or raised and trained from childhood.
Cults to forbidden outlawed gods or the old religion of the pre Apollonian Empire do surface from time to time, hidden from the priesthood as even after 500 years some traditions remain. The priesthood hunts these cults down and make gruesome public examples or those who are caught practicing old ways but still the cults persist. The problem is worse on the western continent, particularly in the desert that covers the north western portion where the rule of Apollo is too difficult to enforce amongst the sands, or those still faithful to the St Vincent form terrorist cells devoted to destroying Imperial rule and the Solari presence.
Military and War- Each governer, general or noble house is responsible for raising and commanding its own legions. Border disputes between noble houses are not uncommon no nor against Apollo's laws as long as each house or province can still perform its duties to the Empire. Legions are not usually allowed within cities and towns except by decree of the Solari, although this rule does not apply to Praetorians guarding temples or acting as escorts to members of the Solari.
The new reclaimed colonies on the western continent see frequent uprisings and terrorist attacks against the Apollonian rule and it is considered by many to either be a great punishment or great opportunity to be posted there depending on the individuals point of view.
Magic - Magic is largely ritual or cultish rites, the former being the province of the Solari or approved soothsayers and the later being deemed infernal witchcraft. There are no wizards, and those accused or witchcraft are hunted and tried by the Solari and generally suffer slow painful deaths.
Character Creation Brief
Party cohesion is important for this campaign so the characters in the party will share a common background, have grown up in the eastern coastal city of Mikaeles on the eastern continent. Characters may be common, slave or noble however, for the purposes of the pre game they will all be friends that regularly meet up each Sunday evening to explore the city at night.
The pregame will be set approximately five years before the main campaign starts and all characters should be between 13 and 15 years of age, none of them yet considered an adult by Imperial law. In the pregame the characters will have slightly reduced stats.
The 1.5 version of the new World of Darkness (Godmachine) rules will be adapted to run the game. Drive will apply to wagons, firearms will become archery. Keep in mind that medicine and science are limited to what was known during the dark ages. Computer science does not exist and at some point I might find a skill to replace it with. Merits will be considered on a case by case basis. Experience will be based on role-play and how you improve everyone's gaming experience and not on enemies killed.
I would like there to be a clear internal leader for the party, someone who while they may not have the highest social status, or act as the party's 'face' for official meetings is someone the characters have grown used to following as part of growing up.
Players should have a short term goal for where they would like to see there characters going, nothing too long term but a goal such as joining a legion or priesthood, becoming a trader, becoming an enforcer for the local gang. What is also important is how your character fits in and adds value to the group, be it the groups front person, their sneak, their encyclopaedia etc. I would like the players to come together with some idea about how they will all work together, at least at first.
Other Notes
Games should be every (or almost every) Friday night starting at 7 and running through to 11pm. Please turn up ready to play and conversation between players should be done in character, we can converse about other stuff before or after the game. No phones during the game, its distracting for me and unrewarding when someone spends their time on Facebook or messaging others.
Overview - Empire of the Setting Sun is set close to the 500th year of the reign of God Emperor Apollo. Apollo has returned the Empire to its glory days before the rebellion of the colonies on the western continent and has crushed the Church of St Vincent that united them, declaring all faiths other than his heresy and punishable by death.
Geography and Climate- The Empire covers two continents and the few island chains between them. It encompasses climates from sub artic in the north to tropical at the southern fringes and everything in between. Majority of the Imperial heartland around the capital is vast expanses of tundra and temperate forests.
People and Culture - The Empire is modelled after a psuedo Greco-Roman culture on the eastern continent with many subcultures including some somewhat inspired by Persian in Indian influences. The western continent is mostly pseudo northern and western European influences with the island chains in between the continents having a very Caribbean feel. The Empire consists of many millions of citizens and slaves with official censuses being wildly inaccurate.
Government - While the Empire is separated into provinces and city states each ruled by governors, satraps and councils, each with their own local laws and customs, the Empire is held together by Apollo's Solari, the Ministry of his Religion. The Solari are considered above the law and enforce Apollo's decrees upon the the people of the Empire but interfere little in the day to day governance of the realm. Law and order is enforced within towns and cities by local gangs, many working very much like protection rackets. Murder is still uncommon and a capital offence however, however beatings ad theft is common. Arson is also punishable by death due to the risk of fire spreading and consuming surrounding homes.
Religion and Priesthood - The only religion allowed within the confines of the Empire is that of the worship of the God Emperor, all other faiths and cults are outlawed. The Solari are charged with enforcing Apollo's laws across the Empire and as such are considered 'above the law' with regards to local laws. There is rarely a conflict between Apollo's divine laws and local laws. The Solari are supported by the Praetorian Guard, an elite fighting force recruited from the best of the legions or raised and trained from childhood.
Cults to forbidden outlawed gods or the old religion of the pre Apollonian Empire do surface from time to time, hidden from the priesthood as even after 500 years some traditions remain. The priesthood hunts these cults down and make gruesome public examples or those who are caught practicing old ways but still the cults persist. The problem is worse on the western continent, particularly in the desert that covers the north western portion where the rule of Apollo is too difficult to enforce amongst the sands, or those still faithful to the St Vincent form terrorist cells devoted to destroying Imperial rule and the Solari presence.
Military and War- Each governer, general or noble house is responsible for raising and commanding its own legions. Border disputes between noble houses are not uncommon no nor against Apollo's laws as long as each house or province can still perform its duties to the Empire. Legions are not usually allowed within cities and towns except by decree of the Solari, although this rule does not apply to Praetorians guarding temples or acting as escorts to members of the Solari.
The new reclaimed colonies on the western continent see frequent uprisings and terrorist attacks against the Apollonian rule and it is considered by many to either be a great punishment or great opportunity to be posted there depending on the individuals point of view.
Magic - Magic is largely ritual or cultish rites, the former being the province of the Solari or approved soothsayers and the later being deemed infernal witchcraft. There are no wizards, and those accused or witchcraft are hunted and tried by the Solari and generally suffer slow painful deaths.
Character Creation Brief
Party cohesion is important for this campaign so the characters in the party will share a common background, have grown up in the eastern coastal city of Mikaeles on the eastern continent. Characters may be common, slave or noble however, for the purposes of the pre game they will all be friends that regularly meet up each Sunday evening to explore the city at night.
The pregame will be set approximately five years before the main campaign starts and all characters should be between 13 and 15 years of age, none of them yet considered an adult by Imperial law. In the pregame the characters will have slightly reduced stats.
The 1.5 version of the new World of Darkness (Godmachine) rules will be adapted to run the game. Drive will apply to wagons, firearms will become archery. Keep in mind that medicine and science are limited to what was known during the dark ages. Computer science does not exist and at some point I might find a skill to replace it with. Merits will be considered on a case by case basis. Experience will be based on role-play and how you improve everyone's gaming experience and not on enemies killed.
I would like there to be a clear internal leader for the party, someone who while they may not have the highest social status, or act as the party's 'face' for official meetings is someone the characters have grown used to following as part of growing up.
Players should have a short term goal for where they would like to see there characters going, nothing too long term but a goal such as joining a legion or priesthood, becoming a trader, becoming an enforcer for the local gang. What is also important is how your character fits in and adds value to the group, be it the groups front person, their sneak, their encyclopaedia etc. I would like the players to come together with some idea about how they will all work together, at least at first.
Other Notes
Games should be every (or almost every) Friday night starting at 7 and running through to 11pm. Please turn up ready to play and conversation between players should be done in character, we can converse about other stuff before or after the game. No phones during the game, its distracting for me and unrewarding when someone spends their time on Facebook or messaging others.