Editing Pyromancer: The Authorities

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The Hellforged are bio-crafted monstrosities, incorporating pyrotech weapons into vat-grown clones. They are too few in number to be employed in squads, but each is a living engine of destruction, used as shock troops in high level inter-Guild actions. All the major Guilds use them (having bought specimens from the Fletchers, or reverse engineered their own variants) but all are circumspect enough to deny their existence and to perform thorough "clean-ups" to erase signs of their actions. For a Burner on the street, its well known that if you come up againsy the Hellforged, the best thing to do is to run...
 
The Hellforged are bio-crafted monstrosities, incorporating pyrotech weapons into vat-grown clones. They are too few in number to be employed in squads, but each is a living engine of destruction, used as shock troops in high level inter-Guild actions. All the major Guilds use them (having bought specimens from the Fletchers, or reverse engineered their own variants) but all are circumspect enough to deny their existence and to perform thorough "clean-ups" to erase signs of their actions. For a Burner on the street, its well known that if you come up againsy the Hellforged, the best thing to do is to run...
 
 
  
 
==The Hadar==
 
==The Hadar==
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Haddarim are recognisable by their black flame tattooes, which they wear openly and ostentatiously on bared chests, backs or on their faces. These tattooes are often more than just badges of allegiance - forbidden occult arts are used to enchant these markings, imbuing the tattooed with enhanced physical abilities or pyromantic powers. The secrets of these tattooes are jealously guarded - woe betide the Burner who openly displays or employs a Hadar tattoo without the patronage and protection of the Family!
 
Haddarim are recognisable by their black flame tattooes, which they wear openly and ostentatiously on bared chests, backs or on their faces. These tattooes are often more than just badges of allegiance - forbidden occult arts are used to enchant these markings, imbuing the tattooed with enhanced physical abilities or pyromantic powers. The secrets of these tattooes are jealously guarded - woe betide the Burner who openly displays or employs a Hadar tattoo without the patronage and protection of the Family!
  
The Hadarrim call their soldiers ''Ashwalkers'', and these individuals are famed both for their melee prowess and their viciousness. Even Templars and Guild soldiers will cross the road when faced by an Ashwalker, at least if they are in ''Hadarrim'' territory. However, Ashwalkers aren't that often seen in the open - as the elite of their organisations, they are often trained in the mystic arts of ''Smokecrafting'' and so tend to move unseen through the shadows. It is said that an ''Ashwalker'' will traditionally do his victims the honour of showing his face before the killing blow, but as so few survive being assassination targets, this is hard to confirm!
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The Hadarrim call their soldiers ''Ashwalkers'', and these individuals are famed both for their melee prowess and their viciousness. Even Templars and Guild soldiers will cross the road when faced by an Ashwalker, at least if they are in ''Hadarrim'' territory.
 
 
 
 
 
 
===A Hadar Lexicon===
 
 
 
* '''Hadar''' - Literally, "the family", used to describe the metaorganisation as a whole, and individual members.
 
* '''Bayt''' - The smallest family unit is the bayt, or "tent," harkening back to the Hadar's days as a nomadic culture. In the past, a Tent might be a few adults and children, but at this time, a Tent can be a rather large or extended family. In all cases, however, the Tent has a matriarch heading the family.
 
* '''Goum''' - This is an extended grouping of bayts linked together by marriage or common ancestry.
 
* '''Ibn amm''' - These are also known as "descent groups," and are formed by the 3 to 5 generations of cousins, nieces, and nephews of a goum.
 
 
 
 
 
 
 
==Three Powers, One Status Quo==
 
 
 
A Burner might be forgiven for thinking that Church, Guild and Hadar are opposed powers, and that they can be turned against each other. To an extent, this is true, as all three factions are often opposed, and even within individual guilds, dioceses or families there is conflict aplenty.
 
 
 
This analysis is missing a final truth though - all three are the Status Quo, and ultimately the enemy of Burners. While as organisations they may clash, there are often individuals and groups who have power across all three powers. A shadowy figure may well be a high ranking ecclesiarch and also have a seat in the Sanctum of the Weavers, and have close allies in a Hadar family. The three powers are inextricably interwoven with ties of corruption and mutual interest. The Burners might be motivated by greed to do jobs for one faction or another, and may even target other factions to do so, but so long as they play the game they are shoring up the status quo one way or another. Taking a stand as a true free agent is the only real way to change things, but challenging the status quo is the most dangerous game of all...
 
  
 
[[Category:Pyromancer|Main page]]
 
[[Category:Pyromancer|Main page]]

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