Eden began as a standard ag station, just one of many bearing the same design and function across many systems with minimal habitable areas. This particular class of agricultural station was designed to produce food with great efficiency. Looking like a gigantic parabolic dish with a glass-like cone covering the concave side, they are little more than gigantic floating greenhouses, facing the nearest sun to collect and provide light.
Originally designated E115-G0532A and placed near a newly colonized world, Eden’s purpose was to provide food for the colony until it became self-sustaining; at which point it would be decommissioned. However, near the end of it’s designated life a group of dissatisfied colonists staged a nonviolent takeover of the station, proclaimed it Eden, and proceeded to build their own version of Utopia. They work by committee, grow their own food, weave their own clothing, and worship the Goddess of The Vine. Contact with the outside world is done through trade of foodstuffs. It is a well-known “secret” that they sell a range of natural narcotics. Mixed within the carrots, beets, and cabbages are a variety of consciousness-altering plants, tinctures, foods, and powders.
This could be fun to
harass challenge the players with. Sudden hysterics revealing the locations of the PCs as they try to hide, letting slip the slightest clue in the middle of pointless rambling, an investigation stymied by an unhelpful member of the party. Reminds me of an intelligent ring a character of mine once had and could not get rid of.
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Also reminds me a little of Bob from the Dresden Files.
A strong backstory that ties well to motivation. It is truly believable that his mind would snap with all that carnage and that he would become so single minded. The progression from revenge to madness holds true.
Very easy to put in a game, as well.
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I like this. Good descriptions and an intriguing setting.
I am curious about their physical possessions. What types and styles of clothing do they wear? Does dress denote rank? I think clothing can go a long way toward differentiating them from each other.
Also, what kinds of weapons do they use? Are melee weapons seen as more courageous than ranged ones? Do they wear armor?
I read this early on when I had very few votes but forgot to come back around and vote on it. I'm glad it made its way back around.
Even though the language is geared around systems with levels, I find it easy to view it in more abstract terms. In fact, I think it helps to put mechanical "levels" into more generic terms that cross gaming systems. Going up in power can mean gathering XP and hoarding magic items, but it can also mean gaining political clout in a more role-playing heavy system or boosting attributes and skills in systems like Cortex or Savage Worlds.
As a GM developing a campaign, I find this to be a good set of guidelines to keep in mind.
The format seems a little confusing. I had to read it through a couple of times to grok it. I agree with the others that this could use some fleshing out.
I could see the priests of Percepticus being the philosophers with those of Visax having more of a scientific bent.
Overall, a creative piece.
I heartily agree. The collaborative nature of Strolen's is one of the primary reasons I am here. I feel that receiving helpful comments has helped to make me a better writer overall. On the flip side, it can be awfully demoralizing to spend several days toiling over a sub only to watch it fade off of the front page with nary a word.
Before I wrote my first sub I spent a fair amount of time reading sub after sub. I learned a lot from both the subs and the comments, such as things to avoid and tips on how to do better. I think the comments, being public, help more than just the author. In addition, I felt comfortable posting my own work because the comments were so constructive rather than confrontational. I received some good feedback on that first sub and that gave me the confidence to keep going.