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Thread: Concentric circles: Necrothieism [PEACH]

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    Barbarian in the Playground

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    Aug 2012
    Darkest Dorset (UK)

    Default Re: Concentric circles: Necrothieism [WIP]

    Necrothiestic socioeconomics.

    Just because there is a surfeit of the living dead and skeletal legions it doesn't mean that money doesn't matter, that things just pay for themselves. Even in the land of the dead money speaks all languages.

    The basic economic principle is to use undead and slave labor for public services, this lowers the pressure on the public purse. As well as this the state engages in the rental or sell of these laborer to raise revenues. The state then passes on the savings with lower taxes which combined with a surfeit of cheap unskilled labor in turn stimulates economic prosperity.


    The countryside surrounding a necrotic city is dominated by a complex system of vampire aristocratic landowners and tenet subsistence farmers.

    An extended family of serfs will have a leasehold on a given plot of farmland. This plot will provide enough sustenance for them to live on but no where near enough to make a descant living. To provide income families are forced to find additional work. This often entails family members moving away to find work and send money home(usually the case where a family grows too large for their plot to sustain them), the occasional or full time work on the big estates or picking up a trade for work in the local or regional community.

    As part of their feudal obligations serfs are required to provide blood to their vampiric overlords at least once a year as well as work to bring in the annual harvest (for which they receive a small but welcome wage and the right for their village to exchange or buy foodstuffs from the estate at a discounted rate).

    The soul of a serf is bound to their village. Unless they leave and are bound elsewhere or something terrible happens they will be reborn in their home village. Upon death necromancers ritually remove the brain, prepare it in unguents. The community ceremonially cremate the organ in the village square and scatter the ashes in the center of the village (usually a pleasant communal green).

    In payment for their services the necromancers take possession of the body. This provides the state with a steady supply of postmortem reagents, bones and skeletons. This also covers covers the "patriotic duty" of the surfs; they are exempt from taxation or conscription (but they are still free to volunteer for military service if they so wish).

    The estates employ a small workforce of mortal staff and skeletal laborers, they supplement this by hiring local or traveling tradesmen on an as needed basis, taking on freelance necromancers to help with big projects or the local serfs particularly with events like the lambing.

    The primary source of income for the aristocracy is the sale of agricultural products but they supplement this with the exploitation of natural resources such as timber, ore or stone. They also maintain a stranglehold on the production of wine, beer and flour as well as the rearing and produce of heard stock such as cattle, sheep and horse.

    The ministry of Public works

    This is responsible for the construction, upkeep and maintenance of civic facilities, institutions and public amenities. It also maintain two joint commissions with other ministries.

    The MoPW (Colloquially: the Mohpou) uses contracts with the local guilds for piece work and skilled work. For unskilled work they use large numbers of skeletal constructs as well as slave labor; this helps keep down costs.

    The construct commission

    This is maintained by the MoPW and the mages guild. Its primary purpose is to register and regulate the creation, storage and rental of undead constructs as well as the training and registration of "animation specialists" and the monitoring and enforcement of reanimation quotas. It is one of the states primary sources of revenue and as such the mass production of permanent undead constructs is a jealously guarded monopoly.

    It works closely with the legionary procurement commission and the nocturnal landstrad to fill "recruitment" quotas. This also helps prevent an over abundance of undead labor causing an economic downturn. To this end many skeletons are stockpiled in strategic reserves, this means that necromancers can continually get guarantied work even in years of low demand. This is important as it prevents a skills gap later down the line as well as alleviating the problem of necromancers turning to criminal enterprises by providing honest work during recessions. It also provides a ready source of additional military "bone power".

    The slavery commission

    This board is a joint enterprise between the ministry of public works and the ministry of justice. It is responsible for the registration, sales, manumission and enforcing minimum standards for slaves, it also is the licensing authority
    for the general slave trade.

    The criminal justice system is one of the primary sources of slaves. Other slaves taken as prisoners of war, particularly lean years usually cause serf villages to sell extraneous members of the community (often decided by a vote, lots or elders decree), some desperate people willingly sell themselves and still others are born into the existing slave stock.

    The military

    The military is divided into the militia, the legion and the core.

    The legion

    These are the primary standing armies of the necrotheistic empire. The backbone of the legion is formed of skeletal heavy infantry, augmented with various auxiliary units, siege golems and an enlarged command section.

    The big advantages of mindless dead soldiers are that they do not need to be fed or payed, they will always obey orders, they are tireless and will fight all night and all day, if you don't need them at any point you can forget about them for centuries at a time and best of all no one is waiting for them back at home and no one will morn them if they fall.

    The biggest disadvantage is that they are of course mindless, they will do whatever they are ordered to do regardless of weather or not it is appropriate, they will never take the initiative and they will never retreat when left to their own devices.

    They get around this by using mortal NCO's, These men are enlisted from the militia or drawn from surf or metic volunteers (for which they are guaranteed citizenship in exchange for an extended period of service). The provide the insight, the initiative and the intelligence necessary to make the legion an effective fighting force.

    Commissioned officers are drawn from the vampiric aristocracy, usually from the "younger sons" who seek independent means and personal glory outside of their clan. The longevity of vampires combined with their resistance to certain forms of magic and natural affinity for necromancy makes them a perfect fit for legionary command.

    The militia

    The militia is a defensive force comprised mainly of part time soldiers and commanded by a small core of professional soldiers mostly drawn from retired legionnaires.

    Every adult male citizen is expected to spend a period in the militia. They are given basic training on drill, formation and a variety of simple to use weapons (the best example of these are the crossbows which are virtually synonymous with militia men).

    The core

    These are organizations of full time specialists. These include the logistics core, the engineering core, the magic core, the intelligence core, the siege core and the dark core.

    The dark core is comprised of high optimization adventurers. It is used for special forces operations, wet work and as a secret police force.

    The plains of Fulcrum[{under construction}

    This is the prime setting for the concentric circles setting. Fulcrum is comprised of the realms and the wilds spread across five concentric planar spheres.

    The wilds

    "These lands lie beyond the hills we know"

    The wilds have a fully plastic and fluid geography. The horizon acts as a kind of black box, you do not know what may or may not lie beyond it until you are over it. Paradoxically it is unlikely to be the same vista the next time you past (making it near impossible for you to pass the same horizon twice without divine assistance). Add to that the fact that distance and duration are entirely subjective it make mapping literally impossible; wild atlases are a Cartesian nightmare that require both mystic sight and near insanity to appreciate.

    The wilds are known as the natural home of the fae as well as a host of exotic flora and fauna not found in more mundane regions. These include a host of mega fauna such as migratory dragons, tarrasque, ettin, collosi and adult titans.


    Wilderlands are the frontiers, they are the middle state between realms and the wilds. More pliant than plastic the wilderlands are difficult to navigate for the uninitiated. One of the more unstable elements of the wilderlands are the ruins relics and monuments of ancient lost realms. These are fully capable of wandering around the landscape or dispersing into the aetherspace for centuries at a time.

    Wilderlands are host to isolated villages, small (usually) independent frontier towns as well as more nomadic tribes. Wilderlands are the favored haunts of Kiamera manbeast tribes as well as other beings both more human and less.

    The realms

    To put it flippantly these are the places where mortals [not fae] live. A realm is geographically pretty stable and home to at least one a nation of people who define themselves as one.

    Realms follow the fichers and to a (certain extent) the revers mass ficher principle. The land and nature of a realm is affected by its ruler and the people are shaped by land. For example a realm with an insane king will be subject to greater levels of random or unpredictable events. A hard and harsh realm will shape its people into a hard and hash people.

    Naturally occurring realms may be as small as city or as large as a kingdom. Smaller realms do exist but they require divine or magical assistance to be sustained or come into existence at that size. They are normally fringed by a band of wilderland though they may abut other realms or even wilds.

    Realms that overextend have difficulties holding themselves together. Realms that collapse often disintegrate into craton linked sub-realms, revert back to wilderland or even to wildspace.


    A craton is a shared semi-stable region of three or more realms, often containing a considerable amount of wilderland. One of the defining characteristics of a craton is that its realms define themselves as of that region. Examples of cratons include multi-realm empires such as Xui'Sha or realms with a shared culture such as the lands of the former necrotheistic empire.

    A special case is the bi-realm. These are formed of two realms that define themselves in relationship to each other, they usualy have an adversarial or antagonistic relationship though symbiotic realms are not uncommon. Bi-realms are highly stable and can endure for millenia. Bi-realms most often
    emerge from the brake up of larger cratons and form the core of emergent cratons.

    N.b. A craton or tectonic shield is a geological term for a large peace of ancient stable continental crust. Cratons include baltica and siberia. If you can think of a better colloquial name for this don't hesitate to say.
    the spheres


    This sphere starts at the base of the high clouds and extends upwards from there. It is warmer, thicker, richer and far deeper than atmosphere of that height as any real right to be.

    The aethosphere plays host to the tops of the tallest mountains, flying fortresses, levitating mountains, cloudscapes, skyscraping towers and bable trees. Indigenous fauna include air whales, gas floaters, dragons, harpies, furies and other winged humanoids.

    By the very nature of the plane advanced magitec is an absolute esential to day to day existence. One would imagine that this would leed to the domination of magoracies, this is not the case. The wizards and artificers of this sphere have a tendency to be aligned with one or more of the various competing inter-realm magical industrial combines. Actual leadership of the realms is dominated by the noble clans; be it in duchies, principalities or the oligarchic republics (although having said that these clans have a far higher instance than average of potential sorcerers).

    One of the most distinctive phenomena of the aethosphere are the skyships. These craft use magic to levitate and propel them through the air. They are often used by merchants and explorers as well as sky pirates and the various aerial navies. The sight of two fleets of airships hammering seven shaded of snot out of each other is one of the most awe inspiring things in the world and as strong a reminder as can be not to cross mages. Skyships cannot fly bellow the clouds, the ability of the magic keeping them alofts to resist the pull of the earth become progressively weaker the lower they go until it becomes too much and the ship "flounders".

    Examples of military magitec include aetherial pulse jets, magistorm Gatlings, ark lightning projectors, S.G.R.S (spirit guided rocket systems), Golem auto loaders and bastion class sky knights. Examples of such tec on the surface are usually limited to badly damaged salvaged from crashed airships or as the "fallout" of aerial warfare.


    This is the second sphere of fulcrum. Its residence believe that it is most important of the planes; it does for example have the largest number of realms and 7 out of the top ten largest stable realms, surprisingly it is (by volume) the smallest of the five spheres, it is also the least spherical. It Extends only a few hundred meters below ground and scant kilometers above sea level. The terrosphere covers only the large landmasses, inland seas and the oceans within sight of the coast. It is broken up into several large semi-stable continental clusters.


    These are the shifting open oceans of fulcrum. It plays host to mysterious storm wracked islands, floating lands, icebergs, horrors from the deep, under sea civilizations (both living and lost) and nations under sail.


    This is the sphere of stone. It stats below the frost line and proceeds down past the crush depth to the ferrosphere. It is a wild place of caves, grottos and vaults. It has its parched deserts and its underground rivers, lakes and seas. The vast cavern networks are constantly shifting and are not always mutually accessible, sometime forcing people to the surface to make progress.

    N.B This is obviously an underdark stand in with the realms/wilds mechanics built in.


    This is the innermost and most hostile sphere of fulcrum. It is composed of a infernal sea of extreme pressure liquid metal encased in solid rock. It is illuminated (if this can be said to be the right word) from its center by the convergence of the three essential pillars, the flux of positive and negative energy grants the ferrosphere its 36 hour "day"/"night" cycle.

    Iffrites are the dominant power of the ferrosphere. Their civilization clings to the deep furrows and ridges of the edge of their world, heavily concentrated on the margins of the stone highlands and the deep basins filled with nickle cobalt oceans or along the antediluvian plains of vast liquid metal river systems.

    Like all live in the ferrosphere they posses a silicon based biology with a complex system of metallic ichor and bio plasma. They live in fear of the terrors of the deep core; most particularly the dreaded iron drakes. Aside from certain elemental plains the Iffrite can not survive outside of the ferrosphere without extensive xenoforming. This transmutation allows them to endure the "extreme cold and low pressure" of the "lesser planes"; this is a permanent exile however as they would never survive the return home.
    Last edited by Blightedmarsh; 2012-10-14 at 10:46 AM. Reason: Additions to plains
    My Home brew setting:

    Concentric circles

    Quote Originally Posted by JusticeZero View Post
    How very Machiavellian, professor Doom.
    Clever, effective, and anyone who agrees with it is a grade A global supervillain.