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Kingdom in the Sky (Domain)

(With Apologies to DaVinci's Notebook)

 

Places such as the Kingdom exist in every long-term war scenario.  It can even be said that wars create the Kingdom, or places like it.  It's hard to tell, particularly since causality in the Marches is mostly a theoretical exercise anyway; suffice it to say that the Kingdom is where you go...

 

Well, the obviously loyal servants of Heaven wouldn't dream of doing business with minions of Hell, let alone ethereal parasites.  And no demon would ever think of using deniable angelic or ethereal resources as assistance in an internal faction fight.  And there isn't an ethereal who would dare to negotiate with celestials on anything resembling equal terms.  And the various refugees from half a hundred different ethereal and celestial wars would never set up shop around all of this obviously nonexistent business.

 

Not that any of this needed to be said, of course.

 

The Domain itself is dominated by a great walled city that would be instantly recognizable to any human familiar with late 20th Century Western children's programming... actually, this should be addressed right now.  One of the odder quirks of the Domain is that there are certain words and names that simply cannot be spoken while within it.  This prohibition apparently applies to anyone below the level of Superior; if asked why, an inhabitant will simply smile a little nervously, look both ways and whisper the word 'lawyers'.  Metaphysical engineers have guessed that this unique condition results from an interesting synergistic effect from the two major belief flows.  The Kingdom receives most of its belief from children under the age of about eight or so - but there is a definite thread of power coming from adult belief as well.  Unfortunately, the latter is a bit darker.  The corporeal business entity associated with the Kingdom apparently has a certain reputation associated with it... one that engenders a healthy respect, if not outright apprehension and/or fear.

 

So, the basic layout is that of a shining, primary-colored city surrounded by sunny fields and inviting forests.  There is a definite artificial feel to the setting, particularly when it comes to the denizens (who are mostly either anthropomorphic animals or stylized humans of a hundred different cultures and time periods).  There are 'dark' sections of the Kingdom, but those areas are also exaggerated in layout and tone, to the point where it's impossible to take them as threats.  At any rate, the basic nature of the place is antithetical to anyone getting hurt (see below), so generally speaking the Domain on its own would be hardly frightening.  However, the dream-stuff that makes up the Kingdom is highly malleable; couple that with the somewhat darker belief flows and one has the necessary conditions to produce a few places where things can be disturbing.  For the most part, these places are associated with the aforementioned officially nonexistent refugees, but not always.

 

The Kingdom, naturally, has a King - who is not quite the master of this Domain.  He has the abilities of a Master, including the ability to grant rights to other ethereals... but the true ruler of this Domain is not he.  The King spends most of his time brooding on the throne, looking out over his lands via 'technological' and 'magical' viewers.  His laughs are frequent, yet usually nervous and high pitched: the King will often stare at the Mountain where the true ruler of the Kingdom dreams slow, frozen dreams.  Someday the true ruler will awake, and put all things right - or right for the true ruler, at least.  In the meantime, the King will continue to worriedly do what he thinks that his creator would want him to do; this can be awkward, particularly as the King is often better at setting things in motion than in stopping them.

 

Below the King is the Council; it is a group of the most powerful ethereals native to the Kingdom.  The determination of precisely who is most powerful at any given time can be interesting; generally speaking, they go with the popularity of their Images on earth, modified by their innate skills in Dream-shaping.  There is not much internal conflict at this level, but the King listens to the Council, and so outsiders will enlist them in schemes of their own.  All members of the Council are ceremonial Guardsmen (see below): for that matter, they are not immune to Assumption Combat.  There's always a sequel to worry about.

 

And below the Council is the Staff.  The Staff is large (all Initiated natives), and has many factions, and is in constant conflict with both itself and visitors.  Their ostensible job is to keep the Kingdom pristine and true to the vision of the creator and true ruler of the Kingdom; they generally only do this when in view of the King or a Councilor.  At other times they act as an odd combination of bureaucracy and street gang; one group or more will find one aspect of the Domain that requires maintenance and/or alteration and take it over, against all comers. They are not particularly evil in their factionalism; most are in fact are honorable entities that keep their word and draw the line at activities that would hurt their home.  Just don't assume that they'll be as forbearing towards an outsider.

 

One element of the Staff that must be singled out is the Guard.  These are simply all Staff members who have been granted the right to initiate violence in the Domain by the King.  Theoretically, Guardians would serve as peace officers and militia, on those rare cases when it is needed; in fact, most do.  But the King is somewhat forgetful, and does not always think to remove a disgraced Staffer's Guardian status, and possibly that is merely the excuse in some cases, and at any rate Councilors need their own Guardians... the result is that not all that wear the Guardian uniform (17th Century French military, complete with musket) are on official business - but they all can fight, so be wary.

 

Outsiders in the Kingdom

 

As has been mentioned before, there are more outsiders than usual in this Domain.  They have their own reasons for being here, and people tend not to ask many questions about why.

 

Celestial

Heaven and Hell are represented by Servitors of Children and the Media; both Christopher and Nybbas are determined to eventually tip this Domain to the proper side of the War.  The Archangel of Children has an advantage in that his requirements are essentially passive; he wants the Ethereal Domain mostly as a staging ground for his takeover of its corporeal analogue.  No violations of the Ban required and/or desired, really.  The Demon Prince of the Media, on the other hand, wants more active participation in the War, but will pay for it.

 

At the moment, it's a stalemate.  While celestials are not affected by the nonviolence restrictions (see below), the two organizations involved are not particularly geared towards armed assaults; their operatives are also expected to be diplomatic about things, given that both sides want the place essentially intact and productive.  It won't last, of course, but neither group wants to move prematurely.

 

There are also a number of Outcasts and Renegades living as quietly as they can manage; the Kingdom doesn't hassle refugees who aren't actively a problem, which makes the place a handy bolthole.  Needless to say, both the Inquisition and the Game know about this - but it's more pragmatic to use the Kingdom as a trap for the Most Wanted fugitives, and traps need bait, so the small fry are mostly ignored.

 

Ethereal

Generally speaking, there are two types of non-Kingdom ethereals present: embassies and refugees.  The major pantheons keep a presence in the Kingdom, ranging from the permanent legation of the August Prosperity Collective to the hollow log used by the Aesir as an impromptu mailbox.  The Collective's embassy staff is larger than those of the other pantheons, combined: they consider themselves the future overlords of the Kingdom, and spend a good deal of time attempting to gain final control.  Unfortunately for them, they fail to fully grasp that even the King himself cannot hand the pantheon the keys to the Kingdom... and that awakening the true ruler may result in them offering allegiance to him.  At any rate, their machinations are opposed by the Heliotopians and (to a much lesser extent) the Olympians; the Fae and the Hindu delegations (the other two significant official presences) choose to remain neutrals.

 

Refugee ethereals are more interesting and more unpredictable.  As has been mentioned above, the Kingdom takes in those fleeing other locales, provided that they don't make trouble: by now there are quite a lot of them.  Naturally, some of them haven't forgotten whatever cause or conflict that led them to the Kingdom; also naturally, some of them are willing to do various little jobs, if the price is right.  Sometimes the jobs are even legitimate ones.  It should also be noted that the Voudon and Native American spirits maintain a surreptitious presence among the refugee camps/towns; both pantheons loathe the Kingdom with a passion and prefer to stay unofficial.  Besides, this way it makes it easier for the Host to hire them out as mercenaries.

 

Human

Dream-shades in the Kingdom are rare.  They are usually deeply distrusted by the inhabitants, as they are immune to the restrictions against violence imposed by the Domain.  They are also very much in demand, for precisely the same reason.

 

Use in the Campaign

 

The Kingdom has been deliberately set up as a neutral space in the Marches; it owes its existence to the fact that enough powerful entities find it convenient to have such a place around, and this one at least can incorporate electric lighting and running water into its paradigm.  It would make a truly surreal locale for a spy/counterspy game... a type of campaign not normally too well developed for In Nomine.  Obviously, it can also be adjusted for Brightness and Contrast; the Kingdom works equally well in 'sugar shock' and 'taste of ashes' mode.  As to the Kingdom's long term goals, well, I'd tell you, but, um...

 

'Lawyers'.

 

Features: Common Tongue, Deceitful (Easy to Glamorize), Living Domain, Special (see below)

 

Special: Violence is prohibited to any ethereal anchored to the site, save at the whim of the King.  Those ethereals unanchored will be immediately expelled from the Domain.  Dream-shades and celestials are unaffected by this prohibition.

 

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