Dark Æther

Updated:  2011-01-11

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Are there magical symbols hidden in the pattern of the canals on Mars?  Do its deserts hide unmentionable terrors?  And what is the horrid truth behind the "gods" worshipped by the bestial High Martian?

What dark secrets are hidden in the murky swamps of Venus?  What unnamable horrors terrorize the savage amphibian natives and frighten even the monstrous dinosaurs?

What terrors do the oppressive caverns of Luna conceal?

  • Everything Edgar Allan Poe could have written.
  • Everything Bram Stoker should have written.
  • Everything H. P. Lovecraft thought of but never published — because it was too horrific.
  • Everything you need for the fright of the century.

The Edwardian Era was noted for its optimistic outlook. New worlds were opening up on Earth and throughout the Solar System. Civilization and technology were on the march.

Yet, there was a darker side to the age. Anarchists and doomsday cults plotted in the shadows. Jack the Ripper plied his grizzly trade in the sordid underbelly of the greatest civilization on Earth at this time.  And behind it all, something unmentionable lurks in the darkness...

Set in the universe of Space 1889, Dark Æther is a campaign of faeries, magic, super science, secret societies, conspiracies and horror. Elements of the Cthulhu Mythos; Dark Conspiracy; Deadlands; For Faerie, Queen & Country; and Traveller have been added to flavor the mix.

Background
Character Generation
Encounters
Equipment
Locations
Magic
Organizations
Plot Hooks
Related Articles
Related Pages
Super Science
Worlds and Adventures

Background

Dark Æther is a campaign set at the turn of the 20th century.  Humanity has spread to inner worlds and the inhabitants of those worlds have migrated to Earth.  The AE revolution has led to unimagined engineering marvels, and the worlds' teeming cities tower high into the atmosphere and deep into the Earth.  Aerial liners ply the trade lanes between these metropolises, occasionally falling prey to aerial pirates operating out of the hinterlands.  

In the cities themselves, the wealthy occupy the upper strata of both society and architecture.  Private landing fields on the roofs of skyscrapers and aerial walkways connecting the upper stories of those skyscrapers mean that those of means seldom have to venture down to street level.

In the U.S., the population has become increasingly concentrated along the Eastern and Western seaboards.  Major cities, such as Atlanta, are still found within the interior, connected to other metropolises by rail, air and subterranean transportation systems.  The wide-open spaces in the mid-west are nominally under U.S. control, but are largely ignored by authorities higher than the county level.  These regions are peppered with small towns (mostly located along the rail lines), bandits, renegade Indians, and the ranches of cattle barons who are laws unto themselves.  The vast open spaces have also become home to "things man was not meant to know..."

Magic

The Edwardian mind was fascinated by the concept of magic.  Most "practitioners" of magic in this period were, however, frauds and charlatans. Real magical power was possessed by few, who tended to keep their Empathy secret for fear of the reactions of their fellow citizens  Most rational individuals scoff at the mere notion that magic may be more than simply parlor tricks.

Magical abilities follow four "schools" of development:  sorcery, mysticism, neuropathy and psionics.  Three of these, sorcery, mysticism and psionics, require rigorous study.  The fourth, neuropathy, consists of those who have awakened to their Empathy without benefit of training.  Many neuropaths have been rendered insane (or at least a little eccentric) by this awakening.

Trained practitioners can learn from more than one school of discipline.  However, as mysticism and psionics represent opposite approaches to magic (mysticism being more emotional, and psionics being more clinical) those skilled in either discipline may not train in the other.  The result is that there may be sorcerer-mystics and sorcerer-psionics, but never mystic-psionics.

Practitioners of magic often band together into secret societies for training, protection, or to achieve some goal.  

Extra-terrestrial races also practice magic.  The Martians have a highly-developed magical system (having perfected the craft over 350 centuries). Canal Martians have a tendency to lean toward sorcerer-psionics and Hill Martians toward sorcerer-mystics.  High Martians, as befitting their nature, lean toward mysticism.  Neuropaths are found among all three races.  Much like their terrestrial brethren, Martian practitioners have a tendency to keep their powers secret, though some Martian princes are known to employ Empathic individuals as court wizards.  The state of Martian magic is such that terrestrial practitioners have been known to seek out Martian instructors in an effort to refine their Empathy.  The more "modern" and "progressive" Martian, like their terrestrial counterparts, dismiss the notion of magic as "primitive."

Lizard-men, in keeping with their bestial nature, produce mainly neuropaths and mystics.  While it may be possible to train the reptilians in the finer arts of sorcery, they are not temperamentally suited for the rigors of psionics.

The Vulcanians were masters of mental powers, and it was this that led to their downfall.  They leaned heavily toward sorcery and psionics, as befitted their logical and analytical natures.  However, following the final war and the destruction of Vulcan, Empathy fell into disfavor.  The descendents of the Vulcanians, the Moon Men, do not openly practice the arts, and those having such Empathic talents will keep them secret for fear of reprisal.

Game Notes:  These disciplines and their application are drawn directly from Dark Conspiracy's Empathic Sourcebook (copyright 1993, GDW, Inc.).   Additional material, including expanded power levels and skills have been drawn from Traveller: The New Era (copyright 1993, GDW, Inc.).

Canal Martian characters who have any Empathic abilities and who have trained in any of the disciplines, should receive a +2 to their Empathy scores.  Terrestrial practitioners training under a Canal Martian adept for a period of time may make an Empathic task roll.  The difficulty level is based upon the actual time spent studying (and not adventuring):  one year = Formidable, two years = Difficult, three years = Average and four years = Easy.  If successful, the student may add 1 to his Empathy attribute.  On a Outstanding Success, add 2.  Only one such roll may be made in a person's lifetime.

Super Science

Science was even more captivating to the Edwardian mind than magic, if simply because its fruits were more readily apparent.  Not only were terrestrial inventors turning out new wonders daily, the vast knowledge of the ancient races of Mars and Vulcan were also being probed with startling results.

Aerial Flyers

Flyers are a mainstay of the Dark Æther universe, with history going back decades.  The computing revolution brought on by Babbage's Analytical Engines in the 1830s allowed the for the design and building of increasingly larger and more powerful dirigibles, as well as bringing about the early introduction of gliders.  Both of these devices were put to work during the Crimean War, the War Between the States and the Franco-Prussian War.

With the advent, first of liftwood, and then later, artificial liftwood, flyers became ubiquitous.  And, while they have not completely replaced other modes of transportation, they comprise an increasing percentage of traffic.  Flyers do have their drawbacks, however.  They are highly-susceptible to weather conditions, and cannot operate in high winds.

Edison's Ether Propeller

Thomas Edison (1847 - 1931) did not invent his ether propeller from whole cloth.  His prototype ether propeller was based upon a Vulcanian design recovered from an ancient tomb in Egypt.  Edison's genius lay in his ability to discern not only the workings of the device, but its actual purpose.  With Etienne Moreau's theoretical work as a basis, Edison was able to recreate, albeit primitively, the Vulcanian device.

However, Edison's work (and the subsequent ether propeller designs by such luminaries as Armstrong and Zeppelin) was based on a jury-rigged propeller design used by the descendents of the group of Vulcanians marooned on Earth thousands of years ago.  The device made use of the inferior materials and substandard machining available to the castaways.  The Vulcanians on Earth lacked the ability to seal their vessels effectively, making trips outside the atmosphere impossible; however they used their ether propellers for rapid atmospheric travel across the globe.  When their civilization was destroyed, all knowledge of how to build such devices was lost until Edison unraveled the mystery.

Tesla's Ether Propeller

Nikola Tesla (1856 to 1943) was one of those enigmatic geniuses that come along every few centuries.  His greatest insights often followed blindingly-disabling headaches — and it was following such an episode that Tesla created the design for his ether propeller.  The Tesla propeller was actually closer in design to the original Vulcanian devices.  It produced thrust orders of magnitude greater than the Edison propeller, could operate deep within an atmosphere, and did not cavitate at high speeds.  Indeed, the Tesla propeller reduced the trip to Mars from months to mere days and opened up the outer Solar System.

Tesla filed a patent application for his propeller design in 1890, but lawsuits brought by Edison's company prevented Tesla from marketing his propeller for nearly five years.  During this time Tesla did build a number of prototype ether ships, and while prevented from actually selling or renting these vessels, the injunction did not prevent him from loaning them to others for commercial purposes.  Tesla used the proceeds from his investments in these commercial enterprises to fight the lawsuits and build his company.  When the last of the lawsuits was dismissed in 1895, Tesla-patent ether flyers became commonplace nearly overnight.

Editor's Notes:  Use the rules in Using the Stutterwarp Design Sequence for Æther Propellers for pre-Tesla ether ships.  Tesla-era vessels use the Dean Drive design sequence.  In combat, both vessels are treated as Newtonian-movement ships; however pre-Tesla vessels may not have a vector longer than twice their efficiency (rounded to the nearest whole number) in 30,000-km hexes per turn.

Plot Hooks
  • A famous scientist has fallen to his death from the 20th floor tramway.  Authorities believe it to be a suicide, but the scientist's daughter is convinced her father was murdered and hires the adventurers to bring the culprit to justice.

  • The characters are hired by cattle rancher to augment his private army.  The ranch has been raided recently by renegade Indians and aerial pirates so the rancher has begun raising a force of gunmen to hit back.

Encounters

Deep One
Elder Thing
Ghoul
Golem (Dark Æther)
Illithid (Mind Flayer/Star Spawn of Cthulhu)
Skeleton
Vampire (Dark Æther)
Zombie