You are a man out of time. You are yesterday's hero, and tomorrow's.
You are of the Palace. You are a Paladin.
This is a treatment of Investigating Censor for this blog's Faufreluches setting. Consulting both before proceeding is recommended!
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The Scene
The Nereus system lays spinwards of Mencharo, on the verges of Regency territory. It sits in an odd plane of Curtmantle space, making it slow to access but necessary to pass through. Thirty-four planets, planetoids, and moons orbit a blue-ish but hospitable sun.
These include...
- Limnoreia, airless seat of a Mews waystation
- Amphinome, where abundant pastures have been seeded under Stadtholder supervision
- Maira, glistening with deadly volcanic activity
- Kymothoe, a planet of vast oceans and swift winds
- Galateia, blanketed in impenetrable cloud
- Amatheia, a moon of grit deserts and grey chasms
- Oreithyia, high-peaked planetoid with an erratic orbit
- Speio, of the fertile caverns
The Díarmuidapur Kin-Brigades
The Díarmuidapuri are known as some of the foremost shock infantry in the Regency. Their main advantage is not merely the charge - though this is undeniably ferocious - but that they make their assaults through and in mortar fire from their support column. This is enabled by the short-burst energy-based 'shield umbrellas' that allow for carefully timed near-invulnerability from above. Trust between 'Pipes' and 'Drums' is essential, given the nature of their signature tactic - and they are reshaped by the structures of this Janissariat band to have bonds equal or surpassing the family bond. The desire for mortar-hefting Pipes to become broad-backed Drums covered by the taut cylindrical skein of the shield umbrella also leads to competition, reinforcing that bond in odd ways as Pipes try to both goad on and preserve Drums.
Recruitment
The Díarmuidapur Kin-Brigades take only volunteers - but do spend their time boasting widely of their deeds and encouraging artwork in their honour. Their reputation is significant in their sector of the galaxy, and it is well-populated enough to provide an ample supply of young hotheads, would-be heroes and thick bastards. It helps that the Kin-Brigades look and act a lot more human that many Janissariat Bands.
There are a scattering of Díarmuidapuri families, but never quite enough to repopulate their numbers. Former Drums (and invalid Pipes) will drift into assorted administrative roles.
Resources
The Kin-Brigades' characteristic shield units are now difficult to fabricate: force-flow circuit miniaturists are few and circuit miniaturists with access to precision-work machinists and ample resources are even scarcer. So shield umbrellas are passed on from a former Drum (who are never defeated, because when even when broken, they can't be beaten) to a battle-proven Pipe. Shield units are plugged between the shoulder blades of a Drum via spinal nerve-ports, to enable their flexible, nigh-instinctive use.
Díarmuidapuri mortars are not altogether dissimilar from those used across the Regency by household armies and local defence forces. They are easier to carry and reposition, but the real advantage of a Pipe over any other bombardier is their single-minded practice and training. Kin-Brigades are also more willing to obtain exotic munitions. Pipes will carry compact solid-shot carbines and short, handy combat blades.
Drums are glad in robust armour (largely unpowered - the shield-umbrella requires a bulky power pack already), proof against most small arms fire. A tall helm is common. They typically carry a long two-handed sword, edged with molecule-baffling quasi-sharp Tonsori anomaly shards. Compact 'Saltshaker' hand cannons offer the possibility for harassing fire, clearing rooms and intimidation.
The Kin-Brigades make use of a variety of muscle enhancements, dietary supplements and synth-sinews, and have a number of trailing surgical clans dedicated to supplying these. They also have access to an impressive array of construction tools and materials
Customs
The Díarmuidapuri encourage plenty to be said about them, and will offer patronage widely. But they have a few specific customs of their own. Firstly, there are lineages of Pipe and Drum that reproduce sensibilities, techniques and personal superstitions from master to apprentice. The term 'Kin-Brigade' often makes outsiders think of these as essentially father and son relationships - but the Díarmuidapuri are sufficiently egalitarian that it is better thought of as elder and younger brother (other than those Pipe and Drum combinations that have a father and son in them...).
Secondly, a Kin-Brigade raises up a feasting house in every even semi-successful campaign. These are towering affairs bearing a variety of stylised geometric forms - lines, diamonds, squares, carefully regular semi-circles. Glazed terracotta is often used, as are neolithiform blocks, along with chrome. Sometimes the local marmoreal will be used for floors or details. Several empty floors and vaults support an upper section that is a banqueting hall with the attitude of a penthouse. When the Kin-Brigade moves on to a new world, the feasting house is left. The vast buildings frequently become storehouses or government departments.
Campaigning
Kin-Brigades generally aim to bring their opponents into a fixed battle. Settlement of the dispute will happen one way or the other and the Kin-Brigade can move on. In the event that they cannot bring an opponent onto the field, they will sweep a region in a series of raids looking to flush their foe into the open.
The Díarmuidapuri largely aim to enlarge their network of protectorates and obligated nobles and will move quite readily between systems to allow this. They take very little territory but a great deal of supplies and arms.
The Neo-Bactrian Peregrines
The Neo-Bactrians will go about anywhere a human being will go. They will go there carrying more, seeing more and coming back with more. They are also far more likely to survive. Peregrines are nomadic cybernetic warriors bound into mechanical walkers; typically Neo-Bactrian walkers have four legs (with a variety of foot and hoof options), a back bowser for fuel, a central pod for the pilot and an extended forward weapon and sensor mount.
A world is given into their care for survey work: settlers will serve their needs for a generation - then the Peregrines will move on. If not gathered into a great expedition, Peregrines spend their time moving between settlements on Neo-Bactrian worlds, usually alone.
Recruitment
The Neo-Bactrians are open to talent, but maintain their numbers largely through a slow but persistent breeding programme. Genetic material can be exchanged, surveyed and assessed at the meeting or two Peregrines. Offspring are deposited with the mobile creche-barracks run by a Secretariat-registered nursery guild.
Resources
Neo-Bactrians walkers stand higher than the average Regency four-person automobile, but are generally narrower. A variety of hooves allow them to master different terrain. The flexible weapon and sensor mount can be raised and lowered to precise and surprising angles. Walkers are known to be armed with flame projectors, grenade launchers, flechette autorifles and microwave burst guns.
Neo-Bactrian worlds will have settlements known as Oases (which are probably near a body of water, if not a literal oasis). A peregrine will call at these once a month or so: the helots in this village will provide the Three Types of Fuel, the Six Types of Filter, the Four Types of Projectile and an number of items from the Catalogue of Spare Parts.
Customs
At an oasis, a Peregrine emerges from their walker. They report on the many miles they have travelled and the various sights around them in careful, objective tones. Peregrines cover their intrusive and extensive cybernetics when out of a walker in cloaks, veils and tight cloth bandages.
Peregrines are essentially solitary, but will attend occasional moots for decision making and exchanges of goods and information.
Neo-Bactrians are buried in upright pillar-sarcophagi made from the pods of their walkers. These are topped by an ornate capita carved by a Peregrine in their own lifetime. The wide plains of Neo-Bactrian worlds will often have an isolated and dramatic avenue or geometric web of these sarcophagi.
Campaigning
Peregrines are gathered for propositions or expeditions by the hereditary functionaries of the Peregrine Delegation. They fight as mobile hordes, striking at will then withdrawing - often at startling speed over all manner of terrain. In the event that they encounter a fixed position, they will besiege it quite patiently.
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The Overture
Ramantai of the Díarmuidapuri has stolen a march on the Neo-Bactrians. Almost literally. Yelain de Lakedt is the Margravial Commissioner over the Star of Nereus, charged with the slow knitting of this border region into the fabric of the Regency and its transformation into a strongpoint against the machine-mind legions and the Empire of P'o L'u.
The Neo-Bactrian Peregrines were called on to survey the numerous planets; this was to give way in time to wider settlement under de Lakedt's oversight and the establishment of the Díarmuidapuri. But the Díarmuidapuri have arrived early.
Ramantai's Kin-Brigade seized land in lieu of prompt payment from Polyclète, Baron Matamore the on the world of Toranius, which was an as-yet undeveloped holding of the Schematicians. The Baron objected, the Schematicians objected, the Secretariat produced a number of convincing document and the Glossatrices smoothed everything over. The Díarmuidapuri took an immediate payment in supplies and assorted Mint certificates and moved on - but felt they had given way all too easily to the high-handed Matamore. The Baron would admit that he finds the assorted representatives of the Pillars far easier to deal with than Janissariat half-humans.
This solution was about agreeable to basically everyone on Toranius and nearly tolerable to the Díarmuidapuri. They went to Nereus - and promptly decided that they would not move again. In any event, the Mews carrier flotilla that might have been able to move them was called away by direct order of the Siegneuria, to aid in the excavation of a Stellar Regulatory complex under the eyes of the Pastorate.
Upon reaching Nereus, the problem of supporting two Janissariat groups quickly became apparent. Hearing rumours that the Díarmuidapuri would be moved on again, Draupadraig, nephew of Ramantai seized Yelain de Lakedt in a desperate raid. It has been put about that she went willingly - and de Lakedt is willing to say as much, not only due to being in Díarmuidapuri hands, but also due to details Draupadraig uncovered of her sale and receipt of prohibited machine-mind designs and formulae.
The Neo-Bactrians have not taken this lying down, and there have been siezures of Díarmuidapuri assets. Raid and counter-raid have lead to deaths, and more will no doubt follow. An entire star system could be lost from this folly.
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The Cast
But what do you know of this? You only woke up a week ago.
You are a man out of time. You are yesterday's hero, and tomorrow's. You are one of the first psychics. You are a fore-runner of humanity's destiny. You are the bearer of a grave responsibility. You are a great man, and sometimes a good one. You are of the Palace. You are a Paladin.
You have been preserved in the temporal suspension vaults in the Palace of the Massif for the best part of three thousand years, where your mind echoed with the whispers of the Regent and the background murmurs of the College of Martyrs.
Why did you wake up now? The Regent won't emerge for another three years. He didn't tell you why last time, and he probably won't next time. You've gone along with this for three thousand years, for your own reasons. Another month or so won't hurt.
Everyone knows what a Paladin is. No-one recognises you, so far.
The Martyrs thought you should go to Nereus. They gave you a thick stack of briefings to read en route.
What were you best known as, Paladin?
- A Warrior.
- A Commander.
- A Ballistician.
- An Artificer.
- A Counsellor.
- A Logistician.
- An Analyst.
- A Diplomat.
- An Orator.
- A Spy.
- A Poet.
- A Survivor.
- An antique automatic pistol.
- A thurible with thought-quickening incense.
- An advanced mechanical calculator.
- A spyglass with psychic filament lenses, allowing you to pick out targets with ease.
- A vademecum of selected law and precedent written in a personal private shorthand by you in ages past.
- A hovering rostrum (incorporating dramatic lighting, speaker system, &c) of archaic design, beautifully preserved.
- A gauntlet incorporating numerous high-precision highly adjustable tools.
- A banner with the strange device. The strange device is a miniaturised shield projector.
- A cartographic drone, customised to your own particular needs and sculpted with your own personal heraldry (or by your own personal whim).
- A suit of armour hardened against every risk of the long-ago war agains the Machine-Minds.
- A concealable long-range communicator, silenced pistol and survival knife. Tales of your espionage exploits are so well-documented that it is assumed that anyone who has these is you, no matter how improbable that would be. (They are still a pretty good pistol, communicator and knife.)
- A fold-out box of psychic sand, which shifts according to your whim (while in the box, which can be extended to a metre square).
(The Palace will of course furnish you with numerous other weapons and supplies.)
The Martyrs and the Maiors of the Palace have provided a number of possible assistants for you.
- A Siegneuria-trained herald, very good at proving that you are who you say you are.
- A Mint transit conductor, who can find a way to pay for almost anything.
- A Pastor of the Beacon and Banner Circle, carefully recording everything you do (like it or not)- and with some excellent stories about what you have done.
- A winning, elegantly dressed Glossatrix. As willing to use existing culture for your benefit as to use you to engineer the culture of the future.
- The younger son of a Magnate household, with an eye on personal fame to set him above and beyond family repute. He is, alas, unwilling to make use of his family's resources.
- A taciturn, near-mute Pyrokine.
- A Stadtholder Circuitrider: Has gun, will travel. Ability to do things which aren't involved with being a ranger or a marksman is mixed. Probably knows a lot about land use.
- A Secretariat Full Spectrum Archivist. Can create, utilise, disentangle or disrupt any record-keeping system in Regency space. Has lots of badges that say as much.
- A Mews Astrothete. Good not just at navigating the stars, but telling people why they have to be navigated in a certain way. A rare diplomat among those of the Mews.
- A Maioral Pharmacist. Makes just about any drug or medicine you could care to name. Due to the bodily effects of suspension, they work for you and only you: you are the Pharmacist's life's work. Arguably knows your body better than anyone else.
- A Janissariat Varangist: a hulking bodyguard who is professionally and deliberately foreign. Absolutely incorruptible, really quite lethal, frequently indecipherable.
- A Frontiersman. Not remarkably good at anything, but the only person the Palace could find who actually knows the Nereus system personally. The story of why they ended up on Terra is a long and potentially quite thorny story.
- An Armourer of an unnamed house, who spent fifty years equipping a Magnate's forces to fight a particularly intransigent Janissariat band, only to see the whole thing diplomatically resolved. They are outwardly philosophical about this.
- A Mobile Seneschal, perfect for organising quarters, victuals and supplies for an itinerant court - even your bijoux household.
- One of your descendants. The family line developed quite an interest in you over the centuries. No psychic powers, alas, but really well equipped to deal with what happened the last time you came out of the vaults.
- A Cryptologist, for the making and breaking of codes and ciphers.
- A Pastorate officer of the College of Martyrs. Perhaps the only person in the galaxy qualified to be your confidante.
- An Informer. Really good at blending in where you stand out. Won't tell you where they acquired their skills.
- A Researcher on the space-faring powers beyond the Regency. Slightly too keen on the Machine-Minds.
- A Mencherene Defence Force veteran. Knows the fraying social order of the frontier a little too well. Might even know something about the Empire of P'o L'u.
- Unaffiliated - where the local Centre of Gravity (or, indeed, centres) may be a regional hetman, a Schematician First-Level Director, a wealthy businessman, an officer of the Margravial Commission, a charismatic Pastor or many other things. An unaffiliated world can still have a Díarmuidapuri or Neo-Bactrian presence.
- Janissariat-run - firmly controlled either by the Díarmuidapur Kin-Brigades and the Neo-Bactrian Peregrines. The Centre of Gravity will definitely be Janissariat. A Key Personality may be a figure like the Unaffiliated Centres of Gravity mentioned above, but the majority of Key Personalities will be Janissariat.
- Contested - in which case, there are two Janissariat Centres of Gravity in direct conflict, be it open battle or Cold War.
- This is the long-hinted at Champion Narrative for Faufreluches. As a reminder 'Vorontsov at Bay' was roughly what a Retainer Narrative would be, and 'The Audubonian Breached' is the Scum narrative.
- Aside from the other inspirations of Faufreluches, part of idea behind this post was 'Jedi Knight parachuted into the Trojan War'. Make of that what you will.
- Obviously, a little more fine-tuning would be needed to bring this to the level of Investigating Censor.