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Empathy Project (Semi-Organized Original Game Notes)

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Dean_the_Young

Dean_the_Young
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Like a lot of people, I've had thoughts on 'what if I created a video game.' Unlike most people, I put way too much thought into it. Worse yet, most of those thoughts are on paper, not word document.

Is is the first of a number of different aspects I hope to post on. This looks mostly at the factions, but with some basic context to get started with.

Empathy Project is what I imagine my own Bioware RPG would look like. It could be thought of as a more 'European' version of Jade Empire, but rather than a martial arts theme a focus on Empathy powers.

This writeup is an attempt at putting various documents together on type. It could stand a good editor, one with more will and ability than I. Be that as it may, enjoy.

Empathy Project currently belongs to no one but myself.

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Setting

A semi-midieval/feudal society, along traditional european-fantasy lines. 'Early-Renaissance'. If I had to make an early comparison, the Dragon Age period... though maybe a little later. A mostly feudal world in which the greatest powers are monarchies and dictatorships, but with the rise of new and alternative forms of governments.

This setting has no magic, though semi magical creatures do exist. The supernatural is largely restricted to mental manipulations: hallucinations, induced or otherwise. A world in which fire-breathing monsters are scientific, in other words.

The plot hook and super power of the world is...

Empathy.

This is my Empathy Project.

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Emotional reception, and emotional broadcasting, are the ties that bind the world. Some people, the sociopaths, are unable to perceive or accept the emotions of others. Some people place strong walls around their minds. And some people... Empaths are people who are born not only with exceptional sensitivity to the feelings of others, but the twin abilities to radiate their own emotions and feelings to others (to give unto others), but to take remove emotions from others (to take unto one's self).

Empathy is the closest thing to magic, and the world has evolved around this. Their are creatures who use empathy, materials that can hold an emotional charge. Even environments can be saturated and perpetuate the emotions brought there... hence why cemeteries are places of sorrow, arenas are places of vigor and ardor, and the truly sacred areas literally give off a sense of peace. 'Spirits' exist, but only as the residual emotions of particularly strong people: they''re more of a hallucination that the viewer's mind puts together. rather than an actual being.

Emotions are the one limitless commodity, the truly ex-nihilo that can spread and increase itself amongst others. One empath's determination can stiffen the resolve of a dozen men: one empath's despair can bring an entire theater to tears. One empath can take the feeling of sorrow off your shoulders to let you begin again... and one empath can steal your happiness from you for himself, or whoever else would wish to buy it.

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Our story takes place on a continent like Thedas. It is not the only continent in the world, but it is sufficiently removed and sufficiently large that other continents are irrelevant. There are three powers, each with a different view on Empathy and empaths. The gaps and frictions between these views will soon lead to war.

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To the rich, fertile west lies the Holy Kingdom. It is not, strictly, a theocracy: it follows a philosophy, the moral school of 'Light Empathy.'

Light empathy is the focus on positive emotions: to spread happiness, remove fear and anxiety, to quell discontent and replace it with satisfaction. The Light Empath path is the general 'do nice'... but not necessarily 'do right.' It is the path to make people happy, but strongly adverse to harming any for any reason.

The Holy Kingdom is an enlightened monarchy that propagates Light Empathy. It is a pleasant, if regressive place to live. The governance is fair, the people content because Light Empathy is used to keep it so: corruption and the desire for vices are removed from the populace and officials, and replaced with an abundance of feelings of honor, charity, and fairness.

These emotions and many other light-empathy are never rare because of the unique facet of the Holy Kingdom: the well of Infinite Goodness, a group of sages of the Order (the state philosophy of Light Empaths) who have reached enlightenment and can generate infinite amounts of good will and have reached a state of mind immune from darker emotions. This Well is used to improve and placate the populous, and enact a virtuous nobility, as empaths of the Order continually carry this Light Empathy across and beyond the kingdom.

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To the East lies the vaste steppes... and Tyrannia. The Terminus on this continent, it is reknowned as a hard, brutal area in which evil reigned in the form of the antithetical school of empathy: Black Empathy. The devotion to the use of the darkest human emotions to achieve one's goals: anger, despair, terror, and worse, Black Empaths use these to achieve their goals, even as they spread them across the land.

Tyrannia, once a vast array of fighting tribes and minor kingdoms, has been unified by the greatest and most terrible Empath of them all: the Dark Empath, and the acknowledged power behind the Tyrant who has unified the Empire.

The Dark Empath is an incredibly strong empath, and the founder of the 'Middle Way': the philosophy of Dark Empathy. Dark Empathy sees itself as neither Light or Black, but uses both to pursue its goals. Dark Empaths are not against using Light Empathy to bolster the valor of their troops or to heal people with emotional fortitude... nor are they against breaking the wills of entire cities with the emotions of atrocities past. To them it is the nobility of the goals, and not the emotions used to reach them, that matter. Dark Empaths are the most varied, and the most precarious balance: few can stay the path without falling towards Dark or Light empathy in particular.

Tyrannia has unified the vast East under the Tyrant's banner, and now marches West. A showdown with the Holy Kingdom over the continent and its empaths is imminent...

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The last power defies Empathy. 'It' is actually 'they': in the rugged North, in the Mountains and across the Archipelagos, lie the City States: a confederation of independent cities which are united in their historic opposition to the Holy Kingdom. Competitive, driven to evolve by strife, but progressive in ways none of the rest of the continent even dream of, the City States are a contrast of democracies, republics, alliances, and focused on their own personal liberties.

The City States, long rivals of the Holy Kingdom and with long-remembered wrongs by Empaths in the past, are notorious for their anti-Empath culture. In fact, in the course of the game the player can affect whether this goes from mere revulsion to those who would manipulate the emotions of others to outright persecution and imprisonment (a Circle of Magi solution).

The City States remain the pivotal power on the Continent, and while they could not take either Tyrannia or the Holy Kingdom alone, many believe they may well yet decide the outcome of the war.

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Morality System: Empathy Philosophy

"Judge others not by their actions, or even their intents: judge by the affects they have on the minds of many."

The Empath moral-choice system avoids 'good and evil' but focuses specifically on the emotional impacts of those directly affected. 'White' is nice emotions, while Black points are awarded for spreading negative emotions, such as sorrow or anger. It is the tone of the outcome for others, and not the outcome itself, that is remembered. Helping a murderer escape his death to reunite with his loving wife is White Empathy. Killing a villain who has his victims in stockholm syndrome is black empathy. It is important to remember that only immediate impressions matter, for the most part..

Tyrannia and the Holy Kingdom, the two major Empath powers, define the Empathy axis as such.

White Empathy - Dark Empathy - Black Empathy.

White Empathy is 'positive'/'nice' emotions: generally buffing, healing, and support emotions to improve ally ability. The moral focus is never doing direct harm: the most aggressive uses would be to paralyze or stun someone with good (blind someone with an expression of Bliss). The rarest White Empaths are healers: they can actually drain someone's sensation and emotions of pain, and take it into themselves (health point transfer).

Black Empathy is 'negative'/'bad' emotions: terrifying foes, driving people mad with fury, or inflicting remembered pain (a rare, rare art, the inverse of Healers). Black Empathy is aggressive, though it can be used to bolster: allies more afraid of you than the enemy will not fail, a berserker rage can overcome many a defense, etc. While many of these emotions are considered bad in excess, they can also be seen to serve a greater purpose for a greater good. It is typically associated with the evil tyrants of the East, and their sociopathic empaths who pre-dated Tyrannia.

Dark Empathy is the attempt to balance both White and Black in one person. Access to both, mastery of neither, and notoriously hard to keep stable as most people tilt one way or another. The Dark Empath of Tyrannia is the primary proponent of this as a philosophy, even as the Holy Kingdom maligns it as a corruptible philosophy that merely leads to Black Empathy.
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Posted at 09:09 PM on 2012-01-06
Faction 1 of 3

The Holy Kingdom

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To start off, the Holy Kingdom is not a grim-dark subversion of a traditional idealistic fantasy kingdom in which all are content and happy with the established order of things.

The Holy Kingdom is a traditional idealistic fantasy kingdom in which nearly all are content and happy with the established order of things… because that is what a system dedicated to spreading White Empathy is capable of.

To understand the Holy Kingdom, you have to understand the transferable nature of Empathy. Empaths are not simply capable of perceiving others inner feelings that may not be obvious to others, nor are they limited to broadcasting their own current emotions: Empaths can actually ‘take’ the emotions and sentiments from someone, and ‘place’ other emotions in. A large part of emotions are a state of mind and the momentum of previous emotions. Sad people continue to feel sad, hopeful people can overcome what would drown a sad person: emotions are often like a bucket of water that is either re-filling itself (a positive/negative mindset that continues to reinforce itself) or leaking (returning to neutral).

Empathy is analogous to water, and Empaths can ‘carry' emotions from themselves to others and vice versa. A man who is sorrowful can have it removed by the Empath taking it upon him/herself, and a sense of peace instilled by the Empath taking the same emotion from him/herself and giving it to the man in question. This works so long as the Empath can maintain that state of mind and not be ‘corrupted’ by the other emotional baggage they take. The amount of emotions an Empath can bare, the specificity of the emotions and sentiments they can transfer, and their ability to not succumb to any particular emotional load all varies by the strength and nature of the individual Empath.

The Holy Kingdom is built around an expansive system of empaths dedicated to taking away the misery and sins of men and offering virtues and happiness in their place.

In a (utopian) traditional fantasy medieval setting, the government is fair and honest and the nobility, well, noble in spirit and intention. In history, this was bunk. In dark fantasy, the corruption and in-fighting is played up to the extreme. In the Holy Kingdom, however, this is played straight BECAUSE of Light Empathy.

The Enlightened Monarchy is recognized as such because Light Empathy is mandatory for the ruling classes and the Kingdom’s bureaucracy, from the lowest tax collector to the King himself. Based on the belief that one of the best ways to improve the general human condition and reduce strife is to have a ‘lightened’ (white-empathy desired) populace, and the best way to have that is to have an lightened, sympathetic governance free from sin (or as much as can be), the Order frequently, regularly, and sometimes randomly ‘cleanses’ the members of the state, removing the common and uncommon vices and instilling virtues in their place. And like most people, once in a virtuous mood the nobility isn’t in much of a mindset to trying and cheat the system… and by the time the virtue is waning and their own inherent flaws begin to rise again, it’s time for their next Cleansing. The higher the position, the more frequent the cleansings: the Enlightened Monarch is cleansed daily.

One of the defining sentiments within the Holy Kingdom, and one of the most precious produced by the Well, is ‘Sincerity.’ It is applied to nearly every member of the government.

Light Empathy is prevalent at every level of society. In courts, Empaths instill honesty, honor, and/or shame to encourage confessions from those involved, bringing most trials to a quick end. The Order conducts charity to alleviate the worst effected by disasters and poverty, and takes the sorrows of the mourning upon themselves and gives hope and resolve instead. Order Empaths make natural counselors and confidants, trained in both discretion and emotional health.

This is very impressive, because for most of history and in all other civilizations, such an effort has been nearly unworkable. While happiness can be limited by stopping its propagation, the empaths who take the root of it upon themselves have to take it somewhere else less they succumb to it as well. (An empathy succumbing to dark emotions is a major problem for everyone around, only heightening the loss). Likewise, positive emotions are notoriously fleeting and transitory when compared to the darker emotions: a single well-timed problem can ruin a good mood, we quickly forget the good in our lives to focus on the bad, and it’s always harder to slip into a good mood at will. Just as removing the darker emotions from one person can prevent them from spreading and multiplying, the same applies with lighter emotions, and in the end they both end up being passed off to other people anyway. Most empathy-trading schemes are zero-sum, never making any real ‘gains.’

The Order has a solution that has evaded all attempts to emulate it ever since. The Well of Infinite Goodness is the source of the Holy Kingdom’s virtues, and the dumping ground for evils. Not a literal well, but a group of monks who have reached enlightenment (as the Order perceives it), and have achieved a perpetual, unshakable, positive state of mind. Individually, they are titans amongst other Empaths, the strongest, most enduring. Individually, each could shoulder the emotional burdens of entire regions or major cities before being threatened and overcome by dark empathy. Together, reinforcing each other, their capacity for absorbing and dissipating evil in their hearts is effectively limitless, as is their ability to produce new emotions worthy of Light Empathy.

This is the heart of the Holy Kingdom’s massive prevalence of Light Empathy, far in excess of anyone else. The Well of Infinite Goodness produces limitless virtue, hindered only by the number and speed of Empaths to carry it elsewhere. Carrier-empaths, or those who specialize in traveling with emotional burdens, take good emotions to major cities or regions, and transfer them to capacitor-empaths. Capacitor-empaths, those especially good at holding massive amounts of empathy without losing it or their state of mind hold these emotions in store. And then distribution-empaths, those skilled in the precision and complexity of emotions they can handle, distribute these emotions to where they can do the most good. And in return, dark emotions are taken away, carried up the chain, and ultimately dumped safely into the Well of Infinite Goodness.

And this occurs day after day, year after year, and has been for centuries. Empaths work for the state, and the state works for the Light Empathy philosophy by collecting taxes, establishing law and order, and paying for this network, and everyone benefits. The evils of men are removed, the virtues spread, and the Holy Kingdom is certainly the ‘happiest’ place on the Continent, and possibly the world, to live. While not everyone in the Kingdom can be serviced frequently, as a reality of the Empathy network’s limit of Empaths, the Order and the Kingdom make every effort to help those who need it most.

The Holy Kingdom is not a grim-dark subversion. It is not an oppressive, undesirable place to live. It is not a dystopia. It, in governance and general nature, are quite pleasant and good intentioned.

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Of course, it remains flawed.

The single greatest flaw of the Holy Kingdom is philosophical/ideological, not emotion. It is a very, very stagnant (and in many ways regressive) culture, and is largely stuck in the time of its creation. It’s a monarchy and ideology that sees little reason to change: democracy, self-representation, even equality of the sexes in public or service are ‘foreign’ ideas that only invite discord, and the Holy Kingdom’s solution to discord is to throw happiness at the loudest voices and take away their sentiment of misery.

This is good when the source of the discord is passing. This is very bad when it is systematic, or worse a breakdown of the system, because then it is only papering over what could potentially be a real problem. Taxes would be a good example of this: the Holy Kingdom has high taxes in order to pay for the Order, but like all nations only has a vague idea of when taxes are too high: it will chase 'cheaters' rather than consider itself wrong, even when it is the one at fault. While there is little malice in the Holy Kingdom’s ‘regressive’ policies, there’s such an entrenchment that any change is viewed with suspicion, skepticism, and usually a dose of Light Empathy to turn it off.

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Ex:

A quest the player might come across is that in a port city with a merchant trader: a recent bump in naval taxes to pay for the war is actually driving the foreign-traders of the capital out of business and into bankruptcy: they have no desire to break the law and smuggle, but at the same time they have little choice if they’re going to provide for their families and bring in the foreign goods (including medicines) that people in the city need. The dilemma the player faces would be to help them smuggle, or to turn them in. Turning them in, however, doesn’t lower the taxes: the Merchants are ‘cleansed’ and given some happiness to make them optimistic, but the same situation that brought them into a criminal conspiracy remains. For the rest of the game, the player can hear their ambient about how they’re still losing money, and going back for cleansing more and more often.

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Ironically (or not), the greatest force for social reform is also the greatest immediate obstacle: the Order. If those inside the Order can be persuaded that more emotional good can be done by adopting a new social policy, such as laws protecting women from their husbands and allowing them to own property on their own, then the Order becomes the greatest force for reform in the country. But it’s still incredibly cautious and conservative: it was considered incredibly controversial centuries ago when the Order allowed female empaths to proved services at all, and the recent achievement of equal rank and status within the order (even a female Enlightened at the Well) is still considered radical sixty years later. Proponents of incorporating women into combat roles in the King’s Army, however, are still regarded as radically liberal.

It was considered hugely controversial at the time three hundred years ago when the Order began including female Empaths in its ranks, and teaching women to read and becoming the leading

Another one of the flaws of the system is the Order’s monopoly on Empaths. All native empaths in the Kingdom are taken in by the state at a young age to serve within the Order, with Templars arriving to escort the children in safety and remind any hesitant parent that it isn’t optional. That’s about as close to the Circle of Mage from Dragon Age as it gets: Empaths are encouraged to remain in contact with their families, family visits are allowed, being a Light Empath is considered both an honor and very prestigious to the empath and family alike. For many, it’s a cause for celebration, as Light Empaths have good, respectable lives safe from many of the threats that endanger non-empaths (even criminals in the Holy Kingdom rarely harm an Empath, for respect and fear of certain retaliation). Just as importantly, the Order trains Empaths to master their gifts, not be consumed by them: untrained-empaths are as much a danger to themselves as others, as they are far more prone to being emotionally overwhelmed. Still, despite this, you’re always find the reluctant family.

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Example Holy Kingdom Quest: family that’s continually trying to hide their dearly-loved child who would be risked in the war, and the Order representative sent to retrieve the child. The sorrow of the family if they lose their child makes siding with the Order the Black-empathy choice in this case, while convincing the Order representative that the child is dead/killing the Order person is the relatively ‘white’ empathy choice.

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But that’s not the real problem derived from the system. What is is the relative lack of empathy trade. In most societies, empaths sell their services, trading emotions. They buy the happiness of some and sell it for higher to those who really want it. People pay them to remove their sorrows, and the empaths try and find someone else to take their sorrows. This is common everywhere except the Holy Kingdom, where the only empathy traders are foreigners under heavy regulation and watch. What inevitably begins to occur is that parts of the Kingdom which think they aren’t getting their fair-share of distributed happiness begin to grow, well, unhappy.

In the Holy Kingdom, ‘Empath Riots’ are the riots by people who WANT the empaths to service them, because being the squeaky wheel is about the only way to get the grease. Slums, far-removed counties and villages, wherever. Though things rarely get bad, there’s an inherent inability for a command-controlled economy (like the state empaths) to service everyone equally and fairly. A common, unofficial solution of this is the latent network of unregistered empaths who smuggle emotions, which leads to the final big problem.

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Example Quest: Someone is interfering with the Order’s empathy-supply network, siphoning good emotions from the network and adding dark emotions to the loads of carrier-empaths.

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People cheat the network. This isn’t surprising, but it is hard. The primary way to cheat an empathy-regulated network is to use Empaths, but with a state monopoly on Empaths the main means to do so are unregistered empaths. Besides the obvious lucrative advantage of empathy-smuggling, unregistered empaths are near synonymous with ‘corruption’ in the Holy Kingdom. For the regulators who cleans and keep an eye on the nobility, the primary means of detection of transgression is sentiments of ‘greed’, ‘illicit triumph’, and even ‘guilt.’ The presence of these spurs more intensive investigation. But with a private unregistered empath, however, the criminal in question can actually remove these tells before an exam, and thus escape detection. If a certain mindset that encourages such greed or whatever is desired, it can likewise be re-emplaced after a cleansing, when suspicion is lowest because most people are too noble and pure to want to continue with such crimes. So long as you wash your hands before a Cleansing, you won’t be caught red-handed (so to speak).

This has obvious applications for abuse by nobility who abuse their powers (a quest in and of itself), but the singularly most important example of this is during a story quest. The Enlightened Monarach of the Holy Kingdom itself is subverting his daily Cleansings in order to be a more effective, cunning, and ‘unfair’ King as necessary to do better in the war.

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The Divergence

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Each of the three factions has two paths they can be pushed towards by the Mercenary (the player). Conceptually these are the ‘Moderate’ and ‘Extreme’ paths. These are determined by story quests every player will do. These choices affect the end-game, whether the power in question is willing to ally with City States (or another, if you join the City States), and even the treatment and ending of the player character.

The Holy Kingdom’s divergence comes in the form of the King’s Cabal. The Enlightened Monarch, nearly godly in reputation to the populace, is actively subverting the Order and his own Enlightened status. Upon discovering this, whether by accident or by seeking proof, the player is faced with the choice of becoming complicit in this cover-up or to expose the King’s sins to the Order.

1) 'Moderate': the King of the Holy Kingdom is traditionally 'purified' by Light Empathy to earn his title of the Enlightened Monarch. In actuality, the King is using a cabal of crown-loyal (not order-loyal) Empaths to allow him to 'harden' himself to make the hard decisions and unpleasant compromises with the morally infirm to lead his kingdom. While ‘hardened’, the King sponsors insurgency action within Tyrannia, secretly supports smuggling efforts in the capital to bring in war resources, and is even engaged in the most secret of diplomacy with representatives from the City States, the historic enemies of the Holy Kingdom, about an alliance against Tyrannia.

A Moderate Holy Kingdom, while still largely benevolent, sees more than a little well-hidden corruption and compromises of morality at the highest levels... and more than a little willingness to tolerate others who don't follow Light Empathy. It’s hardly any more ‘progressive’, but it is more ‘real-politic’:

2) ‘Extreme’: If the King's Cabal is exposed, the Order of Light Empathy asserts full control over the Kingdom. Corruption is rooted out by Light Empathy of constant exposure: misery-creating strife and dissent is stifled even more thoroughly. As the old system was clearly too flawed, the Order begins to add a new element of emotion into the Well, to keep people faithful: Zeal-bordering-Zealotry. The Pure Holy Kingdom is good in intent, but not nice: it will not tolerate anyone else who does not accept their peace by Light Empathy. It will shower you in empathy until you agree, or kill you if you still do not.

The Puritanical Holy Kingdom is a crusader state for the spreading of Light Empathy. A theocracy lacking a god, it is a place of Zealots and nearly uncompromising dedication against all evil, which is just about anyone south of Neutral, and anyone north of Neutral who opposes them. The flaws are exaggerated, especially the difficulty of internal reform, and it is an expansionist power. This isn’t necessarily ‘worse’ than what they’re replacing or conquering, but it isn’t kind either: it just papers over the not-nice with nice emotions.
 
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Posted at 09:10 PM on 2012-01-06

Faction 2: Tyrannia

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If the Holy Kingdom is an old, centralized, organized bastion of civilization built on good will, integrity, and the mortar of happiness, Tyrannia is the new empire forged in blood, steel, and a self-strengthening cycle of the miseries of war, all directed in one direction: West.

Since the Holy Kingdom was established on the west coast of the continent, the East has always been the foreign barbarians. Petty kingdoms and despots, tribes and clans often ruled or terrorized by empaths, sometimes at the same time by the same individual. As the Kingdom grew and expanded across the Fertile Plains of the West, it absorbed many of these people and the rest were pushed back.

But the East is large, massively so. The whole of the City States and the Holy Kingdom combined could rattle around in the plains, swamps, steppes, and passes that mark the East. For as long as history has been written, the nomads and minor kingdoms have fought each. In this chaos of hard living and even harder wars, many of the empaths of the East were overwhelmed by the human suffering and went insane themselves, and in their insanity began inflicting their own suffering on others in a never-ending cycle continued simply for its own sake. These were the first of the Black Empaths, who used the cruelty, brutality, fear and suffering so freely available in the East to break men’s wills and serve their own purposes.

Traditionally divided and competing with each other, decades ago the Black Cabal formed: Black Empaths who worked together, rather than fight each other. Backing one tribe in particular, Tyrannia began, ruled by the Tyrant and the Black Cabal that advised and manipulated him. With acts of Black Empathy organized on an unprecedented scale, the armies of the Tyrant crushed the spirits and bodies of all resistance, and with each victory it has only grown more capable of continuing its march to the West. For too long the Holy Kingdom stood by, and now the last of the buffer states have fallen. With the Dark Empath at the head of his armies and driving him to even greater acts, the Tyrant looks west, to peace and prosperity of the Holy Kingdom. If civilization is to survive, any civilization, the City States and Holy Kingdom must put their differences aside and unite, and every man must do their duty and join the King’s Army in order to face this threat of pure evil…

Or so says the ministers and heralds of the Holy Kingdom.

Yes, Tyrannia started with the Black Cabal and the Tyrant. Yes, its history is of long, bloody expansion with massive use of Black Empathy to break its foes, and sometimes to keep them in submssion. Yes, it has spent decades marching West, and yes it is going to attack. Yes, it’s true the Dark Empath is the power behind the throne.

But it is not a force for pure evil like many believe. Not anymore at least. You see, Tyrannia was at its worst when the Tyrant was crazed and the Black Cabal supported him. No one knows an earlier time in which he was not mad, even himself. But he is not mad now, even if he is still quite capable of ruthlessness. The Black Cabal did not produce the Dark Empath, as many believe. And the Holy Kingdom did not simply stand by and do nothing for all the years that Tyrannia spread west.

The truth to all of these lies with the Dark Empath. Before he was the Dark Empath, he was a member of the Order of the Holy Kingdom. An empathy prodigy adopted by the order, not simply skilled but capable of holding onto massive amounts of emotions without himself being effected, he rapidly rose through the ranks of the Order: by the age of twenty-five he was suggested as a member of the Well, the youngest candidate in the Order’s long history. He was not selected, but his future was bright. Then came the first words of the rise of the Black Cabal and the Tyrant to the far east. Recognizing the dangers of an organized cabal of Black Empaths, the Order sent an expedition of agents and Empaths East, to end the Cabal before it could grow too large. Knowing the dangers of most empaths to the exposure to the Emotions of the East, and cognate of his own immense capacities to both store and endure emotions, the Dark Empath volunteered to accompany them. He would be the fragment of the Well that the expedition could dip into to stabilize themselves.

It was a long journey of several years. They passed through numerous territories, endured countless dangers, and endured the weather and distance. The Dark Empath endured as well, refusing to let his fragment of the Well run dry. It was he who kept the empaths of the party stable as they witnessed and passed the harshness of the wastes, and it was he who gave out their valor and hopes of success. And then they arrived at Tyrannia.

No one in the west understood just what Tyrannia had become. It was massive already, but more so it was depraved. The personal playground of Dark Empaths who cultivated emotions of terror and rage and loss to enforce their own preferences and expand their own claims. In the first week alone, two of the empaths that had accompanied them from the start were endarkened merely from exposure. But the Dark Empath himself remained pure, and with his sanity he was able to stabilize and fortify the rest of the expedition as they began to work.

Black Empaths died of mysterious causes. Sedition stirred in the ranks of the military. The populace, long cowed by fear and Black Empathy tactics, began to strengthen and resist the Black Empaths, even as the Tyrant’s retributions for insurgency grew more and more harsh. And then they were caught, and brought before the Tyrant himself.

The Tyrant was a cruel man, as cruel as any of the Black Cabal that kept him so. After torturing the non-empaths before their Empath companions, he forced each empathy in turn to touch his mind. Each who did so was driven insane, blackened merely by contact with the Tyrant. One by one they fell, surrounded by the Black Cabal’s laughter and welcoming them to their order, until it was the Dark Empath’s turn. Desperate, he took a gambit the Black Cabal surrounding them did not expect.

He struck an empathy-bond with the Tyrant, the same gesture that the Empath would make with the Mercenary decades later. In an instant they were one, their wills shared and emotions mixed. The depths of evil in the Tyrant’s heart fought with the portion of the Well of Infinite Goodness that remained within the Dark Empath. And so the Dark Empath, once the Lightest Empath of them all, earned his title: he was endarkened, the dark conversion only an Empath can appreciate that closes off the idealism of Light Empathy forever more.

But the Tyrant… the Tyrant was made sane, and an unbreakable bond between him and the Dark Empath was formed. The new Tyrant’s first order was the arrest and execution of the Black Empaths who held his partner and his partner’s friends. The Dark Empath’s first appeal was that the Black Cabal be granted clemency, for they could still serve a use. As the Dark Empath tended to the physical and emotional wounds that had endarkened his companions, the Tyrant reasserted himself, free from the claws of the Black Cabal, and began bringing order to the depravity that was Tyrannia. And so the reformation of Tyrannia began…

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The Tyrannia of old and the Tyrannia of present are two different places. The Tyrannia of old was a mad house, closer to a post-apocalypse anarchy than a civilization. Torture gangs and violence against the weak were everywhere, and only the Tyrant was beyond question. This existed because, in Black Empathy, the suffering of others is power. If you break a man’s arm, the pain he associates with it could make another man flinch at a critical moment. If you torture a man to death, his agony can make soldiers tremble at the knees. In the constant fighting amongst the Black Empaths, they had an incentive to perform newer, ever more horrible acts against others (and sometimes themselves): the Blackest Empath wins at tearing down the others’ defenses and making the enemy’s soldiers flee.

The old Tyrannia was Black Empathy run amock, chaotic-evil at its worse. The Tyrant was the blackest of them all, and the Black Cabal enjoyed it for its own sake, being both the strongest themselves and believing this was the ‘true’ Human nature and purest form of Empathy. Suffering wasn’t simply a byproduct, but a goal in and of itself.

The Tyrannia of new is the border of lawful-neutral and lawful-evil. Though the Dark Empath was endarkened, he was not stripped of all idealism. As the Tyrant restored pure order on Tyrania, forcing the Black Empaths into restraint and killing those who refused, the tone and emotional wellbeing of Tyrannia improved immensely. The Tyrant was no longer a malevolent individual and the Black Empaths no long allowed to practice their arts without direct sanction, and so long as the people obeyed the laws they were largely left alone and protected from the bandits and other threats of the East. This state of safety and a literal freedom from fear was such an improvement compared to the rest of the East that the Dark Empath was enthralled with how the suffering of so many could be diminished even without the Well of Infinite Goodness. In the absence of infinite hope and virtue, total law (with the regulation/enforcement of Empaths to keep it honest) was the next best thing for the wellbeing of so many.

By the time the Expedition had recovered, the Dark Empath no longer wanted to leave even though the Tyrant was willing to abandon it all and leave with the Dark Empath. Instead, the Dark Empath argued that they could expand what they had, and improve the entire East, bringing order to chaos. The Dark Empath and the willing of the expedition would take in many of the numerous empaths of the East and rehabilitate them, organize them into a new Order, both to enforce the Tyrant’s law as was done in the Kingdom and facilitate Tyrannia’s expansion. Tyrannia could use the Black Cabal to facilitate its expansion: though the Black Cabal would be under close watch of the Dark Empath and his fellow dark-empaths, their talents could be used to win wars in short order with minimal loss of life, and to subdue restive populations as the Tyrant’s Order took hold. A cycle of conquest, reorganization, and enforced stability could then take begin. As Tyrannia expanded, it would bring order to the constant wars of the East until it was the East. Though the war of expansion itself would be long and miserable, the potential for a peaceful future justified it.

And when Tyrannia reached the West, the borders of the Kingdom… it could capitulate, and link to the Well of Infinite Goodness. The Dark Empath’s own empathy order could join forces with the Order, distributing the virtues of the Well from West to East. The Black Empaths could then be done away with, the dark empaths fazed out in favor of Light Empaths raised by the Order, and the continent stabilized. Or such was the plan. The Tyrant agreed merely because the Dark Empath desired it, caring less for his position than for his companion’s vision. So did most of the survivors of the expedition: all endarkened themselves, they had little future if they returned to the Holy Kingdom, whereas they still believed they could help those out East. Only three out of the original thirty dissented, and they were allowed to leave freely, bearing a message of the Dark Empath’s offer to take to the Order. They left, and Tyrannia began a new wave of expansion and conquests of the tribes of the endless steppes.

But the Order had a different perspective. They saw the Dark Empath, so changed from what he once was, as having succumbed to Black Empathy. That Tyrannia was better than the worst of the East did not mean it was good: it remained a major source and cause of much misery and oppression even improved, and even more the pre-existence of suffering Light Empathy abhors the creation of new misery. The Dark Empath’s message only barely beat the arrival of news of new atrocities in new conquests, showing that the Dark Empath didn’t even care if the Holy Kingdom gave permission before he started his new project. Tyrannia was the cause of too much misery to be compatible with the Kingdom, the empaths in the east too endarkened to carry and distribute from the Well so far out east. The scope of such a project was surely impossible: the Kingdom remained unable to service its own subjects fully, and the Dark Empath wanted to add nearly the entire continent at once? To do so would require pulling most empathy distribution out of the Kingdom itself, simply to carry the amounts further east: the Kingdom would be starved of its light, simply to whet the unending appetite of the East.

A logistical impossibility, an abrogation of responsibility, to feed the miserable conquests of a fallen, corrupted, son who did not even wait to hear the answer to his proposal.

The Order said no. It bid the Dark Empath, if he was truly sincere about decreasing the misery in the world, to end his wars and return to the Holy Kingdom for cleansing and judgment. With its message it sent a new expedition, to bring the Dark Empath back by force if he would not come along willingly, lest he do more harm to others.

The day the expedition arrived and delivered its message, it is said the Dark Empath and Tyrant wept together. The day after, they resolved to continue regardless: if the Kingdom would not share its Order with the East in favor for the fewer numbers of the West, then the East would take that peace for itself… and if the Holy Kingdom would oppose it, then that would be one last war to be fought.

///

*The concept of endarkening is a ‘once you understand this, your views are forever changed’ sort of thing. It’s the emotional scars that convince us that pain is a part of life and should be accepted, and even done to others when necessary: ‘life hurts, and sometimes we hurt the people we love’ rather than ‘do no harm.’ Like a scar, once you’ve endured/experienced it, you forever after know what it is, and even when you think you’ve forgotten you can still rub and it will still be there. Light Empaths of the Order are kept ‘enlightened’, optimistic, and vehemently anti-harm with their empath abilities: endarkened Empaths who believe that inflicting emotional harm can be justified are viewed with extreme distrust and suspicion, because an empathy who broadcasts suffering is a snowball effect waiting to happen to creating massive amounts of misery. ‘Endarkening’ happens as a result of sever trauma, or from over-exposure to negative emotions, whether emotions broadcast by others or emotions transferred and carried by an Empath. Far past endarkening is ‘enblackening’: those empaths who become utterly knumb and de-sensitized to the suffering of others, or even relish in it.

///

Society-wise, Tyrannia is the expanding empire. It’s a military state that is geared towards fighting the next war and incorporating the conquests as quickly as possible. Tyrannia is the Mongols, the Huns: cities and kingdoms are shown what remains of those who refused, and offered a chance to submit. Those cities that submit remain intact, their people left alone so long as their leaders meet the demands of the Tyrant. Their identities are bowed, but not broken, so long as they serve. These are the lucky and smart ones.

Those that refuse are destroyed in every sense of the word. Those that fight to the last, pushed or bolstered by empaths who do not want to give up their prerogatives, are fought to the last person resisting. Defeated foes are broken, permanently, the tattoos scraped away and the clans burned and divided, breaking the old loyalties forever. Tribes are split up, immediate families moved across the empire to regroup with new, unfamiliar peoples. Old feuds are buried, sometimes literally, when the former inhabitants are replaced. Cities are emptied and re-filled: nomadic caravans of people moving across the plains to their new location, escorted by soldiers of the Tyrant and his empaths, are common. It is population reorganization on a massive scale, with the defeated driven not simply by whips of leather but the whips of the mind from the dark empaths who oversee such things.

Tyrannia is massive, and it’s hard to conceptualize it. It is the Mongul Empire of an alternate Eurasia, only with more cities as well as tribes scattered along its map: a bloody, brutal, horrific expansion followed by a relative order not known before. Raiding along the primary routes is minimal, even by the standards of the West. Fear, force, and the fear of force, as channeled by dark and black empaths, is used to quickly pacify those regions that do being to become restive, but these regions are surprisingly few: many alive still remember what life was like before Tyrannia brought order, while those who have grown up afterwards have never known anything else. Tyrannia has brought a bad landscape to sometimes bad, often neutral, a bargain to the desperate.

The key to this all, as always, remains empathy. Specifically the dark empaths, organized under the leadership of the Dark Empath himself. Part secret police, part personal agents of the Tyrant and Dark Empath, part military support, and part bureaucracy of the state, the Dark Empath set up his own version of the Order to hold Tyrannia together. Raised and indoctrinated in the Dark Empathy philosophy of necessary-evils for greater goods, the Dark Empath Order uses both White and Black empathy in far more proactive ways than the Order does. Using not only virtues but also vices and fears, the Dark Empaths are both carrot-and-stick to improve the lives of the Many.

Unlike the White Empathy exclusivity of the Order, the Dark Order gives a member a task and leaves it to them as to how they will accomplish it: dark empaths may intimidate, charm, and otherwise pacify as they see fit. Yes, that means they’re more or less the Spectres of Tyrannia, besides the unlimited legal privilages. No, it doesn’t work out perfectly, and the flaws of such a system are a bit more obvious: our first impression with the Dark Empaths is a bad one because the one we meet does dabble in Black Empathy and is antagonistic to us. But one aspect of dark empathy is that it’s very hard to stay truly in the middle: the ‘purer’ one’s mindset (Black/White), the more effective their empathy skills are, and so most individuals shift towards Light or Black empathy practices because it works better for them.

The Dark Order has many different specialties that focus on different missions: internal pacification (dealing with conquered areas and peoples), law and order (crime and jury interrogations), war support (obvious), and internal investigation (those who investigate not only the bureaucracy for corruption, but scour the empathy ranks as well). Unlike the Order out west, the Dark Empath doesn’t forbid Black Empaths in general: though they are restricted in what they are allowed to do and closely watched, Black Empaths and even members of the Black Cabal (legal, but forbidden from unauthorized activities on pain of losing a head) serve an indisputably necessary part of the Dark Order, especially in the war front.

To the surprise of the Order and the Holy Kingdom, the Dark Order has its own empathy-transfer network as well. Though Tyrannia lacks access to the Well of Infinite Goodness, it makes a partial substitution by commercializing the empathy trade throughout its large empire. Empath-merchants buy and sell the emotions of people, buying happiness from those with more to spare and selling it to those who can afford it. Misery itself is also a commodity: depending on the market and circumstance, people may pay the empathy-merchants to take their misery away, or be paid in return: the Black Cabal and the war effort in general can always use more misery to fuel their emotional weapons. Non-empaths can literally profit from their own misery, which can help them stop being miserable.

Though the Dark Order doesn’t forbid the use of Black Empathy, or even Black Empaths themselves, it also still seeks to prevent all its Empaths from tipping over into blackness. Negative-overload concerns, while at a blacker point on the spectrum than the Order, is still a concern: to enblacken is the concern instead of those who endarken. But without the Well, there is no safe dumping ground: even selling one’s troubled state of mind to an empathy-merchant is just moving around the traditional zero-sum game.

Tyrannia’s solution is simple, direct, and unpleasant. The death of a criminal of good mind is a waste of a good mind: negative empathy that cannot be used elsewhere is taken to the executioner’s docket and dumped on the individual about to be killed for crimes committed. Life-destroying amounts of negative emotions and sentiments are dumped in full force onto someone whose life is about to end, in amounts that drive many people insane and suicidal: by the time one of these Black Empathy dumps is completed, death is a mercy, not the punishment… and this process is arguably an effective deterrent. It is one thing to risk death for a crime, but the emotional suffering as well… As the body dies so too do the emotions that the mind held and sustained, thus taking out of the system that many negative emotions*. This is a duty that only the emotionally-calloused Black-Empaths can perform without losing what’s left of their sanity.

*Well, besides the residual post-death empathy that makes execution sites and the graveyards of Tyrannia miniature curse zones. More on that later.

===

Tyrannia’s branching point comes in a story quest in which the player is inside Tyrannia and meets the Dark Empath personally. After the Dark Empath tries to reason with you and convince you to join with him and Tyrania, the player is approached by the Black Cabal: the Black Cabal wants to help you assassinate the Dark Empath. Though they don’t expect you to join them, they propose it as a win-win: most of the other factions see the Dark Empath as the lynchpin of Tyraniaand will send you to Tyrannia looking to kill him and weaken Tyrannia*. The Black Cabal will play this up, and claim that they want to return Tyrannia to its true nature even if it weakens it. With a good speech/empathetic-perception check, the player can realize that they think Tyrannia will also be even stronger if it returns to the Blackest Days. Whether you do it for them them or simply help yourself to their advantage, the player is given the dilemma of carrying out the assassination or warning the Dark Empath and Tyrant of the coup.

Saving the Dark Empath is the ‘moderate’ Tyrannia, called ‘Dark’ Tyrannia. Killing him leads to ‘Black’ Tyrannia.

1) 'Dark Tyrannia': Tyrannia exists under the control and influence of the Dark Empath. A Napoleonic-figure together with the Tyrant, the Dark Empath's vision for the future is one of enduring peace through conquest and post-conquest reform: once a Light Empath sent to the East to stop the Tyrant, his exposure to the constant violence there made him see that the Holy Kingdom cared little about ending the endless wars elsewhere so long as the Kingdom itself was happy and safe. Endarkened by his connection to the Tyrant (once the Blackest man in the continent, the Dark Empath sees the unification of Tyrannia as the only feasible, quick path to peace. Though he initially intended to stop at the borders of the Kingdom, the Order fears him and has mobilized the entire kingdom. War is inevitable, but conquering the Holy Kingdom would allow him to take the Order’s system and the empathy-dense West and integrate them into Tyrannia.

Once the coup is brought to light, the Tyrant takes down the Black Cabal once and for all. Dark Tyrannia remains aiming for at least a somewhat noble goal, and the Dark Empath remains focused on the Holy Kingdom, but with an open mind regarding the future of the City States. The Dark Empath remains on a cynical, but not illogical or without optimism, path to Human progress at the cost of significant immediate suffering.

2) 'Black Tyrannia': In the Dark Empath's forces, however, is a cabal of Black Empaths. The most wicked of the wicked, this cabal approaches the player with an offer to kill the Dark Empath. To any player opposed to Tyrannia, this is a means to greatly weaken its strongest champion: to the Black Empaths, it is a means to retake control and return Tyrannia, and the Tyrant, to its original Black Empathy roots, which they believe will only make it stronger. Black Tyrannia is the ultimate dystopia, as the creation and spreading of feelings of misery and suffering is a goal in and of itself for the Black Empaths. Nihilist and cruel, Black Tyrannia is the ultimate 'evil' option.

*This is actually a generalization. The Enlightened King of the Moderate Holy Kingdom, being a bit more clever and with a better spy network, sends you to protect the Dark Empath in case there is a coup because a sane Tyrannia is a better foe to face, and a better foe to lose to, than Black Tyrannia. The moderate city states want the Dark Empath alive because he’ll focus on the Holy Kingdom first and foremost. The extreme Holy Kingdom and City States want to kill him, but will accept his survival.

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Posted at 09:13 PM on 2012-01-06
===

Faction 3: The City States

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The lands were Empaths are the fewest and least welcomed, but at the same time strongest and most diverse… and the least empowered. While the lands of Tyrannia have always been the limitless, lawless east into which the Holy Kingdom has expanded, the rugged North East has been where the antithesis civilizations have formed: pockets of civilizations which do not answer to Empaths.

The City States are not a strongly united entity. A multitude of independent cities, minor kingdoms, and fortress-towns, the North has never been truly united and likely never can be, thanks to the extreme terrains that separate help defend each bastion of civilization. Rugged mountain valleys, desert oasis, or the archipelagos in the North Sea, the City States fill the habitable land and endure the divisions.

Culturally diverse with a number of distinct identities, the City States as a whole are notorious for their in-fighting, regular (but often futile) wars against themselves… and for their near-universal antipathy for the Holy Kingdom, which for much of its history had played the City States against each other. The Holy Kingdom has a long history of expansionism in the North, and self-justifying it all the while.

One of the few shared sentiments that helps unite the City States is the general antipathy to Empaths and the Holy Kingdom. As long as Empaths have existed, they have dominated over the non-Empaths. Whether through ‘benevolent’ oligarchy of the Order to the West, or the terror-based horrors of the East, Empaths have never lived as equals. Before the rise of the City States, the North itself was a distant territory of the Holy Kingdom. The Holy Kingdom for a long time supported and propped up rulers of empathy-barons to maintain a grip on the lands. Being further away from the Well of Infinite Goodness, the Empath-Barons were permitted great discretion at how to manage dissent… and to use non-Order empaths to do so.

The first City State to not only rebel and replace the Empath-rulers with non-empaths, but resist all further Holy Kingdom attempts to restores its rule, was the City-State of Logos, an island-state in the North Sea. Logos became the bastion of non-empath empowerment, and supported the revolution of many of the City States that would eventually break free of the Holy Kingdom. The more successful the rebellions were, the more desperate the Empath-Barons became. The more desperate the Empath-Barons were, the greater empathy acts of suppression they resorted to. The greater the empathy acts, the stronger the anti-empath sentiments grew.

A few hundred years later, the City States still hate and fear the Holy Kingdom, opposing the Holy Kingdom’s expansions and unifying in the face of every attempt to divide and conquer. Though the Kingdom has long since given up its attempts to reclaim the North, suspicion lingers, and many in the City States would be just as happy if Tyrannia did destroy the Holy Kingdom, so long as they themselves were left alone.

The City States anti-empath culture rears itself not only in history, but its treatment of empaths in its own boundaries. While no universal sentiment or laws exist across all the city-states, treatment of empaths varies from hostile toleration to outright oppression. Empaths travelers are often suspected of either being there to steal positive emotions from people, or to spread misery: when such changes of moods do happen, an empathy only needs to be in proximity to be blamed. Empaths who aren’t affected by the hostile environment can expect serious restrictions thanks to their ‘gifts’: using any empathy without explicit prior consent by the other party tends to carry very heavy punishments, from fines to death. Empaths are often forbidden to own land, citizenship rights, and many other limitations.

Despite this anti-Empath sentiment, the City States produce some of the most potent, powerful, and varied empaths on the continent. Rich in empathy-absorbing materials and other influences, the types and manners of empathy can be as varied as the city-states themselves. Tactile-empaths (empaths who can share sensations, such as heat and cold), actually telepathy-bonded empaths (empaths who can share mental words with a bond-mate), and many more. One island on the Northern Archipelago, for example, has a unique empathy split: a sub-race of empaths of exceptional emotion who are ruled by passions (Ego-ians), and another race with remarkably dampened emotions ruled by their logic (Id-ians).

The hate-love relationship with empathy also carries over to resources and trade with the Holy Kingdom and even Tyrannia. The lands of the City States are rich in materials that can hold and store empathy: mined, grown, and gathered, these materials (metals, plants, and even animals) are sold to become the base-components for empathy artifacts. Pendants that literally radiate courage, potions that rejuvenate, swords that can spread terror in their enemies, or armors that shield their wearers from emotional assaults: the materials of the North can make these things.

Passing up on Empathy to placate themselves, however, the City States are also a center for cultural and technological advancement. While empathy-traders exist, selling and buying emotions, non-empath solutions are favored within the City States for raising social wellbeing. Technologies to make life easier, medicines (and drugs) to help make life more fulfilling, or political theories like democracy, are experimented on in a highly-competitive environment to encourage the best ideas to win. While there are many losers in these competitions, people of the City States generally accept this base level of suffering the be a reasonable cost, and one that can be made up by coming up with the next good idea.

===

Conceptual Outline

Hard to get across in the summary, but the City States are a mix between the Greek City States (duh), the Italian peninsula during the Renaissance, but also the inequality and ugliness of a Europe during the industrial revolution

Politically, the City States of Greece. In-fighting is regular, but so is unifying in the face of the great external threat (in this case, the Holy Kingdom and Tyrannia). You’d have Sparta and Athens analogs (militarist and democratic city states) working together under a common congress/alliance.

Socially, more of the Italian peninsula of the Renaissance. A new acceleration of social and technological advancement. While the Holy Kingdom is a nice enough place to live, it also is pretty much Dark Ages in terms of society and technology. A better comparison than the Renaissance might be the Ottoman Empire’s golden age of science and philosophy, only without the unity and religion. Rather than a revival of old ways of thought, a new start of progress.

Economically, I’m thinking in terms of industrial revolution, only without the industrialization: windmills and water mills, not precision machines. Extreme inequality: some very rich groups, and lots of really, really poor people who struggle to make it big. The main thing that keeps a class-war from breaking out is the anti-Empath sentiment giving a more convenient target. We’re looking at the technological difference between the Dark Ages and the Renaissance. Holy Kingdom uses Long Bows, while City States are starting to use Crossbows. The City States have the best, most expensive equipment around.

The Empaths, of course, are the… gypsies. Seen as semi-magical, bringers of bad things, stealers of good things, but also mysteriously powerful and interesting in their own right. No one really wants them, even if they do provide their own uses. Not rich enough, or organized enough, to warrant the ‘Jewesh-capitalist conspiracy’ aura: Empaths aren’t allowed to be rich, and try to travel with their own kind even as they make a living. Empaths are caravan-traders (again, gypsy themes), traveling around in clans and carrying emotions for sale. They aren’t allowed to become bankers or elites. Most city states will tolerate an Empath caravan for a short while, but few tolerate them for long.

A very, very few City States are known to forcibly conscript Empaths and put them to work as servants of the city: these Empath Agents are raised to be fanatically loyal to their city-states, regardless of the public’s treatment.

While most Empaths in the rest of the continent are uniform in their nature, the varied terrain of the City State, and the plentiful emotional forces and terrain allow ‘special’ brands Empathy to develop. Think of it as ‘ethnicity’ of empathy: the continent is covered by one ‘ethnicity’, but in distinct areas or islands unique ‘ethnicities’ can rise. These are the empaths with non-standard abilities that most empaths don’t. They can generally be slotted with ‘anything that would be cool, but not what we want everyone else to have.’ The only absolute limitation of all Empaths is that they can only have a mental affect on others: no psychic precognition, telekinesis, or anything else supernatural. (Example: a rare ‘breed’ of Empath would be one which can transmit not emotions, but senses of pain and pleasure. Imagine going into battle, and then having the vivid experience of childbirth.)

===

Game Role

The City States remain the pivotal power on the Continent. While smaller than Tyrannia or the Holy Kingdom, they are more than large enough to play king-maker. The City States, however, are highly divided on what they are to do: they believe war is inevitable, but aren’t decided on who the enemy is.

Some would make peace with the Holy Kingdom and face the greater enemy, Tyrannia. Others would try and cut a deal with Tyrannia, and work against the Holy Kingdom. These are the anti-Tyrania and pro-Tyrania factions. These are the ‘moderate’ groups, not least because they’re also open to using native empaths for the war effort. The third, and largest, faction would say ‘to hell with all empaths,’ and try and use the war to cripple both Empath-powers and putting all empaths in their place. This is the anti-Empath faction, and the extreme group.

When the player gets around to the City States, the collective-assembly is deliberating on whether City-State Empaths should be used or not. The Moderates wish to use the few empaths in the City States as weapons, to give them a role in this society. The Extremists would arrest all Empaths and put them in detainment camps, to prevent any traitors or empathy-spies from running amuck… and to make up for the lack of Empaths, are proposing radical reforms such as freeing slaves and letting women serve as soldiers as well.

Securing the 'Moderate' ascension to power is one that, while racist and suppressive, at least tolerates Empaths in the otherwise most democratic and progressive society on the Continent. The moderates are then broken up over whether to side with Tyrannia or the Holy Kingdom, or to go it alone… but they’re at least open to an alliance.

Should the Extremists raise to power, the tennor in the City States becomes outright suppression, and sometimes worse. Though life sucks for Empaths should the extremist City States win, the City States are otherwise the most progressive society in this setting (woman's suffrage, welfare, an abolition of racism, personal liberties, and more). The Extremists are not interested with an alliance with either Tyrannia or the Holy Kingdom.

The first City States story arc has to do with deciding whether the Moderates or Extremists shape the conduct of the war. The second City States story arc has to do with shaping any alliance between the City States and one of the other powers.

 



#2
Dean_the_Young

Dean_the_Young
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This post is about the party: the player character, aka The Mercenary, and the other cast of companions.

All companions are created under a title/label, rather than a name. Part of it is to keep track of their intended role/identity: the other reasons is that I suck at names.

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The Player Character

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The Mercenary

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You are the Mercenary. A title that aptly describes your role, your basis for relevance, and your importance in this world. A designation rather than a name, more akin to ‘the Courier’ of FO:V than ‘the Warden’ of DA:O. The most you have is a land of origin, hailing from the Holy Kingdom, the City States, or the East before the rise of Tyrannia. You have no special history, no special powers, no exceptional connections or hidden secrets. You are not the most powerful empathy in the world, if you’re an empath at all: you are not the most skilled swordsman, the fastest runner, or famous in any form or fashion. You are just an exceptionally talented merc with a minor reputation for fulfilling your contracts.

The story begins with one such service, in which your mercenary group takes a handsome contract to rescue and protect a certain Empath from bandits. An easy, well-paying mission goes bad, however, and after you are gutted like a fish the Empath takes a gambit to save your life. An Empath Bond is formed between you and the Empath… tying your fates together, and bringing you along on the Empath’s exceptional fate.

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Analysis:

A tabula rosa player-character archetype. Identified by title, the title spells out a general cover for the player: a basis for being strong and dangerous (a career soldier), a modest past (a no-breeding commoner), a basis for being trusted (a reputation for doing the jobs you take), but without any inclination towards any moral/political views. You could be a noble, heroic mercenary, only taking moral jobs or working on the cheap for good causes: you could be an evil, selfish, greedy person who will do any job if the money is good.

Mercenary also ties into apolitical leanings that don’t force you one way or another: mercenaries, after all, fight for all sides for all reasons. All sides employ mercenaries, and sometimes the mercenaries who just fought them. So long as various factions believe they can put you to better use for themselves, they can overlook smaller oppositions, allowing the character to move around. But most of all, Mercenaries come from all walks of life: whatever your land of origin, you can justify becoming a mercenary, and as a mercenary you can justify working with any group.

Unlike many RPGs, the Player Character is not cast as a heroic, world-shaping individual from the start: you are not an elite famous soldier like Commander Shepard, or a singular identity like the Warden post-Ostagar. No one treats you like the world revolves around your shoulders. You are, at best, like the Courier of Fallout: Vegas; a nobody who takes jobs of increasing importance. You are important in so much that you empower others.

Most specifically, how you empower and affect the far more famous Empath. The Empath is the companion with far more claim to being the ‘main character’: already a figure of political weight, of public recognition, and otherwise. Most don’t seek your help: they seek the help of the Empath.

You, however, are the power behind the name. Due to the Empath Bond that links you, your fates are shared… and the Empath is mostly putty in your hands. Personally apolitical and emotionally roiled by the Bond, the Empath has no problem following your lead. The Empath will influence the world. You influence the Empath.

This is a rare concept in which the player character might actually be considered the sidekick to the main character. While the Mercenary will grow in importance, it is strictly tied to and in the shadow of another, more prominent, character. Heralds will recount the success of the Leaders, not the mercenaries who enabled them.

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Character classes

Empathy Project leaves exact balancing/implementation up for anyone who actually creates such a product, but characters are conceptualized as part of one of three focuses. Following the traditional RPG trinity of specializations (physical, magical/divine, technical/scientific), Empathy Project looks at the Mass Effect implementation (Combat, Biotic, and Tech) as a baseline.

Empathy Project breaks classes around a trinary of physical, empathy, and alchemic specialties.

Physical specialists, fighters, are traditional non-magical soldiers and rogues. They fight with swords and bows, focus on physical ability, and are your main physical force. Fighters use vigor, a mixture motivation/energy mechanic, to perform their special abilities: as empaths can restore or deplete vigor through empathy, a single soldier bolstered by a white empath could have the vigor of a dozen men. At the same time, however, a single black empath could drain the vigor of a hundred men. Fighters are the base-line that light empaths strengthen and dark empaths weaken. Fighter classes range from melee to ranged to rogue and so on.

Empathy specialists are, well, empaths. Using their empathy abilities to strengthen allies or weaken foes, empaths are decisive in their ability to shape a battlefield by manipulating the minds and emotions of those involved. Not only can empaths drain or restore vigour, but Empaths can give a number of buffs to allies and debuffs to enemies: inspiring Courage to overcome Fear, or inciting Terror to overcome Bloodlust. Empaths are the force multipliers of the battlefield: a team of nothing but empaths will likely be overwhelmed, but a team without empaths is doomed. Different empaths specialize in different fields: support, debilitation. The most obvious one is empathy-persuasion: only a party with an empathy can hope to use persuasion options relying on empathy (which is most of them).

Alchemy specialists, aka Alchemists, specialize in the secrets of existence and playing with the laws of nature. With knowledge of chemistry and the various compounds found across the continent, Alchemy may not be magic but it’s more than close enough for most. Coming not from inner power but from external components, Alchemists produce compounds that anyone can use, but only they can produce and specialize in. Firebombs instead of fireballs, lightning-in-a-bottle rather than actual lightning, alchemists may not be able to turn a man into a frog but they can turn him into a pile of ash. Alchemists provide a resource-based ‘magic’ system. Magical effects from non-magical means, Alchemists give elemental/non-magical support in a fight. Traditionally squishy, their advantage is in the uniqueness of their attacks… and the fact that a vial of acid doesn’t get any weaker if you are overcome with tears. Alchemy is Science, and Science trumps Emotion.

Player characters can choose a specialty, or cross-specialize. There are soldiers who get an edge on their foes with applied alchemy. Alchemists who are also empaths. Empaths who join the front lines in a fight, bolstering friends from the front and not the rear. Naturally the narrower the specialization, the greater the ability: Alchemists need their studies, fighters need their training, and empaths must manage their emotions. Someone who specializes in many is a master of none.

Besides the basic classes, specialty advanced classes would also be available later on. These are those that show exceptional mastery even for their classes. The following are tentative, but illustrative:

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Alchemists

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Machinists: Alchemists who apply their knowledge in the mechanical fields can learn to manage more advanced, mechanical weapons who’s complexity surpasses the abilities of most. Mechanical crossbows, armor empowered with alchemy for greater strength, or blades which infuse alchemic advances into their design (for flaming sword of justice, of course). A machinist brings new assets to a team… and new complications, as a Machinist must always be at hand lest their creation need a field repair.

Apothecaries: Alchemists can redouble their searches into the natural world through plants and animals as well, and not just chemicals. Apothecaries are natural scroungers, finding more crafting materials for an ever larger repertoire of potions and creations. With more potions, more poisons, and more ways to create better explosives and such, apothecaries become ever better supports, using science that no one else would.

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Empaths

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Beast-Mastery: Humans aren’t the only species to use empathy. Many wild animals have learned it as well, adopting White or Black to suit their needs. Empaths whose ability transcends only humans can also appeal to empathy beasts, taming them into loyal companions if they are of similar alignment. Whether noble white-empathy griffons, to tear enemies from above, or black-empathy Basilisks who paralyze their foes with their fearsome gaze and terror, Beast Masters bring new abilities and new friends to the battlefield.

Field-Empathy: Most empaths focus their abilities on a person-to-person basis. Field Empaths find such narrow vision terribly narrow minded. Field Empaths radically increase the range of their abilities, up to and including the entire area. Single-target boosts become entire-party boosts: area empathy attacks become larger area empathy attacks. Especially adept Empaths can turn the land itself into their supportive ally, creating temporary Cursed Zones to summon ghosts and black-empath creatures or Sanctuaries to produce spirits and attract light-empath beasts to boost their chance for victory.

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Fighters

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Martial Arts: Anyone can fight, but few show the discipline and self-control of a martial artist. In far off lands, the lessons of masters past who fought off the domination of empaths have been passed down, teaching fighters to control not only their bodies but also their minds. Martial artists embody self-discipline and control, resist all others influences. Besides physical bonuses, Martial Artists gain significant resistances to Empath manipulations: they are more resilient to hostile empaths, and gain advantages when fighting empaths directly.

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Rampancy: Many instinctually struggle to resist the affects of imposed empathy, but the Rampant embrace the haywire of emotions without reserve. Rampants trade emotional fortitude for exaggerated effects: a double-bladed tradeoff that make them both the biggest beneficiaries and biggest losers of an empath struggle. In a battle in which ‘their’ empath is strongest, Rampants reap the biggest benefits: they gain strength when their foes are weakened, and gain even greater bonuses from empathy support effects. When the enemy has the upper hand, however, Rampants are the most affected: they suffer twice the negatives from enemy empathy effects, and half of the positives from their own side. A double-reward, double-punishment effect that can make them the strongest or weakest of fighters.

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Companions

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There are 6 main companion characters. In very brief…

The Empath is the primary story companion. Linked by a Empath Bond to the Mercenary, the Empath has few political convictions and is somewhat overwhelmed by the Bond that was made. Deferring to the Mercenary’s preferences, the Empath is a reliable companion that takes extreme conditions to drive away at the end of the game.

There are three factional allies, one from each faction. A major moment later in the story comes in the form of a faction-of-no-return choice, and depending on choices any or all three of these companions may betray you.

From the Holy Kingdom, the White Agent is an Agent of the King who struggles between his job as a covert agent and staying out of sight, and his White Empathy/paladin inclinations to help those who are suffering. A male white-side rogue, he exemplifies the troubles good people can have in doing jobs that require them to NOT do good.

From Tyrannia, the Dark Knight is a personal agent of the Dark Empath. She is an ideological (but not sexual) temptress who tries to lead the Main Character and Empath into accepting the philosophy of the man she idolizes. She is the logical appeal to Dark Empathy for greater purpose, and an example of the abandonment of the Holy Kingdom beyond its narrow borders.

From the City States, a former Bandit Queen who was once the scourge of empaths across the City States and frontier. Retiring from crime for more mercenary pursuits, she is a casual racist empaths, and especially those who abuse their talents. Free willed and independent like the City States she comes from, she loathes empathetic manipulations and reflects the concerns and abuses ‘normals’ can have in dealing with Empaths.

Two non-factional allies round out the group.

Doctor Feelgood is a rare breed of Empath who can sense and carry sensations as well as emotions. An empathy and a doctor in a world without anesthesia, Doctor Feelgood unapologetically resorts to hedonism to balance out his workday experiences. He may well be the only man you meet who knows exactly what childbirth feels like… and he has the cynicism to show for it. A shoe-in for party healer… but also able to transfer damage from party members to himself, and then to the enemy for massive damage.

The Disciple of Gnosis is the extreme foreigner in a strange land. Hailing from another land across the seas, the Disciple is a rare openly religious person on a continent in which philosophy has long since pushed aside such ‘primitive’ superstitions of deism and spiritualism. A scholar sent to observe the continent and record his experiences, the Disciple is the messenger of a largely non-zealous religion that believes on the advancement of science in the pursuit of the divine. A religion of science, in other words. Secular enough to be ‘safe’, but devout enough to be considered religious. Not an empathy personally, but brings foreign views of empathy from a religion in which empaths are neither revered or despised.

All companions are conceptually gender neutral, but have an assumed gender in my mind that could be reversed later. Their assumed genders will be used below, but the only ones with a distinct gender are the female Dark Empathy companion, her opposite the male Light Empathy companion, and Doctor Feelgood the somewhat sleazy hedonist-doctor. All others could be gender flipped in execution without much change.

The three companions who also reserve a spot for being romanced are the Empath, and the Light/Dark empathy companions.

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The Empath

Primary: Empathy (Support). Secondary: None.
Presumed male, could easily be female.
Romance-eligible by design.

The Empath is, technically, the more important character everyone is interested in. A potent empath in his own right, but also the last prince of a fallen kingdom whose name still holds power. For most of the early game, everyone of note is concerned with the Empath, not the Mercenary… and when they do acknowledge the Mercenary, it’s in light of the influence the PC has on the Empath.

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Backstory

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The Empath was the Seventh Son of the kingdom of not-at-all-Poland, an independent kingdom east of the Holy Kingdom. Neither the heir-apparent or the backup or the backup backup or the head of the various military orders, the Empath was not particularly wanted by a not particularly close family, and considered himself lucky enough to warrant being sent to the City States for education and training in his Empath abilities as a political overture by the Kingdom of not-Poland towards the City States. Given the anti-empath sentiment in the City States, the elite empathy- academy was something of a mixed experience. The family was happy enough to get him away, and he was happy enough to be away.

To be clear, it’s not that the family was hateful or cruel… but it was a family in blood, not emotions. A monarchy that existed to further the monarchy, not the royal family. His stronger ties were with the students and faculty at his school in the City States. He never had a real chance to become a nationalist for his kingdom, because it’s King had no use for him and sent him away to a strange land. The picture to take is of a man without strong ties: not so much alienated by but never connected to a family that neither needed or wanted him around, and long since parted from his homeland without fond attachment.

This is somewhat important because ten years later, shortly before Empathy starts, not-Poland was crushed between the Holy Kingdom and Tyrannia. As Tyrannia rolled westward, not-Poland drew closer to the Holy Kingdom in hopes of warding off a threat. When Tyrannia was on the doorstep, not-Poland and the Holy Kingdom signed a defense agreement. Holy Kingdom troops marched across the border to defend not-Poland… and promptly occupied it. The Empath’s family was taken in ‘for protection,’ Holy Kingdom troops took command of the armies by proxy and began fortifying the country, and Tyrannia used the coup as a basis for launching their invasion. The not-Poland royal family was found dead, though who was behind it is never clear. Some blame Tyrannia. Some say the Holy Kingdom didn’t want the Royal Family surrendering to Tyrannia. Others suggest it was agents from the City States, seeking to prevent either side from benefiting from a royal capitulation.

The Empath, recalled by a family he wasn’t particularly close to in order to defend a land he wasn’t particularly fond of, didn’t even make it to not-Poland before it falls to Tyrannia. Knowing the same assassins who destroyed the Royal Family are likely after him, his retainer moves to hire mercenaries (that’s you) to protect and escort the last prince of a fallen kingdom as he flees to safety. Naturally the title isn’t dropped, only the offer of an escort job with good pay.

When the retainer leads you to where the client is hiding, however, the Empath is already gone. Taken by bandits who, when pursued, turn out to be led by a Black Empath from Tyrannia. In the tutorial-fighting battle that follows, the Mercenary and Empath fall into a river rapids, the Mercenary is wounded and fading, and to save both of their lives the Empath strikes an Empath Bond, sharing the willpower to survive but tying them together.

Rescued and brought back to health by Doctor Feelgood, a new problem becomes apparent. The Empath Bond and the events of the day have emotionally overloaded the Empath: he needs to unload his emotions somewhere onto somebody, or else risk being blackened. The amount of emotions he’s holding, however, are massive and even lethal, and only three places exist where he could safely drop his burden and re-stabilize his emotions while safe from assassins: at the Well of Infinite Goodness in the Holy Kingdom, at the Empath Academy in the City States, or in Tyrannia where no one would look for him.

If this isn’t done, however, both the Empath and the Mercenary will be driven insane from emotional overload. Even now, the Empath’s emotions are affecting the Mercenary even as the Mercenary affects the Empath.

And so the journey begins…

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Game Role

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Besides being a companion, the Empath drives much of the early plot. Not merely in giving a basis for the initial action, the mutual threat of insanity/death to justify going somewhere, but also in bringing in the player to the politics. As the last of the Royal Line, for the first time in his life the Empath is politically relevant: the Holy Kingdom wants him to rally the not-Polish people to fight under the HK banner, the City States would use him as a symbol of the evils of all Empath powers, and Tyrannia would use him as a quisling to smooth over the occupation and assimilation. Of course the Empath never really cared much in the first place, and has more pressing things on his mind now, and so is happy to defer to his sudden Bond Partner’s preferences… and thus giving a no-name Mercenary direct influence over one the most decisive political symbols on the continent.

The Empath is in many respects a distracted, disoriented mind trying to deal with a new, unexpected, overwhelming situation. Between the loss of family and country, but more so the new and over-charged Empath Bond, the Empath is in many respects overwhelmed by the Mercenary, the Player Character. Bearing the burden of the Empath Bond, the Empath is too busy trying to control his emotions and sanity to be able to focus on the rest of the world… and is thus deferring to the Bond Partner’s preferences. It’s not that the Empath doesn’t have thoughts, he just wants to avoid any conflict he doesn’t need.

In other words, an overwhelmed person who is something of a doormat. The Player can play this sympathetically (by respecting and considering the Empath’s views), or just take total charge. By the time the Empath is more stable by getting rid of the excess baggage, he’s more or less resigned to being stuck with you regardless of your alignment. An Empath Bond exists whether you love or hate each other. He’s resigned to the player’s choices if not eager. The only time the Empath will turn against you depends on very specific, inconsistent decisions.

But, from a narrative role, the Bond works both ways. While the Bond justifies the Mercenary choosing sides, the Bond is also the narrative device that can justify the Mercenary being refused options that player might want to pursue.

Why doesn’t the Mercenary slit throats and sneak off into the night? The Bond compels you. Why does the Mercenary pick any side and not ditch after the point of no return? The Bond compels you. In very rare occasions, the Empath could simply overwhelm the Mercenary with distorting emotions: imagine an Evil Mercenary being forced to have ‘nice’ dialogue options, and the Empath confessing that he can influence you just as you influence him? When dialogue options are too restricted, it can be based on the Empath Bond’s interference. Just as the bond ties the Empath to the Mercenary’s influences, the bond ties the Mercenary to the Empath’s influences.

This chain is a major theme of the Empath’s story. While his narrative role may be political, his character story is about entanglement. Ties you can’t renounce to people you may or may not like. Family, country, friends or old loves gone bitter: emotional ties exist in the negative as well. The Empath is tied to the Mercenary whether the Mercenary is a Saint or a Demon, whether kind or cruel. The two of you might make great friends… or you might hate each other’s guts, and not simply hate the other but know how much he hates you.

You and the Empath are tied together. Whether you like it or not.

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Personality

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Like most early-game RPG protagonists, the Empath is a general ‘nice enough guy, non-obstructive’ archetype: he doesn’t approve of pointless cruelty, but isn’t a bleeding heart paladin either. Likes helping others, but isn’t fanatical about it.

The big thing about the Empath is his lack of attachments: he has only one strong tie in his life at this time, and that’s you. Royalty without a family, a prince without a nation, and an empathy, trained to control his emotions and avoid extremes, who spent most of his adult life in a land that didn’t much care for him. The Empath never had much to define him. He has vague good intentions, but no real target for them. There’s no one he particularly loves, and no one he really hates.

In the beginning, this makes him blander and even wishy-washy. While he’s holding the emotions of making the bond in check, he’s distracted and pretty much putty in the player’s hands. Nice enough, but not confrontational in the least. Even afterwards, he has no real convictions to stand up for. He’s Alistair unhardened, without the excess silliness or Darkspawn to fight.

Over the course of the story, however, he grows into his own. As the Mercenary more strongly identifies with a group, so to does the Empath, culminating at the faction-of-no-return. As the player builds up more friendship or rivalry with the Empath, the Empath begins offering his own opinions more assertively: the relationship changes from ‘assertive-ambivalent’ to either ‘friends’ or ‘antagonistic.’ The Mercenary’s cause becomes his cause: he stops being submissive, and more assertive in the relationship if the Mercenary disagrees. Development occurs.

And, like all good RPG’s, the PC can help shape that development. Does the Empath have a LI of their own, within the party? Maybe. Does the Empath come to terms with why he’s along with whatever faction the Mercenary sides with? Yes.

Is the Bond unbreakable? Almost.

Since the player controls the Mercenary, it’s easy to think that the Mercenary is the center of the story. From another perspective, the center of Empathy Project could well be the Empath. The Mercenary is just the influential figure.

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Ties/Affections

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As has already been established, the Empath doesn’t really have natural ties with anyone. He can, however, grow into them.

One of the first early-game choices taken note of is ‘where does the Empath stabilize his emotions?’ While either of the three regions is acceptable for stabilizing, the act of stabilizing also has an effect on him, and throughout the game the influence will show from time to time. Think of it as a ‘tilt.’

Take the Holy Kingdom option, for example: in the presence of so much Light Empathy, the Empath takes on more Light empathy characteristics: a greater advocacy for Light empathy acts. An early-game, permanent bonus to White Empathy. A deeper revulsion for pitch-Black empathy. By comparison, going to Tyrannia makes him more inclined towards Black Empathy, endarkening him, while making him dislike the Holy Kingdom’s more fanatical aspects. The City States is the only place where an Empath can truly come to understand and accept the fear the City States have of Empaths.

These matter, in the end, because this first Big Decision is the only thing that might cause him to break the Bond at the end of the game, despite the damage it does to both of you. After being dragged along for most of the game, he will rebel. A Kingdom-tilted Empath won’t accept Black Tyrannia, an endarkened Empath won’t survive a Puritanical Kingdom, and only a City States-tilted Empath will accept the most empathy-fearing extreme City States.

Otherwise, if these revulsion conditions are not met, the Empath develops into a defender and advocate of them through the Mercenary’s influence. This could be admirable, in regards to the Holy Kingdom. This could be farsighted, in regards to the City States. This could even be reasonable, with Dark Tyrannia. (Of course it’s horrible with Black Tyrannia.) The Empath becomes an exemplar of the ideas behind these factions.

But factions aren’t the only ties the Empath grows into: personal relationships as well.

From the ‘the Empath is the actual center of the story’ perspective, the Companions are all personal influences on the Empath, one way or another. The Holy Kingdom and Tyrannia companions especially, as they both explicitly join for the purpose of influencing and securing the Empath for their cause, through persuasion and support. The casual racism of the City States companion, Doctor Feelgood’s own state, and the foreign philosophy of the Disciple, they can all have their influences over the story.

The Empath should definitely be a node linking all other companions to the party. The Mercenary might be the PC, and is also one, but the Empath is the bond-partner and thus also a center of the wheel of relationships.

One aspect in particular I think the Empath would be suited for is a non-PC relationship… and for a possible emotionally-compromised triangle with the player.

Without the PC, the Empath forming a relationship with someone other than the PC would be a rare twist on the RPG standards of 2011. Companions can be friends with each other, but rarely get involved. As a non-PC-main character, a developing relationship between the Empath and a companion, doomed or not by the player’s choices, could serve as a development of the Empath’s growing independence.

Emotional engagement with the Player, however, opens a different boondoggle: the spectre of emotional over-investment. With the rawness of the Empath Bond, the Empath’s emotions towards the player are haywire, and that’s precisely the wrong (or right) time for the player to interject themselves. In such an emotionally volatile state, better sense can’t be expected to triumph: regardless of what the player intends, the Empath could be influenced into seeing the Empath Bond (deep as it is) as a romantic tie, if the player encouraged the view. If the player pursued a relationship with the Empath, that would probably be fine: something for the romances. If the player didn’t mean it, however, the Empath’s emotional over-reach could become an issue in and of itself: a feeling of betrayal, resentment, and especially if the Player went on to try a romance with someone else in the party.

The Empath could be independently involved with someone else, independently involved with the player, or put into a triangle that could either work out or blow up. Ambitious? Yes. Interesting? I think so.

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Doctor Feelgood

Primary: Empath Healer/Damager (non-support). Secondary: Alchemist (Medicine)
Male, ties into degenerate doctor stereotype
Possibly romanceable, but not interested in commitment or an exclusive relationship

An early-game companion who is introduced in saving the player and helping set up the initial plot of getting the Empath stabilized. A Empath with an extremely rare sensation-spectrum ability: the Doctor resorts to hedonism (sex, drugs, luxuries) to balance out the sensations of pain and misery he receives and takes away from his patients. Immorally moral, his many small vices don’t outweigh his underlying virtues and desire to help people. Despite a bad attitude, a healing/protector figure.

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Back Story

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Born in the City States, Doctor Feelgood is a rare breed of empath, literally. On the North Sea archipelago, his clan of Empaths developed a ‘mutation’ of standard empathy: rather than just emotions, they also began to sense the sensations of those around them. Heat, weariness, exhaustion…

Pain.

Being about the only people in the world who can pass out if you punch yourself in the face enough, the Feelgood clan is famously non-threatening, even to the empathy-paranoid City States. The Feelgoods have for hundreds of years kept to themselves in monastic temples, away from suffering and violence. Ideologically pacifistic and non-interventionist, the Feelgood clan is best known for the charities and apothecaries they own and their monastic efforts to make the world a more bearable place… not just for others, but themselves.

Doctor Feelgood was a black sheep of the family, an activist. Not content to stay secluded in the monasteries, cultivating herbs or conducting studies of sciences to share with others, Doctor Feelgood wanted to go out and help people. After running away from the monastery as a child and exposing himself to the physical suffering within a city. Found traumatized and returned to the monastery, when he recovered he shocked everyone by dedicating his life to medicine. Against the advice and sensibility of everyone who talked to him, he studied how to heal broken bodies.

It was something of a masochistic occupation. To heal the hurt, he has to get close to them. As he gets close to them, he shares their pain. The more severe the hurt to fix, the more severe the pain and discomfort he takes from what they are projecting.

And if he applies an empathetic anesthesia on them, taking their constantly-replenishing pain and carrying it on himself in order to make things go smoother…

It was only expected when he went mad. Though in his case, his madness was the development of masochism and hedonistic practices to counterbalance the pain he exposed himself to. Doctor Feelgood’s reputation went up and down: he became known for accepting sexual favors, for indulging in forbidden substances, and in a growing cynical temperament. But he also was respected for working in the slums, helping the poorest of people, and in standing up for his charges.

The problem of his ever-increasing buildup of pain-empathy was his undoing, however. Unable to simply shed it over time in the city like most empathy-emotions, Doctor Feelgood began resorting to more and more unethical means to rid himself of his burden so he could continue his practice. First he asked volunteers to accept some of the pain on his behalf. Then he paid beggars and empathy-merchants to shoulder his burden. At the end, however, he was found to have tortured animals to death, dropping his pain on them in such quantities that they died.

Doctor Feelgood was run out of town by a mob that sought to lynch him.

Fleeing far to the South, to the distant frontier of the Holy Kingdom and far from the scandal, he set up shop as a backwoods doctor a day away from town. Rarely dealing with anything worse than the broken bone or delivering a child, Doctor Feelgood is a reclusive but helpful part of the community, his impolite habits excused by how he’ll take any patient even if they can only offer their thanks, and the fact that he’s mid-wifed half the babies in the community over the last twenty odd years.

His latest patients were two dragged out of the river and delivered to him. An empathy bond pair, one in need of his surgical skills, and the other in need of far more emotional release than Feelgood could ever provide. But a Doctor must see his patients through, especially when one might need the knife if the treatment can’t be delivered…

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Game Role

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Healer-Damager, story lead in, and a tie in to the burdens of Empathy.

Our first face after the tutorial section, Doctor Feelgood begins as a Flemeth-like advisor, helping spell out the plot to follow. He explains the nature, and implication, of the Empath Bond, and helps direct the player towards the need to stabilize the Empath. The Doctor elects to accompany the party: nominally to see the Empath through to stability and restock on supplies from a major city, but actually to kill the Empath if an emotional collapse seems too likely. A mercy killing before the insanity of a mad empathy.

As a party-member, Feelgood’s role is an uncommon two-fold. He is a primary medic role, yes. But he’s also a superb (if risky) dangerous dealer: Feelgood can transfer damage from one person to another, including enemies. The healthier Feelgood is feeling, the more he can heal. The more hurt Feelgood is, the more he can hurt enemies. Of course, the more he hurts those other people, the more of their damage he picks up in empathy…

Feelgood has super-high HP, but takes a fraction of all damage received by everyone, friend and foe. ‘Glass canon’ might be appropriate, except he’s a glass canon who can destroy himself if he’s too successful.

As a character, Doctor Feelgood is the epitome of the burdens that come with empathy. Strictly speaking, any Empath would fill ill-at-ease among wounded people: the emotional suffering alone is enough to transmit, even if the sensation of the injuries isn’t. Feelgood is the ultimate expression of Empathy: feeling not only what people feel emotionally, but physically.

Feelgood is a character based around doing good even if it hurts… but also how we’re changed by such things. For all his (many) vices, Feelgood is indisputably a good man underneath: something of a martyr to helping others, unable to live comfortably and do modest helpful things when he can directly help.

Of course, this ‘pain is acceptable for healing’ has its own implications. As a man who accepts the suffering of others himself, he has little objection to others suffering for a little while if it leads to better healing later on. Morally, that means he has little objection to hurting others for a greater cause that benefits people. More bluntly, he laughs at the idea of physicians doing no harm.

His role is to both inspire and disgust the player. Inspire by being a beacon of self-sacrifice. Disgust by the hedonism and vices and flaws he’s indulged in to maintain his efforts. The companion quest would focus on how his desire to heal hurts him, and how hedonism is his only counter to the pain and suffering he brings on himself.

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Personality

Doctor House, even before I knew who House was. A bit less assholish, though.

Feelgood is a man who’s in near-constant discomfort when he does his job. The more serious the problem, the more it hurts. His coping strategy is simple: hedonism and scathing wit.

Doctor Feelgood balances pain with pleasure, because the alternative turns to torturing small animals to death. An unrepentant hedonist, Feelgood has few objections to what he does and who he does it with: he’s addicted to drugs, addicted to alcohol, addicted to ****s. When the addiction gets too much to bear abstaining, that’s when he knows it’s time for more.

That’s a slight exaggeration, but not by much. As long as they’re willing, and he feels better, everything’s fair. The first introduction of the Doctor we get is him pushing out two ladies of the night so that he can speak with his patients, while smoking a pipe. Add on top of this a keen intellect with an appreciation for scathing wit and an annoyance for fools, and Feelgood seems pretty unlikable. Certainly not respectable.

The thing is, however, that Feelgood is as much a victim of the people he’s helping. At his heart, Doctor Feelgood is a person who wants to help people, even if it hurts him. Rich, poor, it doesn’t matter: he hates misery, and he hates things that make people miserable if it doesn’t make them better later on. While that does lead to a dash of misanthropy on his bad days, hating the patients who bring him pain, what he really wants is for everyone to stop hurting.

He also wants others to feel good, another reason he’s a hedonist: he can share the pleasure he feels with others. Just as misery can create a feedback loop of misery creating more misery, so can pleasure: Feelgood’s hedonism isn’t for his own benefit, but a means by which he can put back the pleasure in his partners. He can make you feel good by knowing how much he feels good, which makes him feel even better which he can share to make you feel better...

Ultimately, Doctor Feelgood’s worst faults are the result of the tragedy of empathy in a world that hasn’t discovered anesthesia yet.

Which, coincidentally, is the basis of his personal character quest.

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Affections/Ties

Run out of the city states once before, Doctor Feelgood is politically ambivalent.

Critical of all three powers for their own flaws, he blasts the Holy Kingdom for ignoring its faults and never fixing the underlying problems, the City States for their treatment of empaths, and Tyrannia for being too much fear and not enough benefits. Oddly, though, he’s not opposed to the principal behind Dark Tyrannia: he compares the Dark Empath’s goal to breaking a mis-healed bone in order to set it straight.

Politically ambivalent but utilitarian and cynical, Doctor Feelgood is quite amiable to short-term misery in exchange for long term improvements. Not a ‘do no harm’ sort of doctor, but he does strongly oppose needless suffering, pointless torture, and uncomfortable but proper sacrifices by others. A man who loves life, but believes that pain is a major part in it.

Doctor Feelgood has no strong ties outside of the community he lived in. He looks fondly at the community, but part of him misses the busier life in the city. The other part of him is bitter at his exile from the city.

In the party, he’s a shameless flirt, offers to sleep with anyone open to it, and puts others off with his offers to share his habits. Despite this, however, he’s charming when he wants to be, he’s utterly reliable as a doctor, and he impresses people by putting up with empathy-pain in order to help others. Some think he’s stupid for it, but still impressed.

The party is really too old to need a father figure, but as the oldest member of the party Doctor Feelgood fills that role. Less ‘mentor’ and more ‘older advisor’, Feelgood has the most worldly experience compared to everyone but the Bandit, and in his moments of sympathy he can be an insightful figure.

As far as relationships go, the only party member who entertains his advances is the Bandit, but that’s as much ‘older people flirting’ as anything else. Most the rest refuse him.

The Mercenary of either gender could try and romance Feelgood… but such a relationship would be seriously non-normal or sweet. Maybe just sex.

===

The Disciple of Gnosis

Primary: Alchemist. Secondary (None)
Presumed male, could easily be female.
Non-romance by intent

‘The alien philosophy,’ a religion centered around developing science. A foreigner with foreign views that are different, but not necessarily inferior, to the standard. An observer sent to observe the changes going on the Continent. A non-empath with unique alchemical knowledge, and a willingness to share knowledge.

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Back Story

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The Disciples of Gnosis (not final name) are a religious order not from the Continent. The Lands of Gnosis are far across the seas, though whether it is a continent or a large island is unclear. They are known for their advanced technology, and their general lack of interest in the Continent: every once in a while trade ships come, trading trinkets for food and resources but never luxuries or finished goods. There is but one territory of Gnosis near the continent, a trade-island in the Northern Archipelago, given to the Church of Gnosis in a peace treaty.

The Disciples of Gnosis are unique on the continent in that they believe in an all-powerful creator deity, a ‘clockmaker’ who created the universe, left mankind to gain intelligence and free will, and then left to watch how it would work out, bidding creation only to understand how It made creation work, so that mankind might understand why. Most of the Continent sees deism and spiritualism as ‘superstition,’ but the Disciples of Gnosis believe they have a divine mission to expand the knowledge of the world and how it works, with the idea that in doing we all might find our way to the Creator.

As far as religions go, it’s a pretty secular one. A non-interventionist deity who never has, and never will, interfere with his creation, which was bestowed the free will to both improve and destroy itself. Though the Lands of Gnosis are nominally a theocracy, it’s really a technocracy: scientists/engineers/scholars doing the Lord’s Work by building the knowledge of the world.

Lords of Science are basically feudal lords, ruling over the intellectually inferior, organizing the pursuit of knowledge, each Lord of Science free to pursue knowledge as they believed best, and the best results proving themselves superior and adopted by others. In theory. In practice, of course, peer-review is politicized, and conflict occurs, but a largely laissez-fair government and a broadly meritocratic system prevents stupid children from rising, and gives the intelligent the ability to rise.

The Church of Gnosis stays out of the day-to-day management of the Lords of Science, and mainly mediates disputes, conducts reviews, and controls the foreign policy. Only the Church of Gnosis, for example, is allowed to build or have the ocean-going craft that make contact with the Continent. Internal theological debate is encouraged in the name of expanding knowledge, including arguments of governance and just how much the Church should be involved in the State before the later compromises the former.

One of the interesting aspects of the Church of Gnosis is that empaths are basically a non-presence there. The Gnosis are not immune to emotion by any means, but have such a societal emphasis on logic and intellect that emotional forces are secondary. Most empaths who live in Gnosis never use their powers, or even develop them, leaving them suppressed: Gnosis society prefers to develop solutions that make people happy, rather than rely on empathy trading schemes. While they were once oppressed, since the rise of the Church of Gnosis the Gnosis empaths are simply equal, incorporated citizens who can earn their rank by the same means as anyone else.

Empathy to the Gnosis is simply another field to study, but empaths and normals alike.

One of those normal Disciples is the one we meet. Basically a scholarship child, the Disciple is touring the Continent as part of a study project. The prospects of war aren’t something the Church of Gnosis wants to miss out studying, and so a number of Disciples are across the land, watching and recording, sending their reports

Joining the party in the hopes of seeing new things and learning interesting things to send back home, the Disciple is a curious follower.

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Story Role

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Outsider perspective, and an inquisitive scholar who helps spell out much of the lore for the player. The Disciple plays less of a plot role, and more of a means to explain various odds and ends. The ‘science’ of empathy especially, but also some insightful analysis.

The Disciple is a watcher and a commentator, but not much of an decider. The Disciple accompanies you not out of any desire to influence the results, but simply to see them up close. You are the Disciple’s ticket into a front-row seat of history.

The Disciple is also something of a ‘Sten’ role: an adherent of a foreign creed that is both interesting but not entirely desirable. In the Disciples of Gnosis, a medieval theocratic technocracy, more concerned with gaining knowledge than using it to better the lives of others. A religion that sees nothing wrong with the pursuit of science without restraints, and whose objections to mad science are more practical (it’s not efficient) than moral (you’re horrible!)… but also compels no villainy on anyone (you can take your time and be careful).

The Disciples of Gosis see themselves as enlightened and inherently superior as a culture, enough so that they don’t even feel threatened by the war on the continent. There might even be something to say for it, but it isn’t a first-world society.

In terms of game play, the Disciple is an exceptional alchemist, bringing with him many of the Gnosis’ uniquely potent alchemies. A monk as well as a alchemist, the Disciple is well versed in taking care of his or herself, and in lobbing alchemy concoctions at foes.

The Disciple’s personal story quest ties into the main story quest, helping him understand the continental power struggle. His outsider perspective can challenge the conventional view, especially as to the necessity of the war in the first place as you learn the Dark Empath’s original intention.

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Personality

Devout, but not proselytizing. Intelligent, neither boasting or humbly concealing it. Bookish, but not out of touch. Key traits are desire to learn, a tendency towards non-empathy solutions towards problems, and a respect for intellect.

Past that, there are two different forms this character could take. One younger, one older.

The Younger Disciple is, well, younger. Less worldly, more bookish. Geeky, naïve even, but idealistic about the thought of advancing knowledge. Enjoying the journey for what he learns, even as he crushes foes under his flask-bombs.

The Older Disciple is more experienced, religious. Confident in the Gnosis philosophy, a more methodical companion. Clearly lets religion guide him, but mainly because he sees the religion as a ‘correct’ path towards helping the most people.

Either disciple would be studying the Continent for Gnosis, and hope to return home after this trip.

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Ties/Affections

Apolitical and in a strange land, the Disciple has no loyalties to get in the player’s way. The Disciple doesn’t care for cruelty, values intelligence and wit, and has a penchant for scholarly things.

Despite being apolitical, the Disciple is actually a source of praise for each faction, the reverse of Feelgood’s universal criticism. The Disciple is very impressed by the Holy Kingdom’s stability and emotion distribution system, the effectiveness and speed of Tyrania’s pacification of the East, and praise of the City State’s willingness to compete make progress by competition. Part of the Disciple’s mission is to study the powers, to figure out what makes them strong, and send back those findings to the Gnosis for review.

The Disciple gets along well enough with everyone in the party, amiable if not close. Answering questions about his deistic belief freely and openly, and challenging other people’s beliefs as well, the Disciple challenges people to rationalize their beliefs for him. Sometimes this challenges people in a way they don’t want to be challenged: the Disciple can be tactless in identifying the motivations or weaknesses of either. It’s not hostility, and he expects the same from others.

One of the few things about the Disciple that might really get at people, besides a technocratic religion, is that he initially looks down on the Mercenary as a rube.

===

Factional Companions

===

Factional companions are exceptional in their connections to the great powers. Besides closer ties to the main story plots, the factional companions are distinguished that any of them could turn against the player at the point at which the player finally chooses a faction. Who you side with, and how you’ve affected the powers, determines who will betray you: it ranges from none to all of them.

Some traditional role reversals went on in the faction character concepts, simply for variety to break the cliche. Rather than a dark female rogue for sex appeal, or the generic nice-guy paladin of goodness...

===

The King's Agent (Holy Kingdom)

Primary: Fighter/Rogue. Secondary: Light Empathy
Male.
Romance option.

A rogue who might have been a better Paladin, the Agent is the Light Empath who serves the King of the Holy Kingdom, seeking to help everyone and enable the Empath onto a better path.

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Back Story

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A moral man who pursued a moral path for moral reasons… and found himself both a rogue and spy in the King’s Service, a personal agent and friend of the ruler of the Holy Kingdom

The Agent doesn’t have a tragic past: no family issues other than peaceful passing away in old age, no entanglements, no exotic history of misery or suffering or loss. Identified as a Empath in his youth, he was taken to the Order, where he had a reputation as something of a scamp, sneaking out and ignoring his studies. It was on one of those youthful adventures that the he and another student stumbled across each other as they both sought to sneak out. Initial confrontation soon turned into shared adventures, and the Agent only later learned that his friend was the crown prince of the Kingdom.

It was the future-monarch who was the first to recognize the Agent’s skills. Only a middling empathy, the Agent had a natural skill for sneaking in and out of places never intended. In youth, it was for escaping the Order. When the Prince returned to court, it was their means of meeting despite the social barriers, continuing a confidence and shared cause. When the Prince became Monarch and needed someone he could completely, implicitly trust…

The Agent took the role as much for his friend as for his well-intentioned desire to help others. Always intending to serve the Order to help others, service as the King’s Agent was service in another way. The Agent has been a reliable personal representative and agent… even though his role as a spy often brings him into situations where his instinctive good intentions go against what might be best for his mission.

The Enlightened Monarch trusts his friend to do what’s right, however, not asking anything the Agent isn’t willing to do, and the Agent trusts the Monarch’s vision in these dark times.

Now, after the fall of not-Poland, the Enlightened Monarch has given his friend an important task: to find the last prince of the fallen kingdom, and to bring the Empath safely to the capital of the Holy Kingdom. The Empath could yet be a great boon for the good of the Kingdom and the world, and for that he will need a shepherd to help him on the proper path…

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Story Role

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The instinctively ‘good’ companion, the moral conscience of the team, and the advocate of the Holy Kingdom. Too chaotic to be considered Lawful Good, and thus not a paladin, the Agent is defined by good intentions. A skilled rogue, but not necessarily the expected attitude for a personal enforcer for the monarch: not cutthroat or ruthless by inclination, and not at ease with doing bad things to worse people when innocents get caught in the crossfire.

In short, a ‘good’ Player Character archetype in a profession expecting cynicism. Paragon Spectre Shepard. A bleeding-heart Warden who goes out of the way to help others for little benefit. Seemingly too nice for the job. But then, it’s his moral inclinations that make him likable, and it’s his likable persona that helps him be at ease and trusted and helped by peasants of any nation.

The Agent joins the party by the end of the first act, tracking down the Empath regardless of where you go to stabilize his emotions. The Agent is the introduction to the Holy Kingdom… and the advocate trying to persuade the Empath (and the player) to buy into the Light Empath philosophy. Sympathetic to white empathy goals of making life better for everyone, he is not unaware of the Holy Kingdom’s troubles with reforming but has a personal conviction in the Monarch’s willingness and ability to help reform and improve the system.

Until the factional point of no return, the Agent is tasked by the Monarch to support the Empath and the Mercenary: even if the two of you don’t get along, the Agent will stay with you in hopes of guiding you towards siding with the ‘right’, or at least acceptable, faction.

The Agent’s companion quest would focus on the disconnect between his skills and duties as a spy, and his paladin-ish leanings of helping anyone who needs help. A situation in which helping Tyrannia subjects which would ruin a mission, versus making their suffering worse but which would help the Kingdom in the war, would be an example. While the Agent will pick duty over inclination, it’s the struggle that matters.

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Personality

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The Agent is the Holy Kingdom companion, and is a personal agent of the Enlightened King himself. Sent to protect the Empath and guide him towards the service of the Holy Kingdom, the Agent mixes two generally un-mixed areas: the conceit of the Rogue archetype (often devious, criminal, lawless, and hidden), and the traditional ‘good’ character: brave, open, against deceit and trickery.

The Agent tries to square the circle, but the difficulties in doing so are what define him. A man with inclinations to help everyone in a job in which he can't afford to be noticed, he's less a Robin Hood figure and more of a man who does his best to keep the good he does hidden. His idealism and his practicality as an agent who may be deep in Tyrannia are at odds.

Not a lawful-good Paladin, but rather a chaotic-good rogue who can’t be open about it, and with a personality to match. Sympathetic, moral without preaching, and easy going in pleasant company. Capable of charming, returning flirting, and holding a strong sense of duty and loyalty behind a roguishly irresponsible façade.

Kindhearted by inclination, but well aware he is in a profession that sometimes requires the withholding of kindness. He appreciates the kinder actions, but will accept the more results-oriented motivations. Deliberate and pointless cruelty, however, will arouse his anger.

Accompanying the Mercenary and Empath due to duty, and sticking to them for the same, the Agent is a constant companion unless provoked to betray during the faction alignment choice. Light-empath players will be treated warmly, and find a friendly partner in their journeys. Dark Empath players might not find common sentiments, but still amiable enough so long as they go the right direction. Black Empath companions, however, will get suppressed hostility and disgust: only duty and the possibility of the Empath yet backing the ‘right’ faction justifies his restraint.

The Agent's character path is tied to the Holy Kingdom's. If the King's cabal is discovered but not revealed, the Agent sees his idealism shocked by the truth but takes conviction in that 'pure' is not necessary for good. He goes a pragmatic good route, and will only betray the PC at the key scene if the Mercenary chooses to side with Tyrannia.

If the King's Cabal is revealed to the Order, however, the Agent is among those 'purified' by White Empathy overload. His idealism raises to near zealotry, despite the circumstances. He will betray the Mercenary UNLESS the player sides with the Holy Kingdom.

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Ties/Affections

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Strongly tied to the Holy Kingdom, and the Monarch in particular, the Agent is a personal friend and confidant of the ruler of the West. Unless he is made so by the Order, however, he is not a zealot: both he and the Enlightened Monarch believe that it isn’t victory for the Holy Kingdom that matters, but the defeat of Tyrannia.

The King’s Agent’s conditions for loyalty are simply to not side against the Holy Kingdom. While the Holy Kingdom is of course preferable, a City State not allied with Tyrannia is also acceptable. Siding with Tyrannia in any form or fashion is, of course, unacceptable. The Zealot Agent will only accept the Mercenary siding with the Holy Kingdom.

Within the party, the Agent is not necessarily a moralizer, but is an advocate who tries to convince others to see the virtues and subscribe to Light Empathy philosophy. He accepts differences of opinion, unless a zealot, but prefers to convince others to see his view than fighting them.

Naturally, the Agent has friction with the Tyrannia companion. Their disagreements are more philosophical than hostile, however: they have surprising common ground, but their differences are in means and who they back.

As a romance companion, the Agent is open to a relationship so long as they aren’t morally and politically incompatible: no to black empaths, and no to those who would overtly oppose the Holy Kingdom. It is possible to strike a relationship and see it fall apart with a betrayal at the faction of no return moment He will visibly regret it, but he will always choose his Kingdom and his King over the Mercenary.

The Agent is duty first, then affection, but not against to having both.

---

===
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Posted at 03:29 PM on 2012-01-29
You don't seize to surprise. Great work!

The article appears unfinished, though.
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Posted at 05:22 PM on 2012-01-29
Doh. I forgot there was a copy-paste limit. Fixing.
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Posted at 05:23 PM on 2012-01-29
===

The dark, sexy, beast-taming... Paladin of Evil? Not quite, but-

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The Dark Advocate (Tyrannia)

Primary: Dark Empathy (w/ Beast Taming). Secondary: Fighter (Tank)
Female. Fully armored, not for skimply sex appeal.
Romanceable, but pining for someone else.

A practitioner of the Dark Empathy philosophy and a personal Champion of the Dark Empath, the Dark Advocate is the well-armored ideological temptress of Dark Empathy, seeking to convince the Mercenary and the Empath into joining Tyrannia.

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Back Story

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The Advocate is one of the millions who owe all that they have to the order brought by Tyrannia. Once just another young, impoverished, and unfortunately pretty refugee in a region dominated by Black Empaths, the Advocate would have lived a short, ugly, and unfortunate life in the chaos of the wicked East had Tyrannia not brought the Black Empaths to heel and brought order and civilization to the madness.

Joining the Dark Order, the Advocate never forgot the past she narrowly escaped, or the force behind it. Crediting the Dark Empath and his Dark Empathy philosophy for saving her life, the Advocate proved herself a gifted dark empath and skilled fighter, but also noted for her ability to persuade others of the merits of Dark Empathy and joining Tyrannia.

This rare willingness and ability to convert rather than destroy, to make allies as well as crush foes, attracted the notice of the Dark Empath himself. Taking her into his personal group of students, teaching her both empathy and philosophy, the Advocate became one of his Champions, a personal follower and executor of his vision.

Following the fall of not-Poland, the Dark Empath has given his Champion a new task: to find the last of the Royal Family… and to do whatever she needs to in order to bring him in line with the Dark Empath’s plans.

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Story Role

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The slippery slope that argues that supporting Tyrannia and the Dark Empath as not only possible, but morally right.

Her role is the Temptress. Not as fanservice, given her suit of armor, but as a voice of seductive reasoning. Appealing to the ends-justify-the-means reasoning of Dark Empathy, and the Greater Good effect of Tyrania’s pacification of the East, the Advocate has two sympathetic strategies for arguing that Tyrannia under the Dark Empath is for the best. That she doesn’t resort to the more extreme means of Black Empathy, but to the compromise of Black and White as a Dark Empath, gives her the ground of a morality ‘moderate.’

Sent by the Dark Empath to guide the Empath to an ‘appropriate’ path, the Advocate is among the first to recognize that it is the Mercenary, not the Empath, who needs to be convinced. The Advocate deals with the Empath, yes, but she appeals to the Player Character directly, opening arguments of greater-good morality and taking opportunities to compare the player’s choices to the advantages of Dark Empathy philosophy: how selective Black empathy can be more effective than just relying on White Empathy alone.

She doesn’t deny that Tyrannia does bad things. What she does argue is that Tyrannia does bad things for good reasons, and a better goal,and that the bad things are a means to an end and not the end themselves. The Dark Empath, after all, hopes to reform and remove Black Empathy from the population after the pacification of the continent. Unification now, reform later.

Her companion mission would focus on the improvements brought to Tyrannia with the Tyrant’s Order, and how the Dark Empath’s mix-use philosophy has both ended the violence elsewhere and made it less painful than it could have been. Convincing the player that Tyrannia, for all its flaws, is preferable is her role. She is personally sympathetic, she is intelligent, and she is made to appeal to the angels of reason and good intentions.

And, if necessary, she’s not above using her own feminine charms to try and shift the balance.

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Personality
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As an ideological temptress, the Advocate appears (and mostly is) reasonable, thoughtful, and largely sympathetic. While she leans towards ends-justify-the-means teleological ethics, it is only in the reasonable spectrum of trade-offs. She might advocate theft in order to survive, but not simply to be comfortable. A personally selfless teleological advocate, in other words: the ends that she justifies by are bigger than herself, or personal gain. Otherwise, she likes normal morality.

The Advocate is the closest thing the companion cast has to a missionary. She advocates Dark Empathy philosophy in much the same way that someone else might promote religion: as a means towards personal, ethical, and social advancement. She regularly tries to convince the player by direct appeals, appealing to logic or ethics framed by her, but avoiding fanaticism or zealotry. Without being too extreme or a pest, she could be compared to a college friend who tries to guide you to share his not-unreasonable beliefs on a subject. She has a convert’s faith, but a speaker’s tact in pushing Dark Empathy as the reasonable and correct path. Key emphasis is she avoids being preachy, and works on more subtle/nuanced appeals. Someone who tries to convince you by talking with, not at, you.

Besides her intelligence and philosophical fervor, the Advocate’s last topic of note is her unrequited adoration of the Dark Empath. A grown woman who’s dedicated her life to a man (and his teachings) with no expectation of reciprocation, her personal affections certainly make her a biased opinion on the topic of the Dark Empath. It also shapes the dynamic of any attempted relationship with her: you can romance the Advocate (and she’ll initially agree with the hidden motivation of tying you to Tyrannia for her), but the shadow of the Dark Empath is a long one to step out of. Convincing her to move on and have a sincere relationship is a challenge of the character.

Other than those, the Advocate is an otherwise intelligent, strong woman. Clever, resourceful, and not without wit, she is a woman who straddles the lines between ‘admirable’ and ‘apologist,’ intended to draw the player into believing that supporting a tyrannical, expansionist state is the only reasonable thing to do.

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Ties/Affections
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The Dark Advocate is the Tyrannia companion, and is an agent of the Dark Empath himself. The counterpoint to the King's Agent, the Advocate seeks to persuade the empath (and the Player) of the moral rightness of siding with the Dark Empath. The Advocate is the temptress, not in terms of sex appeal (she wears full knight armor) but in logical and ethical appeals. She, more than anyone else, makes 'reasonable' arguments to convince the player of the rightness of Dark Empathy (not just White, not Black, but the balance of both).

The Advocate is personally devoted to the Dark Empath, and while restrained and professional is more than a little besotted with the man, even if she knows she would most likely never see anything of it. She is a woman who believes the Dark Empath has the best path to the future, and wants others to understand as well. While she is naturally inclined to Black Empathy herself, she is a demonstration of how it can be used for good and not simply mindless evil.

Should the Dark Empath live, not even romancing the Dark Advocate will turn her loyalties. If the player opposes Tyrannia and the Dark Empath, which is to say that should the Mercenary NOT side with the Dark Empath’s Tyrannia or a City States allied with Tyrannia, she will betray.

Should the Mercenary help the Black Empath cabal murder the Dark Empath, however, the Advocate changes. She Blackens, and wants only revenge against the Black Empath Cabal who were behind the Dark Empath's murder (she knows, but does not care, about the Mercenary's involvement). Her Black Empathy skyrockets, and her personality hardens, but the only time she will betray the player is if the PC tries to side with Black Tyrannia.

===

The next one is the City State companion, a retired bandit.

She's like an Isabella who got old, cynical, and sick of the sea, and mellowed out in older age, with a subdued sense of racism.

So, not much like Isabella at all.

---

The Lady Bandit (City States)

Primary: Fighter. Secondary: None.
Presumed female, could easily be male.
Non-romance by intent (not interested)

A hard drinking, hard talking, hard fighting woman who has passed the prime of her life, and left both beauty and reputation behind. A former raider and an unapologetic racist against Empaths in an Empath-dominated continent, this mercenary is still willing to sell her services out to one. An early-game recruiter for the role of melee, she is both the City States companion but also entirely optional.

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Back Story
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When she was young, she was a legend: beautiful, dangerous, and vicious. Once a famed bandit who preyed on peasants and nobles alike, the Bandit Queen struck fear in the hearts of many… and took particular delight in preying on the Empath caravans of the City States and the frontiers. Many tried to claim the bounty on her head: none ever succeeded.

Years later, however, and the legend of the Lady Bandit has long since waned. She has mellowed in her older age: once vibrant tones have faded, once numerous paramours attracted to more vibrant youths. A racist by habit rather than by passion, she long since left her past behind for less troublesome times. Living a modest life on her ill-gotten gains, she still does mercenary work from time to time… more to stave off boredom and cover the bar tab than anything else.

Unlike the rest of the companions, the Lady Bandit doesn’t have a specific story: more important is the tone. Bad history and spurned, passionate hatred towards empaths. Once great acts and crimes that have largely been forgotten. ‘Faded with time’ is a key aspect to the Lady Bandit: she isn’t what she once was, more of a crusty older veteran who relies on experience rather than passion of youth.

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Story Role
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An optional companion, it is suggested she be hired as an early-game escort. She is optional, tying into the City States theme of choice, but also miss-able. As a party member she is melee, the initial tank compared to the other two Empath companions at the time. She can be a potential monster at damage dealing, and especially against empaths, but suffers the weaknesses of the non-Empaths.

A racist against Empaths: once scorned and abused, and having seen the worst of the Holy Kingdom, the Lady Bandit gives a biased but alternative look at how the other half lives. That empaths rule most everywhere else is generally accepted. That the Holy Kingdom is ‘benevolent’ is also accepted. But even the Holy Kingdom relies on suppressing people’s emotions in order to maintain power: the Holy Kingdom just uses nice emotions rather than terror.

The Lady Bandit, without being terribly pitiful herself, offers the case study of the ethical abuses that empaths, even light empaths, can do. If an Empath can compound a crime with empathy, it’s probably been done to her: white and back, Holy Kingdom and not, she has suffered through the greatest cruelties and had to fight to maintain her own views in an ocean of satisfaction. It doesn’t excuse her, but it does begin to shed light on why the City States fear the empaths so: the ethical considerations we would have if people could alter and even steal our emotions against our will.

Once again, the Lady Bandit is not a good person. She was once an evil person, and mellowed with age into something more ambivalent and habitual than passionate. She is, in fact, the de facto ‘evil’ companion, who will approve of selfishness, likes doing the mean things (when it’s against empaths), is utterly unsympathetic to a sob story, and is capable of cruelty to the innocent.

Mind you, she’s also, deep down, a fighter for the non-empaths against Empath abuses. She strongly approves of killing or opposing abusive empaths in any context. But her secret kindness in that sort of circumstance is just a dirty little secret.

The Lady Bandit’s personal quest focuses on understanding the root of her hatred against Empaths. As mentioned before, it certainly begins with some legitimate grievance that spiraled into discrimination.

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Personality
---

‘Faded evil’ is the best description. A retired bandit lord, once known for her cruelty and vicious violence, she has mellowed into sharp-biting ambivalence. A biting tongue, but more out of habit than vindictiveness. Selfish, self-interested, self-concerned, she remains a self-centered individual. She’s someone who has lost the vitality and beauty of youth, but the fact that she once had it is still apparent.

A bandit, NOT a Robin Hood character, she didn’t just prey on Emapaths during her time. She simply saved the worst fates for them: a personal, closely held hatred of unclear origin. ‘A woman scorned’ sort, possibly involving an Empath stealing her happiness and forcing her to feel emotions that weren’t hers: to renounce a husband, or love a man she truly loathed? Her initial hatred was only compounded by the bandit career, and the efforts of white and black empaths alike to break her when captured.

That once legendary beauty and passion are faded with time, and behind her. She’s more or less ‘gone legit’, taking modest jobs as a mercenary. She’s in it for the money, nothing else, but may have past connections to the Mercenary’s company.

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Ties/Affections
---

In terms of loyalty, she has none: she was a bandit, not a patriot, of the City States. She does scorn the Empath powers more, however, but that’s largely manageable. The only real condition for her betrayal is siding with a radicalized Empath power.

With her background the least defined of the companions, so are her past connections. She has no true hook into the City States besides her history there. The conceptualized ties are with the party members.

As a more amicable racist, the Lady Bandit is able to get along with empaths on an individual basis. If this seems odd, remember that racism is not synonymous with mouth-frothing hatred, or even superiority complex. She does not see or treat Empaths as inferior, she simply hates when they use their powers to affect others. Which, with most empaths, is frequently. Otherwise, she’s quite capable of banter. It’s a case of blanket racism, nothing personal. The Empaths of the party are treated with indifferent distaste, but not outright hostility.

The Empath, being royalty, gets ribbing for being both an empathy and royalty, neither of which the Bandit cared for back in the day. Rather than the empathy racism in general, which he is familiar with, the Empath can’t understand the reason for the legendary banditry. The Empath can’t match the moderated Lady Bandit traveling with him to the once terrifying scourge of the north. The Lady Bandit paternalizes him as a young, well meaning idiot, and thinks it unfortunate he had to be born with empathy.

The other two factional companions, the Agent and the Advocate, come from Empath-dominated societies, and can’t grasp why the City States would hate Empaths who make greater good possible. Both try and fail to convince the Lady Bandit that she’s mistaken about the harm of Empaths: the Lady Bandit has far more awareness of the flaws of either, and kindly informs them. The dangers of Black Empathy are dangerous, but White Empathy can be cruel in other ways: denying people their own emotions, forcing them to feel affection for others, ignoring and covering up the ills in the world rather than fixing the problem that they themselves might make.

The Disciple, being a non-Empath from a non-Empath society completely alien to her, gets treated like a bizarre animal, and the sentiment is returned. The Lady Bandit is interested in how the Empaths were repressed and marginalized, but doesn’t take the bookish scholarly approach seriously. She also outright laughs at the idea of a creator god. The Disciple on the other hand has never seen an actual bandit who hasn’t tried to kill him, and pesters the Lady Bandit with questions while defending his own faith.

The most notable relation is Doctor Feelgood, who finds himself attracted by the Lady Bandit’s experience and scathing personality. The experienced hedonistic, masochistic empathy doctor pursues the equally experienced casual-racist anti-empath former bandit queen. One older man pursing an older woman, to her surprise, displeasure, but also flattery. Like many forms of racism, the racism doesn’t mean no interest in an adult relationship. It’s a background affair between two characters, independent of the player, and provides a dynamic of interest for the rest of the party to gossip about. While Feelgood isn’t out to reverse her racism, assuming she survives the Lady Bandit may eventually reciprocate to a ‘decent’ empathy and they enter a distinctly non-conventional relationship.

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Posted at 04:27 PM on 2012-01-30
Well, you definitely have a knack for creating interesting stories with intriguing characters (Lanius is another example of that).

Doc Feelgood is interesting especially in how tenacious he is. As you said, he could live in seclusion in relative peace, but he deliberately chose not to, just because he wanted to help others. It could be interesting to explore this tendency of his more deeply - for example, as a part of this exploration, the good doctor could at one moment of the story find out, that life in seclusion would not only be empty for him, but actually worse from the emphatic point of view, than his current life, because the knowledge of him being able to help, but choosing not to would make him so desperate, that the battlefield would seem as the more preferable option for him not only from the moral, but also emphatic point of view.

The disciple is, believe it or not, probably my favourite character, for some reason. I think it might be because he has been taught to think outside the box. Where others see morality and argue, why they think one moral path is better than the other (for example because more lives will be saved overtime), and than they start to explain how is that morality going to fare better in fulfilling its meaning than the alternative would, the disciple might look at the issue from the meta-point of view and ask why should be saving the most lives possible even a priority in the first place.

I'm also interested in how are you ultimately going to handle two issues:

First, in the original post, you stated that the city states are minor and aren't a warring faction on their own and you will have to choose, which side are the states going to join. The extremists/non-extremists choice seemed to affect the type of army city states have and their inner working and politics of the states, not whom you'll lend your allegiance.

Basically, you couldn't choose to ally only with the city states alone, it just didn't seem to be an option. But it seems, that in this post, you have changed your opinion, because siding with the city states is clearly an option. (Or maybe I just terribly missed something.)

The second issue slightly ties to the first one, because it concerns the factional companions, namely how are you going to handle their betrayals.

I see two types of betrayal now: "Wynne type" and "Alistair type."

"Wynne type" is basically the betrayal where the companion is so disgusted with you that he or she wants you dead. And nothing can help you avoid this. No conversation to persuade them. And it invariably results in the companion's death.

"Alistair type" is much more complex. Sure, you can have death as well, but there is (are) alternative(s). Just like Alistair could be executed, but also released to wander aimlessly or even made a king and rule alongside Anora, this type of betrayal, admitedly my favourite of the two, could offer some interesting dilemmas to solve (and affect epilogue considerably).

All in all, I think that the story and characters you've written so far are cohesive and interesting to read about and I'm eager to see how will you continue to flesh out the story, if you choose to do so.

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Posted at 09:48 PM on 2012-01-31
Thank you for your thoughts. Clarifications deserve to be made.

When I said the City States were minor, I meant in relation to the two key players in the war: the Holy Kingdom and Tyrannia. Compared to either of them alone, the City States are insignificant.

What the City States are, however, is the potential kingmaker for the war to follow: whether as an ally enabling one side or another, or taking advantage of the chaos to advance themselves.

So the City States are a major faction which the player can join... they just aren't quite a major power in terms of winning the war on their own, which either of the other powers could.

As for the betrayals, the factional betrayals are of the 'Wynne type', while the Empath is of the 'Alistair type.'

For the factional companions, their course is set at the alignment point of no return. In a mid/late game story mission that all players take, the players make an irreversible commitment to help one faction in a particular way... and that decision determines the faction, and triggers the immediate betrayal by the comrades if their preferences aren't met.

The Empath has a different sort of betrayal, depending more on how he was developed across the game. More of a catch against sudden reversals of course or certain extremes, the Empath will betray you at a critical time, and ultimately the player will have to decide what to do with him. Which, considering you both go insane if the other dies, isn't the easiest dilemma.