Before I get to today's sneak peek at the next part of our manuscript, I wanna share the link for something coming later today (or maybe earlier, depending on when you read this!)
Developer Extraordinaire Mathew Dawkins is talking about Trinity Continuum: Steam Wars on The Gentleman Gamer chanel today. Today's topic - What do you play in TC: Steam Wars?
You can check out his video (once it's posted) here - <LINK>
We're now just about six days into our 30-day campaign and we're super close to our funding target, but still have a little more to cover before we lock in our funding for this project and the Onyx Path crew can begin working on taking this draft manuscript to a fully-developed complete game.
This is slight departure from their Trinity Continuum "Alpha Universe" titles and a little more quirky and maybe niche, so needs all the help we can give it! Please continue to spread the word in your social circles and on your social media, and let's see if we can't get this boiler fired up and get our war rig into action!
All backers have access to our first manuscript section, which covers the history and setting for this parallel world within the Trinity Continuum. Last week we had a sneak peek at some of the options when creating characters, focusing on their Role Path. Today, I want to look at one of the other choices that you make when creating your character - your Alliance Path! Below, the write-ups for two of the Alliance choices your character can make.
There are 7 included in the manuscript, so this is this is just a sample of the contents of this chapter, just to give us an idea of what we can expect. There's a lot more information and direction provided in the actual text, but this should be enough to get a conversation started!
Alliance Path
A vital part of any character’s build in Trinity Continuum: Steam Wars is the Alliance to which their characters and rig belong. It’s possible for characters of disparate Alliances to work together in a single rig in events where groups such as Fulcrum and the Iron Ring work together, or where Die Lanze has utilized the Confederate of the Sea for mercenary purposes, though most rigs will represent one Alliance’s military might.
All Alliance Paths have Skills, Edges, and contacts suggested for players. Players can choose whichever of these traits they wish, however, in character creation. The only requirement for Edges is the character meets the prerequisite (where applicable).
Confederation of the Sea
The seas were calm, but the world beyond the Mediterranean was far from it. The fighting was still too far away to see smoke on the horizon, but sometimes the smell of it wafted from afar, mixing with the salt air and leaving an acrid taste at the back of your mouth. Teodoro watched the place where sea met sky nonetheless, waiting for the moment he spotted an ironclad’s silhouette rising out of the blue. Soon, the British and the French would stop asking politely for passage across the Mediterranean. When they did, the Confederation of the Sea would be ready.
Role on the World Stage
Without significant condensed coal resources to leverage, and with their political power diminished or waning over the last few decades, the nations of Italy, Spain, and the Ottoman Empire have found themselves at odds with or rebuffed by the powers around them. Down, however, is not out. While Britain, France, and Prussia compete to create the most cutting-edge steam rigs, those war-machines thus far perform best on land. They have yet to create rigs that can stride the seas.
The Confederation of the Sea claimed control over the Mediterranean while their European neighbors were busy at war, and in so doing proved that their members shouldn’t be so easily dismissed. The Mediterranean Sea isn’t as strategic a body of water as the North Sea or the Sea of Japan as far as transporting rigs goes, but it is a convenient travel route for nations with colonial interests in North Africa. With access to the Suez Canal’s northern terminus under the Confederation’s control, non-member nations must return to much longer trade routes through the South Atlantic. The Confederation’s member fleets have imposed and enforced a blockade on all non-member ships seeking passage across the Mediterranean, including merchant vessels. Only those parties that pay massive tariffs may proceed. The Confederations’ coffers now swell for the first time in over a century, and in some cases revitalized the nations’ shipping industries due to lower competition.
The Confederation’s declaration that the sea was off-limits as long as the war continued in Europe and Canada puts the most pressure on France and Britain to end the hostilities, though the chances of that seem slim. France and its North African colonies suffer the greatest effects from the blockades, preventing vital resources from reaching their destinations in both directions. Additionally, France’s diminished ability to send troops increases the likelihood of revolt, especially in Algiers. Though the British also feel the strain in reaching their colonies, tensions are highest between the Confederation and the Dual Entente. Open conflict hasn’t been declared, though shots have been fired and lives lost on both sides already.
We want YOU to join the Confederation of the Sea!
When one avenue to success gets blocked, members of the Confederation of the Sea find another way around... or make their own. A good recruit takes stock of the resources at hand and the people surrounding them and makes a plan based on that. They focus on immediate, achievable goals. This isn’t to say the Confederation isn’t making long-term plans — “end the war” is an extremely lofty objective — but sometimes it’s more worth it to make a big, short-term impact and adjust from there.
Confederation members are good team players, able to find common ground among disparate groups of people. They’re adept at assessing everyone’s skills and putting them to their best use. Some see the other alliances’ habit of overlooking them as an advantage. You can accomplish a whole lot when no one’s watching your every step. Others view it as a challenge and take steps to make their presence and achievements unignorable.
Scientists and engineers looking to innovate in non-military applications for condensed coal find opportunities with the Confederation of the Sea. Universities such as Bologna and Salamanca offer laboratory space, and Ankara has dedicated a steelyard to prototype rigs intended for civilian aid.
History and Future of the Confederation of the Sea
The path that led to the Confederation of the Sea has been long and winding. Tensions between France and Spain heightened during and just after the Carlist wars, at least partly due to disputed claims over whether Spain possessed the condensed coal deposits it claimed. Spain therefore sought allies beyond their northern border.
After the assassination of King Umberto of Italy in August 1894, Italy cut ties with France. Together with Austria, Italy proposed an alliance with Prussia, hoping that Prussia’s betrayal by Russia would convince them to consolidate power in central Europe. Chancellor Otto von Bismarck roundly and disdainfully rejected their approach. Like Spain, Italy was left to look elsewhere for friends.
A year later, in response to France ramping up military actions, Italy convened the gathering named the Mediterranean Table in Sicily. Representatives from Portugal, Spain, Greece, and the Ottoman Empire attended the talks, but tempers were high and old rivalries soon made themselves known. The fragile Ottoman Empire would only concede to allying with their western neighbors if Greece agreed to formally entering a protectorate arrangement with Turkey, which they predictably and fiercely declined. Spain made a similar overture to Portugal, to which the Portuguese stated if one nation was to become subject to another, it ought to be the Spanish as the lesser partner. Sabers rattled and talks broke down, diplomats returning to their embassies.
To the surprise of many, the Confederation of the Sea officially formed in March 1896. Neither Portugal nor Greece accepted places in the new alliance, the aforementioned political reasons forming one part of their decision, with pressure from Britain another. Diplomatic outreach with both countries is ongoing in the hopes they might yet join. In January 1897, outbreaks of war in Europe and Canada pushed the Confederation to declare the Mediterranean their exclusive territory. Thus far, other European powers haven’t opposed the declaration with fighting, but Britain and France — who need access to the sea to quickly reach their African colonies — have registered their objections.
Technology Level
The Confederation’s steam rig technology lags behind that of other alliances. This puts them at a disadvantage should Prussia set its sights on their territory, but even steam rigs are currently no match for the sea. Confederation members have focused efforts on upgrading their navies to accommodate condensed coal power, and adapted various weapons initially designed for rigs to work aboard their ships. Civilian-focused technology is where the Confederation shines, though most alliance members still need to pay to import condensed coal from other countries. A few deposits have been discovered in the Pyrenees, creating additional tension between France and Spain. The Confederation has entered trade agreement with the Long Handshake featuring non-military condensed coal applications and civilian rig designs. Such arrangements make other alliances wary, though thus far no one has offered the Confederation a better deal or good reasons to disengage.
On land, the Confederation’s rigs lag behind others in terms of design and capability, so instead they rely on getting in close enough for their crews to board and disable enemy rigs. However, when they can fight within range of the coast, they have backup from their ships’ artillery.
Path Concepts
The Confederation of the Sea values diplomacy and tenacity within its members. Though it’s the least belligerent of the alliances, its member nations don’t back down easily when challenged. Individual recruits share these attitudes, looking for compromise and equitable solutions where they can find them, but willing to use force when talks fail. They live by the following codes: “We won’t be overlooked,” and “Progress should benefit everyone.”
Skills: Culture, Persuasion, Ranged Combat Path Attributes: Mental 1, Social 3 Edges: A Little Extra, Refreshingly Honest, Say Again, Shadow, Someone to Watch Over Me, Tell a Thumper Contacts: Harbormaster at a busy port, shipyard overseer, ambassador from another alliance
A Little Extra (•)
You’ve been lucky as long as you remember, and the world just seems to favor you in small ways. Once per session, you can describe a story element as if you had spent a Momentum: you’ve found some money on the ground, accidentally received an extra ration of bacon, or any small boon. The exact amount will be decided by the Storyguide.
Refreshingly Honest (•)
You may not have a way with words, but you have a natural straightforwardness that most people respect. The cost of the Encourage or Prevent Thought Trick costs 1 hit less.
The Long Handshake
The good thing about the Russian rigs was they were so loud, even when they were idling. It wasn’t just the engine chugging and steam hissing, but the scrape of stokers’ shovels and the crewmembers’ chatter. They had to raise their voices to be heard over the boilers, adding another layer of noise to the night.
In comparison, Nan Ju-Hyeon’s little steel grasshopper was almost silent. Oh, the snow crunched beneath its spindly legs as it skittered along, and her engine huffed in time as she raced toward the larger rig, but the Russians wouldn’t hear her until she was on top of them, and their first clue to her presence would be the rat-a-tat-tat when she opened fire. That would be plenty loud enough.
Role on the World Stage
At first, the news of Korea’s alliance with Prussia was met with skepticism in international circles. The two countries were too far apart for any agreement to do much good. Yet proving the naysayers wrong has turned into a point of pride for the Long Handshake, forcing those who had previously dismissed Korea’s potential to be a power on the world stage to reconsider such opinions. For Prussia, the alliance with Korea grants the ability to hinder Japan’s response capabilities should their Iron Ring obligations be called upon. Korean ports also provide a vector of attack into Russia by sea.
With the influx of Prussian scientists, engineers, and of course funds, Korea has swiftly advanced its steam rig capabilities. Factories and refineries appeared quickly, and Korean inventors wasted no time studying the schematics their Prussian counterparts provided and iterating upon them. Their ambassadors reached out to their counterparts in the Confederation of the Sea and neutral nations to negotiate trade agreements for non-military technologies. Such arrangements place no political or military obligations upon either party, earmarking the transactions for academic, commercial, or humanitarian use.
We want YOU to join the Long Handshake!
Members of the Long Handshake view the impossible as a challenge. If they’re told something’s too hard or too complicated, or that it runs counter to current scholarly and scientific theory, a determined recruit looks for a way to make it happen anyway. The worst case is you fail and try another tactic. Military leaders with clever new fighting strategies, engineers with implausible rig designs, and diplomats whose politicking style is just a bit unorthodox do well in the Long Handshake.
Out of all the alliances, the Long Handshake is at the forefront of experimental — and often dangerous — innovation. Prussia saves the more tried-and-true — and therefore stable — advances for deployment in Die Lanze missions, while they view the Long Handshake and the Korean front as a testing ground for cutting edge technologies. Skirmishes against Long Handshake forces run the risk of their rigs exploding on the battlefield, taking out both allies and enemies.
The Long Handshake also draws in spies and information brokers who do a healthy trade in stolen schematics and intercepted communications. While Prussian rig yards might follow a stolen schematic exactly to spec, teams in Korea look for ways to improve upon it before rivet ever meets steel. Both methods deliver a similar message: underestimate this alliance at your own risk. Information brokers throughout the alliances have noted the shadow intelligence war taking place between Prussian-backed Korea and Britain-backed Japan.
History and Future of the Long Handshake
Against the advice of Britain, France, and the United States, Korea opened negotiations with Prussia in December 1895. They thought little would come of the offer but expected the move to grant them a measure of leverage with neighboring nations. At the very least, Korean diplomats sought notice on the world stage. However, Prussia took Korea up on their proposal, perhaps aided by stolen steam road plans in Korea’s possession. Their scientists and engineers arrived in early January, ready to share steam rig plans and build bases, factories, and refineries. Prussia, in return, gained access to Korea’s condensed coal reserves.
While Korea stayed out of many of Prussia’s conflicts over the spring and summer of 1896, they upheld their obligations as allies in the fall. With their steam rig fleet in fighting order, Korea attacked Russia by sea, attempting to drive Iron Ring and Dual Entente forces out of their waters. The nation continued to prove its loyalty, harrying Russian armies and forcing Russian military officials to divide their attention on multiple fronts. Korea harbors its own ambitions, beyond those of their ally. Their strategists eye Japan cautiously, aiming to gain the upper hand in the intelligence war. Winning it is a key step in their ultimate plan to control northeast Asia’s entire eastern coastline.
Technology Level
Not only does the Long Handshake benefit from Prussia’s advanced technology, Korean engineers have improved on several models as the nation builds up it steam fleet. As the country’s steam rig fleet nears completion and its steam roads offer easy transport, engineers turn their sights toward rigs with new capabilities. The inability for the Long Handshake’s members to reach each other’s territory swiftly is a problem they hope to solve. Rumor has it that Lucy Tillencrest seeks to build flying rigs for the United States. Now, metalworkers in Korean rig yards experiment with wing shapes and movement, racing the Americans to the skies. Fields around such rig yards are littered with debris from failed flights. Safety measures are low-priority; implementing them wastes precious time and resources. Therefore, test pilots who survive crashes embroider tiny parachutes onto their jumpsuits’ sleeves as a mark of pride.
On the battlefield, Long Handshake forces are unnervingly unpredictable, due to their engineers’ constant churn of new features and improvements. Just when opponents think they know what the alliance’s rigs are capable of, the captain reveals a shocking modification, or the gunner takes aim with a surprising new weapon.
Path Concepts
The Long Handshake’s ranks are full of radical futurists. Those members who are more conservative upon joining eventually come to embrace a degree of uncertainty and the thrill that comes with discovery through dangerous experimentation. Recruits share the alliance’s attitude of defiance in the face of dismissal, and go to great lengths to prove naysayers wrong. They live by the following codes: “We might die trying, but the advancement is worth the risk,” and “Nothing is impossible.”
Skills: Culture, Enigmas, Science Path Attributes: Mental 2, Physical 1, Social 1 Edges: Close Quarters, Code Breaker, Evaluating the Skirmish, Inside and Out, More Than We Know, Not Just a Pretty Face Contacts: Engineer from another alliance, renowned steam rig test pilot, foreign dignitary
Close Quarters (••)
You may not be actually fighting in someone’s house (or maybe you are), but you’ve been trained for the unfortunate possibility of being stuck in a built-up area during a skirmish. Negate the Crowded, Tight, or Social Code area effects.
More Than We Know (•)
There are depths of knowledge that we have yet to plumb, yet for you they just float to the surface. Whenever you take an investigation action, you can purchase the first Extra Evidence Trick of this investigation for 0 hits.
We're gonna get a whole lot more about Alliance Paths - and all of character creation - on Tuesday, when we get our next big manuscript section. Backers will gain access to the complete draft manuscript, chapter by chapter each Tuesday, and we'll be able to read the entire book before any pledges are processed or payments collected at the end of this campaign.
You'll also be able to provide your feedback directly to the writers and developers, because backers make things better!
SO - join in if you haven't already, and spread the word if you're already a member of our crew. Let's get this project funded and power up the engines on our massive machine!