THE IRON NATION
By Rob Pool (robert69@usa.pipeline.com)
Prelude/author notes
This document details a new house/organization for Changeling: the Dreaming called 'The Iron Nation.' First off, this is written with the idea that Nockers can build things more complex than simple tools and weapons -- if you don't like that idea, you may as well go read something else like some more of the ramblings on the Changeling mailing list and the various threads on alt.games.whitewolf. Okay, gonna stay? Goody! Also included with the details of the Nation are examples of their handiwork (Several types of robots) and some things House Dougal has created to even things out as well as some possible chronicles ideas. Most of the robot designs are based somewhere in between Chrono Trigger, Robot Carnival, Bubblegum Crisis, and assorted other animes/video games/movies/ect just to make sure you are aware of their presence here. Think of this as something to hold us over until Whitewolf gets the idea to put together a Nocker Kithbook ;-) BTW, if you make any of your own Robots/G-meks/G-toys using the below stuff, PLEASE mail me 'em (my email adress is Robert69@usa.pipeline.com). I'd be more than happy to include them in any revisions or new versions of the file with the proper mention to your creation. Also, lastly, if you are a player, then get your nose out of this file and give it to your ST! This is best for Storytellers only as it loses its touch if the players know all about it.
Introduction
The Iron Nation is a self-appointed Changeling House/secret society comprised of Nockers and magi dedicated to the development of Robotics. While most of the other sidhe nobility ignore the nocker group as nothing but a nuisance, house Dougal is scared of the Iron Nation. Why? Because the Nation is developing androids, robots, and wartoys the likes seen only in sci-fi movies and animes.
History
The Iron Nation was formed somewhere around mid-19th century in Mother Russia. At that point it was more of a Nocker ruled kingdom of sorts that had ruled over much of the changelings of Russia. When the steam age began, the Iron Nation were secretly developing their own fascinating inventions which included early forms of steam/glamour powered robotic vehicles. This new technology, which has been a carefully guarded secret, is called Glamour-Tek or G-tek. Many of the new Robots and such presented later are some of the best things developed using this technology. It is said that many Russia's finest weapons were first developed by the Nockers of the Iron Nation. When the sidhe returned in the resurgence, the Iron Nation lost its political power and was forced to go into hiding. With the increasing popularity Robots in various forms of entertainment, the Iron Nation has been growing steadily in power in the last 10 years. Currently, there are 6 known complexes that are devoted to stock-piling the armies of the Iron Nation in Germany, Japan, the UK, Mexico, the US, and the main plant in Moscow itself.
Organization
The leadership of the Nation is made up of a council of the 6 leaders from the known Iron Nation complexes in Japan, Germany, the UK, Mexico, New York (USA), and the main complex in Oklahoma who serves as the chairman. The 6 meet oftenly through VR hook-ups/hologram projectors that allow them to communicate together. The House itself, although pre-dominantly Nocker Changelings, includes a strong following of loyal magi: particularly Virtual Adepts, the Sons of Ether, and animagicians (net-tradition/convention). There is also a, although extremely small, number of virtual adept Runeseers (another net-kith). Oddly, there is no contempt or rivalry between the varying supernaturals although there is, to a small degree, some favoritism shown toward the nockers.
Outlooks
For the most part, the Iron Nation sees most non-Nocker Kiths as trash not neccessary to their master plan although have no problem in manipulating them into doing whatever the nation requires. They also have a special connection to the techno-minded magi traditions and have been known to let them within the doors of the Iron Nation.
Boon
The nockers of the Iron Nation excel at manipulation. +1 to manipulation. Through a cold fascade, they will lie and cheat to get whatever they want or need.
Flaws
The Iron Nation is not very well liked; even those who leave the organization with good intents, will be treated with distrust. -3 to all social situations involving other changelings.
Titles
One extra thing I thought I should note. All members of the Iron Nation have a rank instead of a title if they take the title background.* | Acolyte
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** | Adept
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*** | Gearsmith
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**** | Robot maker
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***** | Master engineer
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View Toys of the Iron Nation