Sons of Ether
‘The true wonder of science is not
in its ability to explain the universe, but in its capacity to form new
questions.’
Specialty Sphere: Matter
Associated
Abilities: Science, Crafts, and Dodge.
Not all science needs to be the banal and regimented process
trumpeted by the Technocracy. So say the
Sons of Ether, and they practice what they preach. From the mad, inspirational science of
Victorian wonder-workers to the fringes of cutting-edge alternative scientific
theory, the Sons of Ether use it all.
While other technomancers pioneer new worlds,
the Sons of Ether take the discarded cast-offs of technology and turn them into
creations of the imagination. No
invention is too strange, no theory is too obscure, for them to tweak it and
find a way to use it. Contradictions? Impossibilities? Nonsense – there are only doors that have not
yet been opened by Science!
Tradition Paradigm: Personal
inspiration makes impossible ideas come into reach.
Philosophy: While
Technocrats codify the universe into a static mold explainable by convoluted
science, the Sons of Ether reject such a notion as foolish. The universe is far too vast, too varied for
any single equation to hold sway over it.
The act of observation changes the outcome, as quantum science is
discovering, and thus discovery and invention are personal processes, driven by
the wonder and inspiration of the individual.
Nothing is impossible – from the ‘disproven’
theories of yesterday, the Sons of Ether create the wonders of tomorrow.
All magic comes down to Science! Perception defines the universe, so each
Scientist builds their own model of reality. With intuitive insight, a Scientist can build
inventions and make connections that no other person could understand. Their inventions have many forms – some based
on ‘real’ science, and some outlandishly fanciful. Many Sons of Ether build things in the vein
of mad science or bad sci-fi movies, creating gloriously low-tech devices with
exposed gears and flashing lights. Of
course, there’s nothing stopping them from working in the miniature, either,
creating the micro-sized marvels of tomorrow.
The Sons of Ether are also one of the few Traditions to
formally share their common knowledge.
Many Etherites awaken after reading the Kitab al Alacir, or
Book of the Ether, which details how all reality comes
down to the fundamental substance of Ether.
Furthermore, many discoveries are published in Paradigma, the journal of the progressive sciences, and being published is a
goal that nearly all Etherites strive for.
Materials have a special place for the Sons of Ether, as the
masters of Matter. Often their
inventions will rely on obscure, rare, or even impossible elements to induce
new scientific effects. Just as often,
an Etherite will build an android out of a VW Bug,
two toasters and a cell phone. It’s hard
to say exactly what inspiration will strike them next.
Failings: Given
their incredible diversity of personal theories, it’s a wonder the Sons of
Ether manage to communicate at all.
Every single Etherite has their own spin on,
well, everything, especially when two Etherites use
mutually contradictory theories (which both work). A discussion of magic may give rise to five
or six different theories, before any of the other Traditions even get a
say! This individuality makes it hard
for the Etherites to communicate as a whole with the
other Traditions.
Likes
Euthanatos: It’s good to have an external review board, someone who
is watching to make sure other Traditions don’t step over the line. They put too much faith in capital
punishment, but after seeing what the Technocracy has done, we have to agree
that some people need to be removed.
Let’s hope we never draw too much attention from them.
Order of Hermes: They are nearly as academic as we are, with their
emphasis on preserving knowledge. Every
now and then, one of their number comes up with
something new. They’ll learn to
celebrate this innovation, rather than punishing the insubordination. For now, we’re simply grateful they trust us.
Dislikes
Akashic Brotherhood: The power of the mind is great, yes. But the purpose of an inspired mind is to
create and build, not to attempt to shield yourself in your own little
world. Their doctrine is inherently selfish
– they spend so much time looking for enlightenment, they can’t see the
humanity in front of them.
Celestial Chorus: You leave me alone, I’ll leave you alone. There doesn’t need to be a gap between
religion and science, but at the same time, not everyone has to be
religious. Those god-fearing Sons among
us will happily attend your services.
Now leave the rest of us in peace.
Cult of Ecstasy: Parties are great for celebrating the
accomplishment of something great! But
the Cult seems to be all about the parties, and less about the
accomplishment. They are an interesting
bunch of thinkers, philosophers, and dreamers.
They’re just not very good do-ers.
Hollow Ones: We create, while they preach destruction. You want to build a better world? Grab those boards and that hammer, and we’ll
get building.
Virtual Adepts: The Sons and the Adepts are both devoted to
bringing magic back into the modern world, but the similarities stop
there. They put too much emphasis on
their toys, rather than the innovation that makes them possible. They could care less about the thrill of
discovery; they’re happy to copy someone else’s success.
Hates
Dreamspeakers: Totally incomprehensible. They say that if I put these gears together
and make a clock, suddenly there’s a ‘clock spirit,’ and it’s alive. Preposterous. You can pray to your spirits and effigies for
rain, I’ll be over here making a rainmaking device. Let me know if you ever pull your mind out of
the Dark Ages.
Verbena: People still do this stuff? The inspiration of the Traditions is great,
but they need to realize that there are some really backwards groups in the
Council of Nine. The old ones whine
about how we’re corrupting the Earth with science, the new ones whine about how
we should play with New Age crystals and dance naked. The worst ones are those who call their
occult foolishness ‘science.’
Please. I do more science before
Factions
Royal Ethernautical
Society
The Ethernauts claim credit for the first voyage to the moon,
and the creation of the first human habitat in orbit. They are the premier explorers of Etherspace and the unknown, building Etherships
and training Ethernauts to go farther, faster, and
more spectacularly. They are the brave
explorers of the Traditions, going where no man has gone before – and no
Sleeper will go for two hundred years!
Faction Paradigm: Knowledge
can be found by exploring what is truly unknown.
Cybernetic Research
Institute
The Cybernauts
are the home of the technology experts of the Tradition, building machines that
work more efficiently, more intelligently, and more durably. They do experiments in robotics, smart
machines, and the flow of information.
They are among the most ‘modern’ of the Sons, preferring to work with
the newest high-tech devices rather than the steam engines and gears of some of
their fellows.
Faction Paradigm: Machinery
is power. The Technocracy knows this,
and we must too.
Utopian League
The Utopians believe that Scientific research should benefit the Sleepers as much as
possible, as soon as possible. They work
their influence on Sleeper society through politics and history, learning not
only how to make fantastic new inventions, but how to get the common man to
accept and use them. They also keep
track of other Sons of Ether, making sure their science stays ethical.
Faction Paradigm: Science
and technology should benefit everyone.
Adventurers
These
go-getters seek to train their minds and bodies to their peak, utilizing portable
devices and their own personal spin on Science to fight injustice wherever they
find it. They are always traveling,
looking for the next thrill to be had, whether it’s researching the true
secrets of Alchemy or soaring through war-torn lands on a home-built jetpack.
Faction Paradigm: We
must do what’s right, and take the battle to our enemies!
Dissidents
The Mad Scientists reject much
of the Scientific ethos. They believe they should be able to perform
any experiment they wish, no matter what the consequences. Such is the nature of experimentation! Many have a singular obsession to which they
devote their entire lives, such as a cure for cancer, the creation of an
intelligent machine, or the birth of new life.
Faction Paradigm: Progress
cannot coexist with arbitrary limitations.
Progressivists
These politically-charged
scientists are revolutionaries within the Tradition. From within, they try to break down the
‘white, European male’ stereotype (and truth) of the Sons of Ether. They have recently begun a movement to change
the name of the Tradition from the ‘Sons’ to something less sexist. They are the political forefront of the Sons
of Ether, often the only advocates for changing what many scientists see as the
old ways and the good ways.
Faction Paradigm: Where
there is bias, we cannot trust the science.
Elite Cabal: Ether
Labs
Within the
Sons of Ether, there are many groups founded to work on specific projects. These are not factions per se, more like
research teams. To become a member of one
of these teams is a great honor, as the chosen Etherite
is on the front lines of innovation – whether building Etherships,
researching new horizons, or learning to harness advanced technologies. With a Tradition as diverse in purposes as
the Sons of Ether, having your efforts officially sponsored is a great honor.
Cabal Paradigm: The
best and the brightest, to accomplish the newest and strangest.
Requirements: Science
at 5, Crafts and Dodge at 4, two other Abilities at 4. Matter at 3, one other
Sphere at 3.
“Real Science comes not from sterile
laboratories, but from the spark of imagination!”