Meet the Nineteenth Century Coincidentium

Bureau of Particulars Menacing Shot1

Nineteenth Century Meets Coincidentium

You have heard the old adage: “find a need and fill it”, this is how to make a fortune. It’s a theme that will persist on game days with Two Hour Wargames Colonial Adventures and Mission St. Mary.

A Sketch of the New Earth

The earth suffered a natural catastrophe from “the heavens”. Clusters of ‘space rocks’ following in the wake of a ‘mega-comet’ ploughed through three planets, Earth, Mars, and Venus. The Apocalypse arrived in 1859. Odd beings landed in worn out ships that had also been dragged through the galaxy by the comet. They founded new colonies on the shattered land.

No one was able to do much in the way of resisting the new settlers. Some Humans blamed the ‘new settlers’ or immigrants for ‘blowing up the sky’and draining oceans. Most of the immigrants do well to scratch out an existence on Earth. They have about the same needs as others. Some show bad manners and get into trouble, most seem to abide by law and respect the other beings now living in communes and out in the territories.

The Bureau of Particulars

The group picture is a brick of agents from the Bureau of Particulars. These agents are the field investigators and law keepers for human society in the late 19th century Maritime Union.

The Coincidentium

The new ‘reality’ has been dubbed the Coincidentium by New York Herald editor Marcus Frimby. “We will find we have a very real confrontation with beings much different from ourselves or anyone the great explorers of old ever encountered. To date the Maritime Union and Territories are populated by Hybrids, Mutants, Neugens, Mortans, Spirits, and Humans, and the persistently combative migratory Narga all making attempt to live on the what part of the planet that has remained stable for the last 25 years.” The Coincidentium reflects the razors-edge survival of all species on Earth.

“The most frightening and deadly beings are not always the most repugnant to the senses.” Lady Morgana Davis, Spirits, Charleston, Lower Carolina.

An Adventure in Pathfinder, the RPG

Last week I was invited to play Pathfinder(tm). The game is good but my colleagues in stealth, strength, and cunning are the reason I returned for my second game.

My character, Nip, began in the Pathfinder rules. In the end he’s became a Dwarven chap and comes equipped with a fairly formidable mace , not the sort one sprays, but the sort one swings.

A swing of the mace for Nip means taking out everything from the belt line downward. That is okay with my fellow Les Misérables (viz.adventurers) because the belts, purses, and pockets hold lots of swag, yeah, loot and booty too.

Nip receives a share of said swag after he has calmed down a bit from his swirling fit of “Tasmanian Devil” like routine as seen in the cartoon of the same name. He bashes, he smashes and he’s ever light on his feet.

Nip creates songs along the way as a soundtrack to his contribution to mayhem and menace. Not delightful songs full of feeling or creative genius. That would be too kind. Nip Dwarven Rune Lord

Nip, part mace wielding pleb and part raconteur, 100% poor in both aspects.