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### **Basic Information**
- **Name:** The Technic League
- **Alias/Nicknames:** The League, The Metal Masters, Iron Wizards
- **Type:** Technological Cabal/Arcane Research Organization
- **Symbol/Emblem:** A stylized metal gear with an arcane rune at its center, encircled by a chain
- **Headquarters/Base of Operations:** Starfall, the capital of Numeria, with research facilities throughout the nation
- **Scale & Reach:** National dominance within Numeria, with agents operating in neighboring regions
### **Purpose & Goals**
- **Primary Objective:** Control and monopolize Numerian technology, harnessing alien artifacts for power and knowledge while preventing others from accessing them
- **Core Ideology:** Technology is power; control of technology means control of Numeria; only the intellectually superior deserve access to advanced discoveries
- **Methods & Operations:** Collection and confiscation of artifacts, reverse engineering of alien technology, suppression of unauthorized tech usage, manipulation of Numerian leadership
- **Notable Activities:**
- Expeditions to recover technology from crash sites
- Experimentation on technological artifacts (and sometimes on people with them)
- Enforcement of their monopoly through intimidation and violence
- Trading carefully controlled technological items for wealth and influence
- Manipulating King [[Kevoth-Kul]] to maintain their authority
### **Structure & Leadership**
- **Leader(s):** The Council of Nine, led by the enigmatic High Captain, whose identity is obscured even from many League members
- **Hierarchy & Ranks:**
- High Captain - Leader of the entire organization
- Captains - Members of the Council of Nine, each controlling a specific domain
- Lieutenants - Field commanders and research directors
- Agents - Full members with specific assignments
- Servitors - Lower-ranked technicians, guards, and apprentices
- **Recruitment & Membership:**
- Primarily seeks those with arcane talent or technical aptitude
- Rigorous testing process focusing on both magical and analytical skills
- Advancement requires demonstration of results and unwavering loyalty
- Once in, members rarely leave except through death (natural or otherwise)
- **Key Figures:**
- The High Captain: Mysterious leader whose face is rarely seen
- [[Ozmyn Zaidow]]: Captain of Acquisition, directing the recovery of artifacts
- [[Valeska Kolaroth]]: Captain of Research, leading technological experimentation
- Various Lieutenants who manage specific operations across Numeria
### **Influence & Power**
- **Allies & Affiliations:**
- King [[Kevoth-Kul]] of Numeria (though he is largely controlled by them)
- Select black market dealers who serve as fronts for their operations
- Various mercenary groups hired for protection and retrieval operations
- Corrupted members of Numerian nobility who benefit from League patronage
- **Enemies & Rivalries:**
- [[The Ghost Wolves]] and other tribal groups seeking technological power
- [[Organizations/Economic & Trade Organizations/The Steel Hunters]]: Rival artifact collectors
- Andoran agents seeking to end the League's oppressive reign
- The Church of Brigh, which believes technology should benefit all
- **Reputation & Public Perception:**
- Feared throughout Numeria as ruthless enforcers and cruel experimenters
- Viewed with suspicion and hostility by neighboring nations
- Considered necessary but dangerous by Numerian urban populations
- Hated by tribal communities who have suffered under their raids
- **Military/Magical Strength:**
- Several hundred trained agents and servitors
- Access to advanced technological weapons and defenses
- Significant arcane capabilities, often enhanced by technological devices
- Control over much of Numeria's official military through proxy
### **History & Lore**
- **Founding & Origins:**
- Founded approximately 150 years ago when a group of wizards realized the potential of Numerian artifacts
- Initially formed as a research collective before evolving into a controlling power
- Seized political control during a succession crisis, installing a puppet ruler
- **Major Historical Events:**
- The Copper Concordat that solidified their authority in Numerian governance
- The Battle of Marsh Ridge, where they defeated a coalition of tribal forces
- The discovery of a major alien complex in the Felldales that greatly expanded their power
- The recent shift toward more aggressive expansion and artifact acquisition
- **Scandals & Secrets:**
- The High Captain may actually be a collective entity or an AI construct
- Experiments on unwilling subjects have created technological abominations
- Several Captains have been secretly replaced by technological duplicates
- The League possesses knowledge of an impending catastrophic event
- **Current Struggles:**
- Internal power struggles between the Council of Nine
- Growing resistance from tribal confederations like [[The Ghost Wolves]]
- Dwindling supply of new artifact sites as they've harvested many already
- Controlling King [[Kevoth-Kul]], who has grown increasingly unstable
### **Culture & Traditions**
- **Core Values & Ethics:**
- Knowledge and power above all else
- Superiority of intellect over physical strength
- Secrecy and compartmentalization of information
- Belief that they alone can properly control technological power
- **Rituals & Initiations:**
- The Trial of Gears: A complex test of intelligence, magical aptitude, and loyalty
- Augmentation ceremonies where high-ranking members receive technological enhancements
- Annual demonstration of new discoveries before the Council
- The Binding, where new members swear oaths physically encoded into special devices
- **Notable Sayings/Mottos:**
- "Through machine, mastery"
- "The future belongs to those who control it"
- "Knowledge powers the great machine"
- **Symbols of Authority:**
- Technological implants that mark rank and specialization
- Communication devices that indicate clearance level
- Specially designed staffs that combine magic and technology
- Branded gear symbols that grow more elaborate with rank
### **Additional Notes**
- **Vibe & Inspirations:**
- Blend of secretive magical cabal and retro-futuristic technocracy
- Cold War era scientific division meets arcane research guild
- Ruthless corporate control of resources with magical enhancement
- The inevitable corruption that comes from technological power without ethical constraints
- **Adventure Hooks:**
- Recovery mission for a technological artifact before League agents arrive
- Infiltration of a League facility to rescue prisoners or steal research
- Protecting tribal communities from League raids
- Investigation of strange technological phenomena created by League experiments
- Uncovering the true identity and goals of the High Captain