# ### **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