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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 8 am than you’ll do in your entire life.

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!”

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