I've been giving this a lot of thought, actually, because Eurpope is probably the one area of my take on the worlds of Rifts that will see the most changes setting-wise. In short, I think the ball was really dropped with the "Old World" setting books--England, Africa, Triax & the NGR. The latter book, in particular, was a huge disappointment for me when it came out, and largely marked the end of my fanboyish purchase of whatever Rifts book came out, sight unseen.
My problems with Triax & the NGR, in setting terms, were severalfold. I'll address them here briefly if only to give some context to the changes I've made with my own version of the world.
One of the problems I had with the concept of Triax, as first introduced back in Sourcebook One, was of it being this international arms dealer. That just made zero sense to me; here we have a post-apocalyptic world inundated by monsters, magic, interdimensional storms, and alien technology, and a country, the New German Republic, literally besieged on nearly all sides by hostile enemies. Yet somehow, with these sub-stratospheric planes, they have the resources and means to transport weapons and giant robots to markets overseas. It's not a concept I'd be likely to keep if I was running Rifts RAW, and it's definitely out the window with my more explicitly post-apocalyptic take on the setting. I do, however, like the idea of itinerant weapons dealers, so I'm going to keep the "Triax" brand name, but meld it with Naruni Enterprises. In effect, Triax is the brand name Naruni sells their weapons under, like how Nissan used to sell their cars as Datsuns in the states. The Triax-brand goods in Sourcebook One will be manufactured by the Naruni and the Naruni-brand goods in Mercenaries will be sold under the Triax brand.
The second problem I had with Triax and with the NGR in general is that it seemed like basically a clone of the Coalition: a techno-centric bastion of humanity, fighting the good fight against inimically monstrous forces. Even worse, the NGR lacked the Coalition's delicious little moral conundrum of "what price humanity?" In effect, it was sort of like a Munchkin's Coalition--all of the cool stuff with none of the moral angst.
The third problem I had with the books was the lack of proper European flavo(u)r in the books. Some of the other worldbooks managed to capture the flavor of their respective regions, if perhaps a bit cartoonily at times (::cough::New West::cough::). But from the cover of Triax featuring a robot with "NGR" (as opposed to "NDR"--how "New German Republic" would be rendered in German) stenciled on its front, there's a definite lack of Eurocentrism. Again, we're back to the "Coalition Lite" syndrome. My goal is to have my Rifts:2112 Europe to drip with its own distinctive flavor.
I'm certainly not knocking the "cool stuff" factor of the NGR sourcebook, and I intend to keep most if not all of it. I'm just shifting it over to Japan, which, let's face it, should be the home of giant robots and tons of cool mechs.
So where does that leave the New German Republic, and the rest of Europe for that matter? Let's take a look at the map I worked up in the same style as my North America map.

As you can see, I've kept political boundaries largely the same as in the world as-written. Coastlines are, of course, different due to my increased level of sea-level rise. The British Isles are moreso islands than ever, including the risen land of Lyonesse. The most changes I made, politically, are in the lands outside the core NGR/Gargoyle/Brodkil regions. But let's go through the various place names before getting into specificities.
Avalon is what I'm taking from Rifts England--the conceit of a returned Arthurian kingdom. However, I'm also taking advantage of the fact that Mutants in Avalon is available in PDF (finally!) and running with that. So my Camelot Reborn is populated with mutant animals; I've always liked the imagery of medieval animals. It's a call-back to actual manuscript illuminations, and recalls modern works such as Redwall and Mouse Guard, of which I'm an enthusiastic, if casual, fan.
Lyonesse is the center of the returned Fae realms (as opposed to Scotland, as in Rifts England).
Ys is actually Brittany, turned into an island by the rising waters. I'm envisioning that as a sort of half-Fae, half-human land, menaced by the necromantic Blood Druids of the mainlands, almost a faerie tale kingdom. Great setting for a bog-standard fantasy campaign.
The rest of the British Archipelago I'm envisioning a sort of Sea Gypsy setting, mainly inspired by one of the pictures from my initial idea post. I love the double-decker bus being used as an ad-hoc tram/gondola. I'm picturing the survivors fleeing to the sea to get the hell away from lands now swarming with mutant knights and malicious fae, living off the ocean using water power and steam (more on steam tech shortly).
A good homeland for itinerant adventurers, perhaps.
I've mentioned the Blood Druids, and I'll talk more about them in my post on Magic. Suffice for now to say that they're necromancers and summoners and tend to give magic a bad name inside of the NGR, much like the Federation of Magic does for the Coalition.

Vasconia, Langedoc, and Burgundy are independant feudal kingdoms, slightly more advanced and structured than the Sea Gypsies and residents of Ys, but not quite as much as the NGR. Vasconia is the Basque nation, happily independent and insular. The other two are polyglot gatherings pulled together by survival.
Italy is home to a series of Dwarven Citadels built atop the peninsula's many hilltops, in the manner of old Renaissance city-states. Aside from the areas around Tolkeen in North America, I want Europe to be the center of traditional fantasy-type races. I like dwarves, so they're getting lots of space. It's not marked on the map, but I'm also envisioning a smattering of citadels and strongholds in Norway and elsewhere; I'm picturing Bergen as a sort of dwarf-human trading post.
I'm picturing for the Ogre Kingdoms of Bulgaria a more-or-less straight lift of the Ogre Kingdoms from the Warhammer Fantasy world, one of the relatively recent Game Workshop ideas I really dig, particularly the Leadbelchers. Fits in really well with my sort of steampunk-fantasy vibe I'm feeling for Europe.
If I recall, Vampire kingdoms in Romania are canonical, and I'll happily port that over no questions asked. And the same goes for the Russian Warlords, one of the Rifts worldbooks that I feel got things right on take one for the most part.
Now to the bigger polities.
The "monster empires" are largely unchanged, particularly the Brodkil Empire. For BRP purposes, I'll be using Orcs for Brodkil stats. I really have no problems or issues with the Brodkil as a species, society, or bad-guy empire. Nor do I have a problem with the Gargoyle Empire, although, in keeping with my amping up of Lovecraftian elements, I'm thinking that "Gargoyles" will be more of a term applied by human enemies to describe something wholly alien...
I'll use Star-spawn in various sizes to represnt the different types of Gargoyle described in Triax. I will, however, be dropping most of the "gear" that the Gargoyles use. The Brodkil are the tech-junkies. The Gargoyles should be alien and magical, perhaps occassional allies with the Blood Druids and themselves worshippers of Great Cthulhu and other Things.
And at last we come to the New German Republic.
As I wrote about in my technology post, I see the NGR being a much more steampunk or clockpunk setting as opposed to North America's more cyberpunk/dieselpunkish vibe. I'm picturing the NGR as a loose coalition of city-states and independent baronies, fortified strongpoints that support each other in holding the line against Gargoyles and Brodkil but remain extremely protective of their autonomy. In effect, I see the NGR as a return to the model of the Holy Roman Empire, which is why I've marked the major cities of the NGR as "Imperial Cities"--they are the primary electors of the NGR's legislative body, which in turn directs national defense and levies war taxes.

Germany, like the rest of Europe, was scoured by the Cataclysm, reducing most of its major cities to ruin and rubble and temporarily casting its people into nearly Neolithic living standards. Due mostly to blind luck, Germany was largely spared being overrun initially by Creatures from Beyond. Building on half-remembered scientific knowledge and ad-hoc technology salvaged from the pre-Cataclysm ruins, the people of the NGR have managed to improvise a semblance of technological sophistication, using mostly steam power and alchemy in place of electricity and nuclear power.

I'll write more about alchemy in my post on Magic, but in Europe alchemy occupies much the same status as techno-wizardry does in North America, although it's more widely accepted by the Powers That Be than T-W is. As for steam power, steam turbines are used to generate electricity, and a small network of steam locomotives connects cities across the NGR. But what we're concerned with here, I'm sure you'll agree, is steam-powered mechs!
Although I'm jettisoning most of the Triax mechs, I'm not arguing with the idea that to fight alien Gargoyles and rampaging Brodkil, some serious armor is needed. I'm picturing the biggest mechs in the NGR being equivalent to the Black Knight--modified a bit to be more steam-punky, of course.
(Thinking about weapons systems, I'm picturing an even stronger emphasis on chemical slug-throwers--using depleted-uranium rounds, as per the canonical setting--and mini-missiles than we'd see in the vanguard of North American systems. What energy weapons there are would be mostly primitive plasma guns, reverse-engineered from alien technology.)
The vast majority of power armor in the NGR is smaller in scale, effectively throwbacks to medieval armor that provide a measure of protection and strength but retain mobility and the means for the user to utilize a weapon of their choice, usually a missile launcher, rail gun, or chain gun firing D-U rounds. The suits are even called Dampfritter, or steam knights. My visual inspiration comes from the uneven yet visually stunning Steamboy anime.
One thing I liked about the NGR cities as written is that they've been self-consciously built to emulate the classic European town architecture of old. In my version, only the city cores have that look. The outlying areas and the lower levels of the high-rise, high population districts are much more crowded and dirty (see the pic with the locomotive above or the City of Lost Children stills in my Technology post).
I'll do some more thinking on the political and social makeup of the NGR, so there might be a further post on that subject in the future.
Basic Roleplaying is copyright ©1981, 1983, 1992, 1993, 1995, 1998, 1999, 2001, 2004, 2008 by Chaosium Inc.; all rights reserved. Basic Roleplaying® is the registered trademark of Chaosium Inc. All Basic Roleplaying material referred to in this post is copywright Chaosium Inc.
Rifts®, The Rifter®, RECON®, Splicers®, Palladium Books®, Phase World®, The Palladium Fantasy Role-Playing Game®, Megaverse®, Nightbane®, The Mechanoids®, The Mechanoid Invasion®, Coalition Wars® and After the Bomb® are Registered Trademarks of Palladium Books Inc. Heroes Unlimited, Beyond the Supernatural, and other published book titles, names, slogans and likenesses are trademarks of Palladium Books Inc. and Kevin Siembieda.
All art is copywright its respective artist.




Re: getting rid of global arms dealers. I think that's a good idea--i feel like reliable long-range communication and travel is usually pretty anti-adventure.
ReplyDeleteI had an idea once that instead of an internet, Rifts would have a semi-reliable LeyLineNet that techwizards could use to get information. Or try. But basically, keeping the PCs ignorant and slogging seems like a good idea..
You might steal a page from Miyazaki and throw lots of windmills on the British archipelago, especially the artificial island/derrick things.
ReplyDeleteLooks very cool! Now you just need to move to Austin so you can run it for me. ;)
Again, nothing exciting for Spain :) Put some New Inquisition, or some ciber bullfighters!
ReplyDeletetrollsmyth: Consider it yoinked! And Austin, eh? Maybe one day...
ReplyDeleteJose: You know, I was looking at my map and thinking that there was rather a big blank over Spain, especially considering that Iberia was relatively spared the rising sea levels. Plus there needs to be something there for the Basques to fight. ;P
I like your idea of a new Inquisition. I'll think on this a bit.
You've inspired me (well you and my current Rifts game IRL) to begin working on a similar project. It will be interesting to follow your ideas and compare notes.
ReplyDeleteOh and thanks for 'Gates' instead of 'Rifts'. That was the first thing I nabbed as it really forces one to question everything about Siembieda's setting.
I find the Cthulhu mythus to be like salsa, good on everything!
Doc: Thanks! Likewise, I'll be looking forward to what you come up with. That's one of the reasons I'm sharing all this on my blog, to facilitate an idea exchange.
ReplyDeleteAnd you're right--Cthulhu Salsa goes on everything!
Tend to agree that the europe books were weak (though I liked England a lot when I was younger). I would probably keep the millennium trees for instance.
ReplyDeleteIn terms of the "rise of steampunk" you might want to consider some sort of magical effect that impairs electricity (or, perhaps uses larger "concentrations" to open gates to someplace bad).
So you can explain why steampunk is prevalent here (and it's not a sub-optimal choice) while having ultra-high tech elsewhere.
It also adds drama if the PCs start wandering in with their high tech gear. Either it stops working, or ephemeral gates to bad places start popping up, or both.
Love the alchemy vs techno-wizardry thing.
visa vie magical effects and steampunk I suggested it partially because you seem to be focused on trying to keep up verisimilitude (timeline that made more sense, moving chi-town to be on top of a research center, etc).
ReplyDeleteIn that vein.... steampunk/clockpunk isn't as good as electricty (unless you're using magic) as a technology so it seems like you'd need something (i.e. anti-electricity zone) to square the circle and have it's use make sense.
Forgot to mention Millenium Trees--I love 'em too, and they're definitely in.
ReplyDeleteAs for steampunk not being as efficient as electricity, that's fine with me. The way I'm picturing the NGR, it basically had to rebuild from the ground up. We tend to see electricity as the "obvious" choice for power from our own historical perspective, but if a society has to learn how to walk again, so to speak, they may settle on alternate power-generating methods thinking that that's the best way to go. Perhaps in time, maybe another generation or two, electricity may replace steam in the NGR, but for now I see electricity being used in a very limited manner in the big cities, and not at all elsewhere and this attitude coming from a sort of stubborn attitude of "we rebuilt all this ourselves, and we don't see any reason to change or admit we took a wrong path."
Awesome map. What sources do you use to make them with?
ReplyDeleteI think Nausicaä of the Valley of the Wind would definitely be a good place to lift some inspiration from.
Here's another- how about the NGR/NDR is not a straight-up neo-medieval kingdom like the ones elsewhere, but like you said in an earlier post, a corporate-feudal one? You can have execs in atrociously-modified business suits pretending they're nobility, merging the aesthetics of 20th century giants of industries with pre-16th century lords and ladies.
yehrc: Thanks for reminding me of that earlier idea. I think that's something I've always had in mind, but I wasn't very explicit about it in this post.
ReplyDeleteOh, and to answer your question about map sources, I worked off the original Palladium maps, a map I'd made myself for a Europe-based Rifts campaign a few years back, and some real world maps. Layered it all together in Photoshop and went nuts. ;)
ReplyDeleteThe tricky part was finding maps in the same projection so the coastlines would all line up.
Hi there, I am also a longtime RIFTS afficianado, although I probably have not been following the system since 2006 or so. About then I heard back from Kevin Siembieda about a manuscript I had submitted before and I heard back that one of the employees they used to have absconded with a lot of stuff out of the files about that time: my manuscript was on Atlantis and they noted the similarity of my concept to GURPS Atlantis (I had previously submitted to Steve Jackson games and was refused)So about then I began putting my concepts into various groups on Yahoo-and in fact I am just now in the process of folding my tents and leaving yahoo. My own version of RIFTS involves time-travel to different stages in Earth's Geological history to correspond to differences in Geography, with a lot of it focused on the period between 3000 Ad (full-interglacial, high-sealevel stage) and ca. 5000 Ad (full-glacial and low-sealevel stage). Like you, I include the Chthulhu Mythos as part of my back story. I would love to have an ongoing dialogue and compare notes.
ReplyDeleteBest Wishes, Dale D.