Uganda: the Front Line Against the Phoenix Empire
Missing the Golden Age
Prior to the Coming of the Rifts, many Africans regarded
Uganda a country that much of the African Union's Golden Age progress had passed by. Landlocked and lacking unique resources, Uganda was a quiet and rural region. Many of its most ambitious people migrated to coastal megacities or the Kilimanjaro Space Complex to the south. However, Uganda enjoyed a quiet prosperity thanks to two key factors: the introduction of hardy, low-maintenance crops engineered to do well in its climate, and the healthy appetites of its wealthier neighbors.
Missing the Apocalypse
The Coming of the Rifts didn't hit Uganda as hard as most of the African Union. Being landlocked, lacking major cities to topple, and having plenty of hardy crops that grew wild with little need for active maintenance the death toll of the immediate Coming of the Rifts allowed much of the population to survive the initial earthquakes, especially outside the cities. The alien invasions that followed devastated much of the land, but in the midst of these terrors, the survivors found shelter around three ley line nexuses where sapling Millennium trees grew. In the centuries that followed, these Millennium Trees sheltered and protected Ugandans against demonic invaders and disasters of many kinds.
As the three trees shielded the Ugandans, so the Ugandans have come to shield much of Africa by stopping the southward expansion of the Phoenix Empire. Each tree is a bastion against evil supernatural creatures, a self-sufficient city-state, and a headquarters for one of the three fighting orders that focus on fighting supernatural evil.
While the Millennium Trees of Uganda are famous throughout Africa, and many Millennium Druids have visited them from as far away as Europe, such druids rarely stay; The Ugandan Trees have distinct and purposeful personalities; the kinds of people each tree befriends, encourages, and rewards are the people who share the goals and desires of that tree. None of the three trees are interested in supporting pacifist, soul-searching vegetarians, and in some cases, they outright reject and drive off such people through visions and dreams. These Millennium trees aren't hateful or corrupted; they just have other priorities. All three of them are particularly concerned with the demon empire that constantly encroaches upon them and the impending threat of the Four Horsemen.
The Three Trees of Uganda
The Tree at Gulu is the northernmost tree in Uganda, and thus the closest to the Phoenix Empire's frontier. The Gulu Tree is particularly determined to fight evil supernatural invaders both nearby and across Africa.
The Gulu Tree is not a place for quiet contemplation, peace, and relaxation; it is a place for training, healing wounds, and guidance in fighting supernatural evil. Few Millennium Tree Druids visit or stay long here. The tree regards such folk as useless bums worthy only of dreams implying they should do something productive or get lost. Many Millennium Tree Druids regard the Gulu Tree as an aberration in danger of corruption, especially after experiencing a sarcastic and rude vision from the tree. The Gulu tree couldn't care less; it has no time, charity, or patience for lazy moochers. Instead, the tree focuses its gifts on people who fight supernatural evil and those who support such warriors. Such visitors will sometimes get a single gift, but most of the tree's gifts go to support The Gulu Order.
The Gulu Order is a large group of warrior monks who use weapons and armor given by the tree. While they call themselves "monks," the Gulu Order accepts males and females of any non-supernatural race (no MDC), and members are inducted as youths and raised in a special monastery branch of the Gulu Tree. Gulu Monks are sworn to poverty and celibacy, as wealth and family are considered distractions. These aren't permanent vows, and any member can leave and rejoin the order at any time, but inactive members receive no gifts and don't enjoy the social privileges of the Gulu Monks (free meals, shelter, welcome, and support from pretty much every civilized household in Uganda). Additionally, any Gulu Monk, active or retired, is expected to uphold the ideals of the Order, and any evil acts like murder, robbery, et cetera will result in other monks hunting the corrupt monk down and forcibly taking all Millennium Tree items away, and returning the monk to the Gulu Order's ruling council for judgment.
Most active and inactive monks either live in the tree or in the surrounding communities, where they keep the peace and fight off supernatural invaders. Some members wander far from the tree, but all monks, even retired ones, maintain a mental connection with the Gulu Tree and will feel instinctively drawn to help the tree and other monks when supernatural evil threatens them.
Monks of the Gulu Order mistrust technology, preferring to use their symbiotic relationship with their gifts to solve their problems.
Gulu Order Spearmen use the Warrior Monk O.C.C. from Palladium Fantasy with appropriate skill selections for Rifts. Their weapon is the Spear of the Hunter (Eastern Territories from PF, p67, does 3D6 base damage) and they wear Bark Armor.
Gulu Order Archers use the Warrior Monk O.C.C. from Palladium Fantasy, but in lieu of that O.C.C.'s abilities with the spear, they take the Longbowman's O.C.C. abilities with the longbow. They use Millennium Tree Longbows (see Eastern Territories from PF, p67, does 3D6 base damage) and wear Leaf Armor.
Regardless of their specialty, monks of the Gulu Order develop such an affinity for their Millennium Tree armor and weapons that they can channel P.P.E. to repair these gifts and even reproduce some of a Millennium Tree's powers at a much smaller and weaker scale. At Level 1, their powers include:
1. Use their P.P.E. to heal Millennium Tree armor, gifts, and weapons (1 P.P.E. heals 1 M.D.C.). 2. Gulu Monks can also tap into the internal P.P.E. of some Millennium Tree gifts such as Bark or Leaf Armor, wands, and staves.
2. By touching and concentrating, A Gulu Monk can induce an energy eruption identical to the eruption caused by forcibly removing a piece of a Millennium Tree. This is a rare and desperate move that destroys the item creating the eruption. Most Gulu Monks will use this power only to prevent their weapons and armor from falling into the hands of supernatural evil. The damage and radius depending on the size of the items destroyed (see Rifts: England, p12). The Gulu monk will not be harmed, though he or she will be left unarmed and will have to justify the choice to destroy these gifts to the Gulu Order and the Gulu tree itself. Unjustified use of this power will get a Gulu monk expelled from the order.
3. Gulu monks are especially attuned to Millennium Tree gifts from the Gulu Tree, allowing them to form an empathic connection with each other and the tree itself. A Gulu Warrior can call for help through this connection to other Gulu monks up to 20 miles away. The tree itself and its avatar can also call for help from Gulu monks up to 100 miles away.
4. Gulu Monks have a special affinity for their primary weapon (spear or bow). They inflict mega-damage with that weapon regardless of the target, and they always inflict double damage to supernatural foes. Gulu Monk Spearmen inflict quadruple damage with a successful Spirit Strike (costs 2D6 P.P.E.).
Active Gulu Monks will continue get occasional additional gifts, either from the Gulu Tree or inherited from other Gulu Monks (GM's discretion, but a new gift of the player's choice every 2-3 levels is reasonable). Other Millennium Trees will not give Gulu Monks their gifts under any circumstances, but Gulu Monks can use gifts from other trees just as well as ones from the Gulu Tree. Their abilities to use Millennium Tree items develop considerably as they gain experience:
At level 2, a Gulu monk can use any Millennium Tree item to purify food and water (up to 20 pounds of either) at a cost of 5 P.P.E. They also gain the ability to damage any type of supernatural creature with Millennium Tree items (not just vampires/undead).
At Level 3, Gulu Monks can, with at least one Millennium Tree item of any type, spend P.P.E. to heal. One P.P.E. will heal 1 hit point and S.D.C (or 1 M.D.C). Additionally, Gulu Monks inflict an additional die of damage with their specialty weapon.
At Level 4, Gulu Monks become attuned to the supernatural senses of the tree's gift, and will gain the equivalent of the 6th Sense psionic power. Additionally, Gulu Monks can now inflict M.D.C. damage to any M.D.C. target with any Millennium Tree item, not just supernatural enemies.
At Level 5, a Gulu Monk with any Millennium Tree item of any type can perform a Ley Line Teleportation to any point along any connecting ley line. Gulu Monks can take people with them (must be touching) at a cost of 5 P.P.E. per additional person. Additionally, Gulu Monks wearing Leaf or Bark armor gain the power of chameleon (no P.P.E. cost, activated and deactivated at will).
At Level 6, Gulu Monks inflict an additional die of damage with their specialty weapon (spear or bow), and they become impervious to poisons, toxins, and disease (normal or magical).
At Level 7, Gulu Monks can channel their P.P.E. through their gifts to gain limited control over the weather in the immediate area around them, similar to that of a Millennium Tree, but for a far smaller area: a mere 200 meters in any direction. Still, this can create fog, light rain, change wind direction, and moderate (halve) the intensity of adverse weather. This control costs 15 P.P.E. and lasts for an hour.
At Level 8, Gulu Monks learn to reshape the gifts of a millennium tree and convert them from one type into another. This is a difficult and time-consuming process, requiring 20 P.P.E per day for a week to transform a leaf or twig, or 20 P.P.E. for three weeks to transform a staff or bow. This power can also purify a corrupted Millennium Tree item.
At Level 9, the Gulu Monk's attuning to the supernatural senses of the Millennium tree grow to the point that he or she can perform the equivalent of an Oracle spell and Clairvoyance power at a cost of 10 P.P.E. The Gulu Monk can share this vision with another for an additional 10 P.P.E. Additionally, Gulu Monks inflict an additional die of damage with their specialty weapon.
At Level 10, a Gulu monk can consume any small Millennium Tree gift (leaf or twig) to perform a one-time restoration, reattaching limbs and restoring health without scarring.
At Level 11, a Gulu monk can consume an small Millennium Tree gift to create or dispel a Ley Line Storm.
At Level 12, a Gulu monk can consume any staff-sized Millennium Tree gift to perform a one-time resurrection of a mostly-intact body. Additionally, Gulu Monks inflict an additional die of damage with their specialty weapon.
At Level 13, a Gulu Monk can consume a large Millennium Tree gift to open or close a dimensional Rift. If opening a Rift, the Gulu Monk must know the destination, or else it will be random.
At Level 14, a Gulu Monk can use any Millennium Tree gift to become one with the tree, becoming a Millennium Tree Avatar for a limited time, gaining all its powers. The cost of this power is one hit point per minute (does not affect the Avatar's M.D.C.). If the character stays in Avatar form for longer than his hit points allow, the character will die, leaving a pile of seven new Millennium Tree gifts in lieu of the character's former arms, legs, head, and torso.
At Level 15, Gulu Monks become so aligned with the Millennium Tree that their Gulu Monk powers no longer require having a Millennium Tree item (Powers specific to a gift still require the gift). Additionally, all "per day" power limits on all Millennium Tree items are doubled. Finally, all Gulu Monks inflict an additional die of damage with their specialty weapon.
The ruling council of the Gulu Order is a group of Gulu Monks who have permanently and physically bonded themselves to the Gulu Tree in an inner chamber. Only a Gulu monk of 14th level or higher can join them by transforming into an Avatar of the Tree and bonding with the tree; this process effectively makes the monk immortal, but ties them to the tree permanently; they cannot return to human form and can only detach themselves at great need for an hour or so.
Other communities in and around the Gulu Tree's region of influence live lives that are fairly simple, without much technology, depending on gifts from the tree to keep their lands fertile and productive. Most of these villages see the Gulu Tree itself and The Gulu Tree's sphere of influence is fairly small, as it devotes far more of its gifts to the Gulu Order than to the farmers supporting them. At times of great need, the Gulu Tree will create a true Avatar (see PF's Eastern Territories) and call all members who can come to fight off a great threat nearby.
The Tree at Mbale is closest to the Kilimanjaro region. Thanks to shared ancestry and robust trade with the Kilimanjaro region, the communities in and around the Mbale Tree are the most tech-savvy in Uganda. They are also the most widespread, most-organized, and most-productive farming communities in Uganda. Each village and community sends a representative to a council that votes on matters and selects the leadership of the Mbale Riders.
The Mbale Tree is the largest of the three Ugandan trees, and it delights in growth and productivity. It is more tolerant of Millennium Tree Druids than the Gulu Tree, though it rarely bestows gifts upon them and will send them visions encouraging such visitors to go start a farm, ranch, or business. The Mbale tree sees Millennium Druids as preachy sycophants and freeloaders, and it prefers to reward and enable hard work by giving directly to working people. Most of its gifts are the types that are useful for raising crops: the Staff of Purity, the Staff of Prosperity, and the Wand of Dowsing are especially common. The Wand of Dowsing is highly prized in the Kilimanjaro region among the scavenger groups seeking buried relics and technology. However, the Mbale Tree gives its gifts sparingly and rarely gives anyone more than a single gift of any type.
The community in and around the Mbale Tree has the look and smells of a well-tended garden, the bustle of a market, and the lights and sounds of technology, yet it somehow feels comfortable and homey. The people who live there value hard work and a sense of earning their place there. It is considered exceptionally rude to ask the Mbale Tree for any gift; as the locals say, "a gift that's demanded is no gift at all." Rather, folk will ask the tree for guidance and advice on how they might improve their own lives and businesses.
The Mbale Riders are a paramilitary organization based at the Mbale Tree. Their style of fighting is supremely well-suited to the wide-open savannah, using fast movement and long-range shooting. Hovercraft, hover-bikes, jet bikes, and jet packs are their preferred vehicles, while their favorite weapons are long-range guns like rail guns, laser rifles, and conventional (S.D.C.) rifles. Use the Reaver Mechanized Cavalryman O.C.C. from Warlords of Russia p79 for the Mbale Riders with appropriate substitutions for language: Russian and Pilot: Snow Mobiles. In lieu of the starting cybernetics, the character can select a Millennium Tree wand of choice
The Riders themselves train and live in and around the Mbale Tree and are the most centralized of the Ugandan fighting orders. Thanks to radio antennas at the top of the Mbale Tree and aerial drones repeating signals, the Riders will hear any call for help among its constituent communities instantly and send riders out within a few minutes. Riders also often go out on short patrols in variable groups, and occasionally, pairs or even individual Riders will go on long patrols across most of Africa, and sometimes beyond to gather information, explore, and meet with other groups.
The Tree at Fort Portal stands between Lake Albert and Lake Edward at the edge of the Congo. It is the wildest-looking Millennium Tree in Africa with a twisting, dense structure of branches that seem to shift when people aren't looking. It is the most mysterious of the three Ugandan trees. Its branches and inner passages are a bewildering maze that seem to open, and close when they are out of sight. They do not actually do so, but the magic of the tree confuses and confounds most visitors, who must roll to save vs magic at 18 spell strength three consecutive times or else become hopelessly lost in the tree's inner passages. Only a chosen few live inside and walk its passages unhindered. These are the Portal Rangers.
The Portal Tree itself revels in cycles of animal life and using animal life for a greater purpose. It has a deep love of hunters, ranchers, herdsmen, and livestock-keepers. The Portal Tree has no special antipathy toward Millennium Druids, but it cannot understand their commitment to veganism or pacifism, an approach that rejects many of the greatest gifts that animals offer. The tree has no interest in pacifism or veganism; it sees conflict and death as a part of life, and it wants to see the great cycles of life in the neighboring Congo and the rest of Uganda flourish. The tree also sees the demonic threats from the Phoenix Empire and the Four Horsemen as existential threats to itself and the animal life cycles it cherishes.
The savanna east of the Fort Portal Tree is dotted with ranches and herds: cattle, goats, and other livestock. To the west, the Congo stretches out, thick with wildlife, game, and predators. Settlements are small and spread out, and the only law is that of the Portal Rangers.
The Portal Rangers are a mysterious order, elite hunters known to appear and disappear without explanation. They take a minimalist approach to policing the region around the Portal Tree, keeping a watchful eye from the shadows, stepping in only when necessary, correcting problems, and disappearing immediately afterward. They keep the peace between people and ensure that no supernatural creatures or magic upsets the balance and cycles of life around them.
My rough concept for Portal Rangers:
1. They are sneaky hunters who use arts of invisibility, disguises, metamorphosis, and/or animal friends/magic to keep tabs on things.
2. They have some kind of capability to create 2-way portals that only they can use, and they can reposition one end at a time. This allows flawless, but limited teleportation between two places. It could also allow for a rapid escape and return.
3. "They could be anyone!" Portal Rangers live among the people; like classic superheroes, they keep their regular and Portal Ranger identities separate and secret. Portal Rangers never show their faces.
4. They fight up close, either in melee or with very short-range weapons. These are pouncers, not snipers or sluggers.
5. Some kind of ability, technology, or magic needs to bring together these elements into a single coherent concept.
Relations within Uganda
Though each tree and its surrounding peoples' have different approaches to living, working, and fighting, they generally respect each other, and they trade in basic goods, share information, and occasionally team up to fight demons. Despite their strength, Uganda remains a major crossroads for demons, minions, and collaborators moving north and south. This has become worse in the Time of the Horsemen.
The Battlefield of Africa
In the year leading up to the Horsemen arriving, demonic incursions from the north will increase threefold. All three fighting orders will have their hands full with hunts, skirmishes, and non-boss battles as the locals take on interlopers and invaders. However, there will be little of the corruption games or investigating local collaborators. The people of Uganda are solidly against the Phoenix Empire and the Armageddon demons, and they are prepared to die fighting them.
And die they may. Should Death unite with War, Famine, and/or Pestilence, Uganda is a good region for 1-3 climactic battles against each Millennium Tree. The Ugandan fighting orders are used to fighting disorganized demons, not the coordinated hordes of the Armageddon Demons and the professional army of the Phoenix Empire. They will need all the help they can get. This will probably be the best area for the Gathering of Heroes to go assist in fighting the Horsemen, and the Ugandans will take any help they can get to win.
Alas, even beating the Horsemen may not be enough to save Uganda. If either Kilimanjaro falls to War or the Congo succumbs to Pestilence, or if either region suffers too much to continue trading with and supporting Uganda, their support will lapse, the power base for two of the three Millennium Trees will be gone, and this region's prospects for holding off the wrath of the Phoenix Empire will become grim.