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Nation Building BeckonCall's Fantasy Nation-building RPG thread

Beckoncall

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OOC Thread: BeckonCall's Fantasy Nation-building RPG thread

IC Thread: "Lost Continent: Flight From Muurdaan" (BeckonCall's FNB!)

Faction Status thread: BeckonCall's Fantasy Nation-building RPG thread

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VIEW MOST UP TO DATE MAP LINK HERE! : View attachment 303430

In a world of sprawling empires across dozens of continents, nearly every corner of the world had been explored. Wilds tamed, monsters brought to heel -- and a dark, iron-fisted order and law -- guaranteed by the Underlords of Muurdaan, was absolute. Borders are stable, and for many life is stagnant and opportunities short. Many yearn for new lands, somehow a chance to make their fortune -- and finally that day may be coming. Eyes have turned to the last continent, the lost continent, the outlaw continent: An enormous land that centuries ago was ruled by powerful wizard kings and queens. In ages past they sealed their lands away from the rest of the world, vessels and travelers were forever turned away from its shores. Magical storms and enchantments confounded instruments and destroyed ships or other conveyances who dared to go near it. Stifled trade permitted by the Mage Kings slowed and then stopped hundreds of years ago -- and in the ages that passed, the spells that locked their lands away have slowly faded.


The Underlords immediately saw this new Jewel to claw permanently into the rest of their realms, but the bonds are not yet weak enough to allow an army or great heroes to reach the new world -- but they are weak enough to allow aspiring heroes and small groups of settlers to pass unseen. The Underlords made proclamations to those who would risk their lives for influence, riches, and the opportunities of a new land -- Any worthy persons would be given a Ship and a small community of pioneers with supplies to make landfall and settlement. In return, They would explore, tame, and claim the new lands for themselves -- Tithing a portion of any riches they find to their patrons and supporting the trade of treasures, magic, and exotics found in the new land for gold and finished goods that would no doubt be needed in the new settlements.


You could be one such leader. Each leader shall guide a faction, and the factions will co-operate, compete, and make or break the community in this new world. Can the settlers put aside the grudges and vendettas of the old world behind? Can diverse races and cultures live together side by side in a hostile wilderness and establish a common law? Time will tell.


NOTE: This is a detailed fantasy nation building game that has it's emphasis in resource/people management, struggling against adversity, risk, and loss. DO NOT consider joining this game if you: Don't like reading or making detailed posts regularly or are only interested in seeing your character win (this game has dice AND loss and death can be EXPECTED if characters are reckless.) Also, bigotry, racial tension, as well as issues of diversity are themes as well, be warned!


That said, I am sure if you read even a bit of the story you can see that it's worth the effort! game on!


As the Ships near the coast... Ruins can be seen all along high cliffs... a new and glorious civilization might rise from the bones of the old!!!


THE APPROACH:




Season 1 map:
http://s3-us-west-1.amazonaws.com/i...previews/000/033/555/original/blob?1451885328


Latest Map (Season 3) = Season 3 map.jpg

GUILDS: (updates after posts are put here for in game effect and evolution -- you can check here first for guild Info!)

The Attolians are LEADING the Grocer's Guild.

Tyren join the Grocers Guild. They bring milk, cheese and mutton.

Highborn Bring sharks

Multiple sources: Mushrooms, Roots.

Aymarans offer eviscerated bits of half eaten Cave fisher. It is not highly sought after.


Total Diet: Shark, Capybara, Redwood Blackbird, Mutton, Cheese, Milk, Nuts, Roots, Mushrooms, Barley, Wheat.

River fishing and water-plants have stopped being gathered!

_________________

Luxuries Guild: (in flux)

Darkleaf, Gem bushel jewelry, Fine silver goods, Woolen goods, Sylvan wooden furniture. Pottery (Tyren)

Highborn: Sculptures, Restored furniture, paintings, Dohvamon, Clay Heaters.

TO BE UPDATED, NEED INFO FROM PLAYERS!!! INFLUENCE MAY CHANGE!

__________

Healers guild (Attolian Dominant)

2 skilled workers (tyren) 5 skilled workers (highborn medics), Doctor Flemming (Attolia)

_____________

Farmers guild is Forming!

_____________


Mage Guild has formed, TYREN lead mage guild! (+1 influence)
 
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Harun'Taras

yyjMy9Bm.jpg

Population

Magical Residents
Shaman - 6

Uumush: The ancient elder Tyren who leads the shaman circle. He keeps the iron pages that record the history of his people. He has started wearing the iron pages as a cloak since discovering their lost history. His dead body has been partially restored and melded with Sylvan forest magic. He also keeps watch of the Barkbound Tomb.

Bruul: War shaman and Uumush's apprentice as well as a former wandering mercenary. He uses "Punch Magic", meditating ahead of time allows him to chamber a punch and unleash it as a blast of kinetic energy. The more charges he holds the more powerful the blast. He also uses a form of "Tracing" magic. This requires a lot of preparation but if he is able to study another mage's spells he can trace the spell for a single use later. He has been known to mix traced spells with his own punches. Bruul has also taken to wearing iron robes.

Shul: A diminutive Tyren and youngest of the shaman. He's a spirit speaker, seeing and hearing spirits with greater ease than any other shaman. Shul is also a talented linguist and often serves as an emissary for the Tyren and translator for Orm.

Sinana Heavywalker: Known as a "Shaper" she is a master of rock magic and can convert rock into mud and vice versa as a key aspect of her talent. She is said to have turned enemies to stone as well, then moulded them into hideous and pitiable creatures.

Emme: The Fistleader, she is a wielder of passion magic that literally enslaves the wills of fellow Tyren. Making their wills or morale unbreakable, honing hatred, and with great difficulty, halt the seizure of the blood touched. Her magic has the opposite effect on other beings -- mostly causing fear and doubt.

Nootri: Sometimes called honorhide, he inscribes oaths and promises on his skin with special tattoos, which he wills into existence as enchantments. He can give other people tattoo magic as well.

Deryn Falhath: Winterborn Druid. A solitary guardian of the forest. She answered the call to war when their home was invaded by the empire. She survived her last battle but was left with a multitude of scars, now as an elder she has been forced to lead her younger refugees to a land where they might survive.

Anais, Daughter of the Aboleth: A young aboleth created for the IOC in a bargain they struck with her father. When the deal fell through she was cast aside and the Aboleth's mind control hold was released. Anais has no magic of her own and is contained to the salt water house in Harun'Taras while her father lives. She holds all the memories of the slave girl who was sacrificed to make her and all the memories of her father and everyone he has ever eaten making her a genetic witness to most of history.

Military Residents

30 Tyren Fighters: Lightly armoured and armed with wide, two-handed weapons made of bulliron. The veterans have been trained to work in partnership with the F.O.R. mercenaries to form proper formations like "Skirmisher shields" and "The bull and horns". Some have also trained with the Tyrenborn so that the young elves can jusmp to and from the minotaurs' shoulders and fire their bows while on the move as if the Tyren were a firing platform, though the Tyren don't care for this tactic as it puts them in the position of a beast of burden.

45 Faith of the Rich Mercenaries: Light infantry based on galloglaigh warriors. A company of human pension mercs, able to form stable lines and equipped to also engage as skirmishers, letting fly a couple of volleys of thrown weapons either before charging or to counter an enemy charge.

5 Tyrenborn: Springborn who were poisoned by energies in the mine of vines. They survived thanks to a mixture of Tyren medicine, elven high magic and blood magic. They woke up stronger, and faster than a normal wood elf and became more boisterous in personality, like a Tyren warrior. They were later trained by the High Elf spymaster and use their enhanced forms to act as Harun'Taras' rangers, even going so far as to style their hair in horn motifs.

1 Sabre Ent: Whipporwhill is an ancient ent of the Home Woods. He fought against Muurdaan forces until being dragged down by a siege bulette. He was sold into slaver and later brought to the colony where Orm bought his contract before other factions could. He went into a healing stasis as he adapted to the new soil and has been up and about since winter.

2 Blood-touched: Tyren elites. Berzerkers like Orm.
Granrapak Brighteye -- Bloodtouched adventurer known to have previously served "Unferth's dungeon clearing company"
Krummaruk Keenhunter -- banished from his caravan for some would say a string of justifiable homicides, he became a bounty and monster hunter. He's very quiet... seething with hate.

1 Collapsible Ballista: Bought off the exiles at auction. Made from a Muurdaan design that makes it easy to take apart and reassemble for easy movement. Currently equipped with 3 sharp headed giant arrows and 3 blunt headed.

Domestic Residents

31 Skilled workers
People of Note:

Anuc and Weome- 2 skilled healers. Work at the healers guild and have made names for themselves travelling out into dangerous places to help the sick or wounded.
Minax - A skilled merchant who lead the Black-Charger emmissaries across the sea to pay their old debt to the Proud-Horns.
Esteri – A Skilled diplomat. The Golden fleeced, an undeniable beauty among her people. She has been prepared to be married off for political alliances from a young age and trained to become a chieftess.
The Grumps - 2 skilled shepherds, each one is the owner of the largest herd in the two joined caravans and is fiercely protective of their livestock.
Gothrul - A skilled hunter is rare among the Tyren but this young brave honed his skill out of necessity when the Proud-Horns lost the majority of their herds, giving up his place among the warrior wagons.
Hargin - A jolly, fat, Tyren and a skilled Bard. He is a proud holder of stories and is armed with a traditional set of Tyren bagpipes!
6 Skilled workers are the recognised craftsmen of the tribe. A mixture of carpenters and blacksmiths who's main tasks have been the building and maintenance of the wagons and tools.

70 Unskilled workers (35 are used in the fields to handle the herds)

60 Springborn (Unskilled Wood Elves)

5 Summerborn (Skilled Wood Elves)
Skills of note:
Helfindaal - A skilled bard who served as Lady Deryn's personal musician.
The druid's coven - 4 skilled treesingers that served as Deryn's inner circle in the Home Woods and helped her tend the lands she claimed.

50 Hillfolk: Unskilled humans. Origionally sold to the colony as thralls before rising up against and killing their slave masters. For their group act of murder the Hillfolk are officially under the joint custody of the colonial powers but took up residence in Harun'Taras when offered a place away from the Platz by Orm and promised a place within his caravan when their civic service time was served.

Wealth - 45 (50 wealth given over to colonial bank in emeralds and rubies)
1 unit of electrum (Silver/gold alloy)
20 antimagic breastplates (Stone)

Exotic goods: Darkleaf: A strong tabacco like leaf planted in wild patches by the tyren in the old world and brought to the new.
Lightleaf: A new variant of darkleaf, made with the help of wood elves blending other leaves and herbs. Weaker than darkleaf and more popular among smaller races.
Bulliron: Iron ore forged into metal without fire using Tyren secrets and spirit lore. Heavier than its counterpart but acts like cold iron on the undead and works well with tree singing.
Goldweave: Fibers harvested from fallen bark of the golden glade. Made using the giant loom to make a fabric that resists blades, bludgeoning, fire and feels like paper when worn.
Golden Parchment: A kind of paper made from golden glade bark. Holds magical properties better than the average magic scroll.



Tear of divinity - blood

Influence 46/28

Other artefacts of note:

2 ships: 1 barque, 1 carrack.

Crystal ball with 7 strange lights moving within it... -- This sphere contains seven captured serpents, the "carrier pigeons" or "order runners" of an ancient and presumably by now deceased mage-queen. Whatever news they bore was vital enough for magic or conventional hunting to be performed to capture them all. They want to be freed.

20 oak talismans... divined to enhance jumping ability (found among vanguard) -- modest elven magic incants these devices, but they enable inagile folk to jump at least 10 fet high and 30 feet far, and potentially greater effect for intrinsically agile users. (5 used to make carapace armour of agility)

Carved bone jewelry box (suitcase sized) utterly enrobed in rusty steel chains. -- The chains were cursed, but the protections on the lockbox were easily broken by the powers of the guild-members. The box contains SIX "hands of glory" -- human and elven hand-bones wrapped together into their integrated shape with platinum and copper wire. Hands of glory can be used as powerful totems against evil, inspiring awe in mindless or wild creatures to give them pause when they would otherwise attack, or some say fingers can be snapped off of hands of glory to give powerful boosts to fortune before an undertaking or even to enable lesser wishes.

15 Amphorae (3 gallons each) of some kind of blood-wine. -- Berry wine of not very old vintage, mixed with gnoll blood. Palatable to Aymarans, if other races seem to think this sounds delicious they can speak for themselves.
 
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Deth: If you want to be humans, than humans you shall be! Your faction will be made up of rag-tag undesirables and political refugees. Given your loose backstory (which we can revise or scrap) judging from the details you've given here is how I'd put you in the story:


Your character is exceptional in that he is a folk hero in his native land. Your ancestral clans were some of the last peoples to fall under the heel of the underlords, and there have been men of your line being thorns in the side of Muurdaan from the days of the old empire up until "The Lastwars", and beyond -- which is where you come in. The province you hailed from has always been fiercely independent, and frequently chafed until foreign rule. Many times the fist of order has fallen on your province, and many times your people had risen to meet it. In a most recent rebellion, the Muurdain armies sent to suppress your people's rebellion failed. Miserably. The Muurdain played dirty. You and your men played dirtier. After months of fighting the uprising was officially becoming an embarassment to the underlords. The vast majority of the peasantry were hidden away in hill and cavern, and brutal guerrilla tactics were sending Muurdain rank and file home by the cartwagon and in bags. When the rebellion began, you were an upstart -- but by the end of it you were a folk hero.


The first day of spring promised a new return to the fighting, and when your people beheld the force the Muurdaan had prepared all winter to quell your uprising -- it was clear what the Underlords were willing to do, for as their herald they sent a "fetch" -- Shadowy figures the Underlords used only when a solution, diplomatic or not, would be final. The underlords were humbled, and were willing to make great concessions to end the uprising and prevent such things from happening again. Their generous terms would be accepted, or the clans of your province would be slain to a man, with the women and children redistributed throughout the world by random lottery. That, and they wanted your head.


Your people would not give it to them, but the symbol you represented -- the commoner that could rise and defy a legion, could not be allowed to remain. The elders of your clan were every bit as cunning as your men in the field however, and eventually the Fetch agreed that you would be exiled, and given new land in the new world. Local lore could speak you as a man sent to be a lord in a foreign land, while in the annals of the Underlords you could be rightly called an exile. Your elders cast a powerful spell to make sure the Muurdain kept their bargain -- they would know on the day of your death where you lay, and if you were felled by a hand of Muurdaan. The opening of the new world was just a convenient way to remove you, and your "people" they would send with you would be criminals and other undesirables they would likewise be relieved to be rid of.


CHOICES:


you have 200 manpower. for half a point you can have a random criminal as a settler -- but you have no idea or control over what you'll get. They could be rebels like your countrymen, they could be cultists, or cannibals, or rapists. Maybe a mix of all of those. But you can get a lot of them, and they're in shackles until you decide to remove them. If you willed it, you could have a ready supply of slave labor for the colony, or attempt to weed out the chaff and give the rest a chance at redemption. For 1 point, you can have an unskilled laborer -- most of these will be poof souls travelling the new world to escape jail, debt, or servitude. for 2 points you may have skilled laborers, but only up to 50 of them, and you have no idea what you'll get. for 3 points you can have a countryman that fought beside you in the rebellion, loyal followers but mayhap not good for much more than fighting. finally, for 50 points you could elect to have a mixed bag of 10 particularly special political prisoners. Who they are may be readily evident or they may only present themselves further down the line, but their abilities may be special, or troublesome. Make your choice, and we'll round the rest out.


The Exiles of Dracos

Starting Population: 225



Current Population: 213



Convicts, O:160, C:110



U.S. Labourers, O:25, C:15



Sk Labourers, O:25, C:21



Countrymen, O:15, C:15 (TRANSFER TO HIGHBORN!)
@Prince Vaethorion


Food:Stable



Wealth: N/A = approx 2-3 wealth going to construct temple of Dracos.



Tear:Fire (gone with Maeder)



Characters of note


Maeder: Revered by his people as a hero of legendary renown and thrust into the unfamiliar environment of management (not in relation to war at least) to save his people from the Muurdaan and protect their way of life by being exiled to a new land and forging a new life for them all. A warrior in nature but peoples man at heart he seeks to found a new land free from the Muurdaan where all can be free to pursue their ambition.



Haakon: One of Maeders most trusted soldiers, Haakon makes it his business to know anything that could affect his lord and loyal brother. Which is why he stumbled upon the wealth of treats left to them by a convict.



Baez: First of the convicts to be reborn in this new land and perhaps the most zealous of all the exiles. Originally a barbarian from the tundra who committed a crime, at least in the eyes of the Muurdain, and was sent to serve Maeder in this new world. After stopping a mutiny by ripping a man's head from his shoulders he was granted freedom on the condition he promised to study the ways of Dracos. Like any many given a chance at freedom he accepted, whether or not he actually planned to study the ways of the Red One are unknown, but what is known is that after he started learning them he fell zealously behind their teachings and became a true follower of her divine creation.



Jarrod: Like Baez he was a convict and, like Baez he is no longer a convict. However, unlike Baez, he is now dead. This is because he attempted a mutiny against Maeder and instead only secured his own death and brought the convicts closer to Maeder and Dracos.



Tam: Unskilled worker, freshly maimed with only one arm.



Yaris: Like Tam but its a foot he is missing



Events/Actions of note


Landbased: Claiming of the beach, construction of storehouse and beaching of ship as well as general scouting and plans for some spelunking.



Lifebased: Death of three skilled workers at sea from the impact with the giant fish. Ritualistic Cannibal murder of two convicts and beheading of Jarrod the pirate. Heart warming funeral was done. Loss of 1 convict when wererat cure caused fatality. Loss 1 convict as wererat ate mortally wounded wererat. loss of 2 unskilled workers and 7 convicts when they were given wererat vaccine and turned out to be wererats. Total Casualties: 5 Unskilled workers, 12 convicts.) - In first battle of the 'Platz, 19 convict exiles fell or died later of their wounds.



Resourcebased: 'Gifted' with extra provisions of beer and wine (not much left now 'surprisingly') Taxed on general resources because of numbers and in possession of a disassembled balista. Extra resources can be gained from their landing ship also. Resources of Charcoal and... 'Nuts?' have been discovered. "Earth's Blood" (a few barrels -- this is a thick tar oil)



If I have missed anything please update me.
 
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@SpiralErrant @General Deth Glitch


This is GREAT. PLEASE encourage the other players to post their information here and if willing update it with significant information (especially character names) -- this will help keep things straight MUCH EASIER and make the thread more understandable to those coming in later on. I'm juggling a lot of stuff and let me tell you THIS is a lot cooler, organized and INSPIRING than keeping EVERYTHING in separate word documents. Thanks for going that extra mile... I am too! xD
 
The Wood Elf Clan


Population - 127 (including leader) (NOW DEFUNCT - RETURNED TO OLD WORLD TO FIGHT UNDERLORDS)


Springborn - 70* (approximately 40 or so remain, now loyal to Tyren)


Glade Guard - 35 (returned to old world)


Tree Kin - 15 (returned to old world)


Winterborn - 6 (returned to old world)


Food/Water - Their abandoned settlement is a known source of now-wild food.


Morale: N/A


Wealth - N/A - while leaving with 2 units of wealth, 1 was distributed to the springborn staying behind so that they could finance their new lives, the other was taken back to the old world to aid their fight.


Tear of divinity - Used in travel home and in creation of "Mine of Vine"


Resources


Arms/Armor:


Chitin Platemail: Made from the body of a dead creature, gives equal protection as scalemail, however it is much lighter and aids in swimming. (15 sets)


chitin_wanderer_by_swietopelk-d6npkh5.jpg



Gleamsplitter: Extremely sharp and durable magic sword that can absorb and release light. (2 swords)


483ebcc70fc88291c91e4165c253b748.jpg



(the Above items were taken back to the old world, though Illythyra urged that the Chitin Armor be left behind for reasons unexplained, but this desire or intention was lost in the rush to save their homelands)


Foods/Medicine


Mushrooms, Root vegetables, Fish (river). -- The river of course remains a valid fishery, and mushrooms and roots grow wild in the areas the Wood elves once claimed. There is concern however that without continued cultivation, supplies of these foods for the colony will run out...


Cat-tail: Very nourishing roots and seeds, and its blooms if properly dried could be ground into a painkiller and clotting agent (knowledge of this resource has been passed on to the colony at large, first to the highborn and Tyren, then to everyone by word of mouth)


Minerals


Characters of note: (FATE AND WHEREABOUTS UNKNOWN)


Twin winterborn soldiers - Eteel and Jareel. Eteel doesn’t talk much, out of discipline to stealth. Jareel has taken an oath of silence for all the kin their people have lost. He will not utter a word until the worth of elven blood is paid back 20-fold, which basically means never. Both individuals carry one of the gleamsplitters they recovered from their lost kin, the blades are extremely sharp and magical, capable of absorbing light as to not reflect it and make the user noticeable when sneaking and able to release the trapped light to brighten dark areas or blind foes.


Anfel-evoravel-lohai-phaedraellian - Anfel is a musician and advisor to Belanor, she is also skilled in the use of magics, able to determine that the stones that have been spread across the field were put there by a large magical force some time ago.


Ilythyrra – Winterborn Tree-singer and one of the more reserved advisors of Belanor, also skilled in the use of magics like Anfel.


MaeKith, Matron of the Forest Folk - Basically the Forest Kin leader, with the closest ties to any home the faction makes. Traditionally The Matron is always the last to leave the hearth, be it for a feast, or for an undertaking. They run the most stuff going on at home.
 
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OVERVIEW DRAFT OF THINGS/PLACES/ENTITIES:


I will hopefully make this more comprehensive or attractive, but like great players posting their pertinent info, I am going to try to make it easier as a GM creating a data-space for Points of Interest and personages in game. I may cut and paste more detailed information or make other posts, but for now this will keep what we know about the game solid, in case players need ideas or reminders about stuff found in game. If you are interested in a point of interest but it was not seen by your character or an agent of your faction, you can still PM me and see if you might have heard rumors or your own people might have come across said things as well so you can investigate... or just post if you have a very plausible reason to know what another faction knows.


LIST OF PLACES:


THE STRANGE TROPICAL ISLE - THE HOWLING ISLAND DOME


THE BEACH - THE WATERFALL - SHARK HOLES


THE SANDSLOPE - THE DEPRESSION* - CUL-DE-SACS - CARGO CELLARS - DEPRESSION GRAVEYARDS


*EXILE CAMP


THE CLIFFTOPS - THE MARBLE STRUCTURE - THE DEEP FOUNTAIN -- THE MARKETPLATZ


THE CLEAR-CUT RUINS


THE BOULDER-FIELDS - BOULDER FIELD IDOL - SHADOWFIELDS - THE GREAT REDWOODS**


**THE FIELD OF BONES


RAGING RIVER


THE FOREST - THE DEEP WOOD - EASTERN MOUNTAIN RANGE


THE BORDER HILLS - SHEARCLIFFS*** -- FOOTHILL WOOD**** - SKY HILL - SKY HILL SPIRE


TYREN CAMP*** WOOD ELF CAMP****


THE NORTHERN SWAMP


RESOURCES SO FAR: (not definitive list, remind me to add if desired, and keep track of your own stuff!)


-EARTHS BLOOD


-ARMOR CHITIN


-TREE NUTS


-CHARCOAL


-STONE OF BOULDER FIELD


-DARKLEAF


-SUNWATCHER PLANT


-BULL-IRON


-TEARS OF DIVINITY


-FISH
 
@Icerex @Leusis @General Deth Glitch @SpiralErrant


Thanks to Glitch, I was able to use "Inkarnate" to make a rough map of the area explored so far, which I will upload here! Hopefully this will make the areas already discovered more vivid and comprehendable as to where everyone is relative to everything else. It is not to scale, and is really just a rough example for reference. Check it out and let me know what you think or if you have any questions.


QH4mcQL



EDIT: I was unable to get the jpg viewable here (any recommendations appreciated) but for now you can look at it at Imgur: The most awesome images on the Internet <--- click the link!
 
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The Imperial Oriental Company

image002.jpg



Manpower: 300


Skilled workers: 35


Mercenary soldiers - Faith of the Rich: 35


Thralls: 30


Muurdaan house Elite - Fallen Lords : 4


Very Skilled Workers: 15





Charter Granted by The Underlords of Muurdaan Creating the Honorable Imperial Oriental Company.


To all our officers, ministers, and subjects, and to all other people, as well within this our realm of Muurdaan as elsewhere, under our obedience and jurisdiction, or otherwise, unto whom these our Letters Patents shall be seen, showed, or read, greeting. Whereas our most well-beloved subjects(here follow 214 names which are omitted)have of our certain knowledge been petitioners unto us, for our Royal assent and license to be granted unto them, that they, at their own adventures, costs, and charges, as well for the honor of this our realm of Muurdaan, as for the increase of our navigation, and advancement of trade of merchandise, within our said realms and the dominions of the same, might adventure and set forth one or more voyages, with convenient number of ships and pinnaces, by way of traffic and merchandise to the New World and to as many of the islands, ports and cities, towns and places, thereabouts, as where trade and traffic may by all likelihood be discovered, established or had .


Know ye, therefore, that we, Greatly tendering the honor of the Empire, the wealth of our people, and the encouragement of them, and others of our loving subjects in their good enterprises, for the increase of our navigation, and the advancement of our lawful traffic to the benefit of our Commonwealth, have of our special grace, certain knowledge, and mere motion, given and granted and by these presents, for us, our heirs and successors do give and grant unto our said loving subjects before in these presents expressly named, that they and every of them from henceforth be, and shall be one body corporate and politic, in deed and in name.





CHARACTERS OF NOTE:


1. Rear Adm. Lucius Vorenus:


Throughout his military career, Vorenus held fast to one basic rule: get the job done. He's been called cold, calculating, and brutal. His reputation for ruthless efficiency makes his fellow soldiers wary of him. But when failure is not an option, the military always goes to Vorenus first.


On one of his first missions as rear admiral Vorenus was called in to attack a group of human slavers who had set up camp in Preachers yoke , in the naval battle that followed Vorenus's commanding officer's ship was demasted leaving the responsibility of making an attack on the slavers base onto him. after a long and bloody assault and after capturing key strategic points the slavers finally surrender. Vorenus decided that instead of holding the slavers prisoner and sending them to trial as protocol demanded , he would gather them up in a line and give the order to his soldier's to cut them down.



This garnered dread amongst all convicts or ill-doers and gave the rear Admiral his epithet "The Butcher of Preachers Yoke" .



 
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@The Elusive Shadow --


This is all great stuff, approved. You can include anything else you care to share about troops or personalities in your first or later posts -- but your first post should place you on the last leg of the voyage to the new world, with your ship leaving mere weeks if not days behind the rest. You should make landfall shortly.


As a last consideration, You must choose a "Tear of Divinity" -- special treasures given to faction leaders to help them in the new world. The Tears are Jewels with certain elemental powers (if you had not read about them already) that were first invented/discovered by the mage kings of the lost continent. You may choose a Fire, Air, Earth, Water, Blood, Bone, Nature or Star gem. You would need to experiment with it to learn it's capabilities.


Welcome to the game, you are free to make your first post. So far as you know, the Voyage for your faction has been uneventful.
 
The Kingdom of Attolia


Starting Manpower: 300


Population: 320


Very Skilled Workers (10 Manpower) - 29


Sundered Kings (7 Manpower) - 3


Halberdiers (3 Manpower) - 32 (2 incapable)

Skilled Workers (2 Manpower) - 50

Unskilled Workers (1 Manpower) - 104

Murdaan House Elite (4 Manpower) - 3

Augmented Stone Constructs (? Manpower) - 3

Lesser Sirens (3 Manpower) - 50

5 Former IOC Thralls (1 Former Noble Footman)

2 Hiver Princes

3 Gnomes of the Kitchen

12 United Attolian Guildsmen (V-Skilled)

30 Kriegan Banner Infantry

30 Attolian Swarm Infantry

21 Knights of the Circle (One of them being a Spellbreaker mage)

3 University Mages

2 Deznan Astrologers

1 Ossuary Templar

20 Skilled Dwarven Workers

100 Skeletons

200 Exiles

3 Kindly Ones

Spyhnx

Prisoners:

8 Snakemen
2 Former Fennec Leaders
6 Fennec Thugs

Seer Power: 8

Tear: Star

Wealth: 12

Starting: 4


Castellan: 1


Drawn from Colony: 5

Taxation: 2

Shark Skin Gear: 1

Research Investment: -3

Subsidy: -2

Sales to Mrs. Slaver: 1

Sirens: -2

Labor for Amphitheater: -1

Excavation of Agora: 1

Subterranean Farm: -1

Carapace Research: -2

1 Unit of Gems Sold: 4

Ayamaran Fishers: -1

Resettling the Reinen: -1

Learner's Hall: -2

Ice House: -1

Helysourne's Service: -1

Loot from 2nd Mud Elf Battle: 1

Jewelry from Theater: 4

Extract from the Market: 3

Pearls: 1

Temple Construction: -1

Hatzburk Retainer Fee: -3

Temple: -1

Cannons: -1

Let there be light: 2

Gnoll Trading: 2

Cull Armor Experiment/Demo: -1

Wolff Trading Co.: 1

Gnoll Winter Trade: -1

Winter Trading: 1

Ratskin Crop Seeds: -1

Old World Trading: 37 - 28 = 9

Hatzurk Bonus: -1

QoL : -3

Leveraged: 4

Alms: -1

Post 979: -7
Post 1002 : 2
Post 1018: -1
Post 1023: 3
Post 1030: -2

Influence: 102/66


Grocer's Guild: 2


Curing the Were-Rat Plague: 3


Healer's Guild: 2


Farm: 1


1st Battle of the Platz: 2


De-facto Authority: 1 (OOC)

Seawall: 3
Learner's Square: 2
The Road: 1
Taxation: 2
Subsidy: 1
Colonial Government: 1
Tyren Joins Government: 3
The Commons: 1
Securing Recreational Beverages: 1
Clearing the Wisp Woods: 2
Fairy Tales: -5
Smithing Guild: 1
Community Development: -3
Underground Garden: 1
Un-Harsh Winter: -2
Theater District: 3
Black Bird Down: 1
Archeology Guild: 1
Learner's Hall: 1
Patching Ant Holes: 1
Housing the Reinen: 1
Convincing the Reinen: -1
Learner's Hall: 2
Pre-Winter Renovations: 1
Irrigation Project: 2
Kobold Integration: -2
2nd Mud Elf Battle: 5
Sawmill: 1
Integrity: -3
Spreading Culture: 2
Pantheon: 2
Shared Housing: 1
Temple: -1
Carapace Study: 3
Bone Armor Enchanting: 3
Let there be light: 2
Surviving Winter: 5
Mother Fisher: 3
Ratkin: -4
Orphanage: 1
Hatzburk: -6
Prestige: -3
Automated Farming: 1
Granary + Education: 2
Industrial Revolution: 4
Post 979: -6
Post 991: 12
Sphinx: 5
Post 1007: 3
Post 1023: 2


Resources:

1 Units of Bramble Gem

2 Units of Bronzia

4 Units of Fine/Packable Blackpowder

2 Units of Colloid Silver

3 Units of Opium

3 Units of Raw Iron, renewable

1 Magnetic Steel Blocks

2 Huge blocks of Zircon

6 Units of Marble

4 Units of Mana Crystal

4 Units of Brick

Clay Oven

Smelter

Light Weapons and Armor

Piston Weapons

Coal

Quartz

Tea

Spices

Jade Saffron

Ice

Fisher Silk

Food:

Fat Redwood Blackbirds

Capybara

Nuts

Barley

Wheat

Bread

Beer

Giant Tuna


Guilds:

Grocers:
Redwood Blackbirds
Nuts
Capybara
Barley
Wheat
Beer
Bread

Farmers:
Wheat
Barley
Nuts

Mages:
Cassandra
Bloodscourge

Healers:
Doc Fleming

Luxury:
Capy Leather Goods
Sharkskin Goods
Perpetual Lights
Clay Ovens
Tea
Spices

Learner's Square:
Linguist

Smithing Guild:
Iron
Smelters
Light Armor and Weapons
Coal

Glassmaking:
Quartz
Sand
Ovens


The Records of the Kingdom of Attolia:


The Kingdom of Attolia is a respected and established state that existed since before the conquests of the Eternal Empire. It had quite the aspirations as it sought riches and fertile lands, but it soon came into contact with the Eternal Empire. However, rather than turn into a bloody conflict between two, the two royal houses married into each others families in order to build a strong alliance. Years passed and the Kingdom effectively became absorbed within the hegemony of the Empire, but the Attolians prospered from the rise of the Muurdaan as their early cooperation was richly rewarded. Thus, few people in Attolia saw the rise of the Empire as an issue. They simply minded their own business as there was little to complain about.


The centuries of heritage and prosperity enabled the Attolians to develop a rich culture, enabled the Attolians to develop a strong sense of honor, respect, and duty. This societal norm has helped the Attolians develop a positive reputation that draws merchants and traders from around the world. Strangely, all this exposure to foreigners have made the Attolians somewhat culturally accepting as certain regions of Attolia have noticibly picked up distinct parts of foreign tradition, mannerisms, and culture. Despite this acceptance of foreigners, they are expected to conduct themselves in as much of an Attolian way as possible while conducting business such as only using commons and following Attolian customs and laws. In fact, in order to do business in Attolia, one requires a permit, which is only granted to those who exhibit themselves at an acceptable level of Attolian courtesy and respect. Those who do exhibit these qualities are warmly welcomed into Attolian cities and towns where people are glad to meet them.


Characters:


Lord Caelis Wolff


The Wolff dynasty is a cadet branch of the royal dynasty of Attolia. However, the Wolff dynasty's royal lineage has been heavily diluted through generations as the royal family was often used the family as a political tool to make political and strategic marriages with other lords and races. However, the Wolff family has fallen into relative obscurity and is largely ignored now. The Wolff family owns a tiny fiefdom, which they live off of. But, they are now largely removed from the courtly machinations of the Attolian royal court due to their lack of influence and power.


Thus, Lord Wolff is the current heir and eldest son to the Wolff family's estates, but he seeks greater for himself and for his family as he strives to build his family name. As the first son of a family, he has been raised in accordance to tradition. He was taught in the matters of a lord in order to continue his family's heritage. In Attolian tradition, the first son is raised to inherit the father's duty and job in order to continue the family name. The second son is raised to be a soldier in order to serve the lord whose generosity, protection and wisdom has enabled the family to prosper. The third son is raised to be a scholar/educated man in order to give back to society. Finally, the fourth son is raised to be a man of the cloth in order to thank god for blessing the family with so many sons.


Lord Lothar Wolff


The 2nd son of the Wolff family and a Sundered King. He was raised traditionally with a focus on the art of war rather than the art of statesmanship that Caelis was largely taught. Still, he is a very capable leader, but is noticeably more direct than his older brother, preferring to take action rather than sitting still for no good reason. He is quite witty and prone to make quick comebacks, but it is usually in good taste and for a good laugh.


Doctor Fleming


The physician among the Attolian pioneers. He comes from a minor noble family, but is the third son. Thus, as per tradition, he was raised as a man of the book. He attended the prestigious Royal Attolian University where he studied medicine and became a physician. A polite gentleman with little expression, Sir Fleming may seem like he does not care, but he is serious about his duties and does enjoy caring for others.


Nicolas


An eccentric figure who is only fascinated by things related to his line of work as an artificer. He enjoys learning about magic and the inner workings of creation to the point where often times that is the only thing he talks about. He is a well known artificer in Attolia due to his inventions and various creations.


Lady Cassandra


Lady Cassandra isn't actually a lady. Rather, she's young, younger than both Caelis and Lothar, and is of common birth. However, ever since she was a little girl, her abilities as a seer were manifesting itself enabling her to make predictions or see things that were going to happen. The tiny village that she was from thought she was a witch and cast her out. Fortune seems to be on her side as she was eventually found by the former Court Magician of the Wolff family. The Wolff family then sponsored her and paid for her training and education in the magical arts. Since then, she had been serving as the Wolff family's personal seer.


She is very quiet and soft spoken, rarely talking to people especially strangers.


Minor Characters:


Sir Gaston de Bors : A Sundered King, also a man of notorious deeds almost equaled by his appetites. When "Sir Bors" does not have SPECIFIC orders to be someplace or a task to achieve, he wastes his time drinking twice the wine of any contemporary and eating almost as much as his horse does. That said, He is likable, and uncharacteristically cheerful in even the gravest of circumstances.


First to encounter the undead in the ruins in force, while others filled their mouths with dire oaths and rumors Gaston filled his instead with sausage rolls. When the prospect of a Three-rider cavalry charge was posed to help turn the tide against the mud-elves, Sir Bors laughed the entire ride -- seeing humor in the gambit's success even when his lord himself fell during the charge. For this knight, gloom, tears, and spite are for when "it's over" -- and seemingly resolved to die suddenly at catastrophically in battle, this likely means deferring most all sense of unhappiness until after he is dead.


Tomaz: A soldier and guardsman of the Attolian settlement. Friends? with Jav. Rather quick thinking and perceptive.


Jav: Another soldier and guardsman. Friends with Tomaz. Although not as perceptive as his partner, he is still a very capable soldier.

Traits:

Feather in Cap (Leadership)
Mountaineering
Industrialist
 
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GROCER'S GUILD IS FORMED!


DOMINANT FACTION: @SpiralErrant


Power in Grocer's guild reverts from Sylvan to ATTOLIAN as Sylvan leave the lost continent, at least for the most part...


Wood Elves ABANDON Grocer's Guild. They BROUGHT root vegetables, mushrooms, fish, waterplants. Their contribuition remains in the supply chain FOR NOW, but if actions are not taken, their CRITICAL ROLE in the diet and food-web of the colony IS AT RISK. (this is an opportunity to those who can bring more veggies to the table!)


@Heyitsjiwon


The Attolians are LEADING the Grocer's Guild. They bring Fat redwood blackbirds and Capybaras and Nuts (through influence over exiles) they are bringing in 9 unskilled workers, and 5 skilled workers (merchants) to help the guild. (+2 Influence - if needed/desired, you now have the power to levy the market for funds. However, at the moment there is 6 wealth in the market.) (+1 point of influence is from stealing control of guild)


Tyren join the Grocers Guild. They bring milk, cheese and mutton. Dedicating 2 skilled workers. (1 dedicated merchant and 1 skilled labourer who wished to become a dedicated grocer. (FACTION PRESTIGE +2 (one point is for dominant currency) - if needed/desired, you now have the power to levy the market for funds. At the moment there is
6 wealth in the market.)





@Prince Vaethorion


Highborn enter the Grocer's Guild: They Bring Sharks, 0 labor.


Highborn shark-fishing has either eclipsed or is actively leveraging the previous contributor, the exiles. (+0 influence, but more food or staff may change this)


Diet is good and stable, but supply of vegetables and non-meat proteins has been lost due to Sylvan Departure. Concern rises in the populace, but it is thought that good leadership will prevent problems.


Food at Market: Shark, Capybara, Redwood Blackbird, Mutton, Cheese, Milk, Nuts, Roots, Mushrooms, Waterplants, River-Fish.


(commodities in red remain in supply-chain but will run out unless a faction starts producing them - in this case, the sylvan once did, but no longer.)





________________________________



THE HEALER'S GUILD HAS FORMED!


GUILD MEMBERS: Attolians, Highborn, Tyren.


ATTOLIANS fill vacuum left by Syvans! Power shifts!






SYLVAN ABANDON HEALER'S GUILD! GUILD EXPERTISE SUFFERS!


"Attolians form a healer's guild. They are contributing 5 skilled workers versed in medical knowledge to help form this organization. Doc Flemming is available for critical cases, since the battle of the 'Platz."



(+2 INFLUENCE AND PRIMARY POWER IN GUILD!)
(up from +1)


High Elves join healers guild. Allow up to three Skilled medics to work at guild in 8 hour shifts each.



(+1 INFLUENCE!)



Tyren
join The Healers Guild! They send Anuc and Weome the herbalists (2 Skilled workers) LOSS OF POPPY PRODUCTION REDUCES INFLUENCE AND STORES DEPLETE AFTER BATTLE OF 'PLATZ.


(+0 Influence, down from +1)



If additional factions decide to join, keep in mind that the dominant power and total influence may shift -- the current status of any guild will always be in the overview thread.


RESULTS:


Exile health rises to one common with average attolian.


High Elves in the days to come learn a good deal about Tyren Herbal Remedies, and effective -- though crude, field medicine. High Elf Medics Stabilize fallen with minor bonus!


The Tyren learn quickly that their standards of care and preventative medicine are far behind their neighbors in many ways -- mostly in part because their nomadic lifestyle does not normally allow such luxuries as hospitalization and convalescence... While none would know for a great time to come... Tyren average lifespan increases by a few years.


Malus: after the battle of the 'platz, suppy of opium in market is expended. The Attolians have units held in reserve. Fallen less likely to die in that battle.


_______________________________



KEEP TRACK OF YOUR PRESTIGE, JUST LIKE YOUR WEALTH -- Prestige will have an effect on events, and future resources like MANPOWER.
 
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Clan Tocxhol





Manpower: 147


Population: 57 (including leader)


Brutes- 17


Cunnings- 25


Cunnings (lurker)- 5


Scarred- 5


Scarred (lurker)- 1


Chosen- 3


-Interpreter


-Engineer


-Spellbreaker


Tear: Water


Wealth: 2


Characters of Note:


Tocxhol- Originator and acting leader of this newly-established clan, Tocxhol is what any other race would consider to be a warlord. Given his society's culture, however, he was granted the title of warchief, which is pretty much the exact same thing, except there are no higher positions in a single clan. A frighteningly large creature and a warrior bested by very few, Tocxhol is largely considered to be a free round of betting wins in any of the many tournaments he used to participate in. Aside from his background as a champion of the Aymaran, Tocxhol is a skilled general, going so far as to repel even the Muurdaan's forces when sending "Expeditionary forces" into Aymaran territory.


Goq-quet- Next in line for most important member of the clan, and smallest of the Chosen, Goq-quet is the clan's interpreter. The only Aymaran in the clan capable of speaking other races' tongues. This doesn't mean the other Aymaran can't understand common, though almost all can't, it's just that their mouths don't quite work in a way that allows them to make the sounds necessary. Through a combination of excruciating training and minor magical modifications to their mouths and voices, interpreters like Goq-quet can speak to other races as though what he were speaking was his first language. On a more personal level, Goq-quet is a rather cold personality, though he hides it to other races impeccably well. Being the equivalent of a relatively high-ranking diplomat, Goq-quet can usually settle disputes with relative ease or talk his way out of or into situations depending on what needs done. In his time outside of diplomatic relations, Goq-quet most often stays in the interrogation chamber of the temple where he... "interrogates" people.


Teqti- Teqti serves the clan as their engineer, or in other words, the only person that knows how to build anything. As a close second to Goq-quet in terms of importance, Teqti shows the the Cunnings and Scarred exactly what they have to do to have a livable building made, and when it comes to making more sacred buildings, will take all the more complex aspects of its creation into her hands personally. She is one of the less war-minded individuals in the clan, but when she does partake in the arena or war she proves to be a powerful fighter. Teqti is the second largest member of the clan, and therefore is most likely to take the position of warchief if Tocxhol were to somehow be killed.


Quetankha- Quetankha is a peculiar specimen of Aymaran, especially in that he is one of very few magic users. Quetankha practices one of the more often used classes of magic among Aymarans; spellbreaking. This is a group of magics designed specifically to counter or nullify other magic. As useful as that is, however, he is more often used to directly attack magical foes with powerful spells, though those spells can only effect innately magical beings. In his time, Quetankha has had several close calls with spells he was trying to break. These show in the form of peculiarly faintly glowing scars across his chest and palms. As a spellcaster, many mistake Quetankha for not being a warrior and end up cleaved in two after charging towards him. He is one of the most violent Aymaran in the clan when it comes to battle, and will often have to be pried from his opponent in the arena when he is victorious.
 
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Faction: Eastern High Elves
Manpower

Manpower: 310
Population: 113 (112 with Prince)

Cave Cyclops-1

Young High Elf Archer Militia-40

Skilled High Elf Spearman Militia- 21 total.
(- 2 casualties in battle, -2 in mud witch sabotage)

Elite Sword Masters - 25

Noble Specialist – 10

Countrymen - 15 (4 point units)
Influence/Wealth/Resources

Influence =29
Wealth = 15

quartz
coal
Shark
God rot
Divine distillation
Subterranean Pike fish
Ceramic heaters
Exotic tropical melon
Highborn Forged weapons

(more will add)
History and Background


History and Background of Eastern High Elves


These High elves (Cala'quessir) are from the East their Kingdom called “Valistar Othar Rhun” (“Warrior Mages of the East”). They are sea faring and live by great cliffs which loom large on one side creating a barrier (South East), a valley leads from cliffs to the North West, there are great forests to the North, plains to the West, and mountains to the South West. On their borders and partially on their territory (in less penetrable areas) there are other Elven races. These elves live well and in peace. On the fringes of the territory there is a variety of races. Among the princes of the High Elves, there is a family faction that is known to marry and breed outside of their race and a community of Half elves. On the perimeters of their lands there are Wood Elves in the Forests, wild elves in the deepest of forest, Grey Elves wander in the Mountains, Snow Elves in the Highest peaks, Aquatic elves off of the shore on Islands, Winged Elves in the Canyons, a smattering of magical valley elves in the valleys and the dreaded enemy the Dark Elves further to the South West Mountain chain. The realm of the Eastern High elves extends beyond the "Oira Tum" (“Eternal valley") into a chain of valleys, plains, forests, and mountains. The Eternal valley of the Eastern High Valley lords is very secretive. It is said that not many people know or have seen the actual stronghold since these secrets are guarded by both magic and by decoy strongholds.

In the primary valley (the eternal valley), there lies the main Noble stronghold, the strong hold, the great home of the Eastern High Elf King and Queen, their princes, princesses and family rule over a chain of valleys and canyons leading of from the Cliffs. The valley itself is lush and a cultivated paradise. There exist a special micro climate within this valley. It is said that it is always spring there. Lower in the valley it gets warmer and it is always summer. Further up the valley it is like Fall, and past the valley high, high up towards the peaks there is eternal winter.

The sheer, rocky cliffs to the South East that border the ocean forms a defense from Seaward invasion. The High Elves once employed dwarves to make a well defended and camouflaged port (the Dwarves were rewarded handsomely) and subsequently hired Gnomes to make an elaborate system of traps to protect it. It is easy to get lost in the passages from the port and even easier to find peril in the various traps and moveable walls. There is also magic at work, Elven magic designed to make it impossible or near impossible for any invaders to penetrate the elaborate defenses. Within these cliffs, and stone, there are caverns dug out that one can see the sky. In these caverns there are gardens, farms, springs of water, stores of food which were built as a fallback point in case the valley itself is overrun. From the main port there is another elaborate pass to reach a valley. This pass (as all passes into the valley) are highly defended, secretive and private. From the valley there is an Imperial high way used to ship Elven goods and Empire Goods in.

It is believed that the High Elves could wait out a siege even if it took centuries. This option was considered at the height of the Muurdan invasion. The “compromise” or “agreement” was reached with the Muurdan and this extreme plan never was needed. The Eastern High elves are a proud group of people whom have learned to co-exist and thrive with the Muurdan. This cooperation is not based on equal footing, but on necessity.

The Eastern High Elves like many of the other Non-human, and Human races resisted the Muurdan onslaught and endured great casualties. The High Elves inflicted great casualties, but a thousand lives of a Muurdan is worth one Elven life in the eyes of the Elves.

The Eastern High Elf kingdom (once independent before Muurdan invasion) encompasses much of this region and once had subjects of multiple Elven races. These Elven races have always had a degree of sovereignty, still do and defer to the High Elves who are of the Noble race of Elves. Internal matters are still mostly handled within the respective Elven communities, and when needed the High Elves are involved, although High Elves are known to be haughty and this can become tiresome. The High Elves try not to involve the Muurdan in Internal matters. The High Elves intercede on behalf of their Elven brethren on occasion acting as intermediaries between the Muurdan, other Elf races and humans in general. Eastern High Elves for the most part get along with other races (with the exception of the Dark Elves), although each “race” has it's particularities and the High Elves are known for their arrogance and superior attitudes.

The Eastern High Elves like the other High elves prize their ability for craftsmanship, magic and war. Their crafts are exported across the kingdom

The more common, merchant classes of the High Elves (all High Elves are considered to be of noble blood) are looked down upon by some of the “elite” noble high elves and yet their penchant for trade and contact to the rest of the Empire is well regarded by many. Much of the trade goods from this region that the kingdom enjoys come from them. They are known as the Darinarinyl. These relatives are valuable to the well being of the kingdom. Some of them can nearly pass as human since they are intermarry. There is a great city of High Elves, elves, and Half-Elves (and to a lesser degree of several select races) in these parts that the Eastern High Elves rule over. This city is divided in four parts. There is the noble sanctuary in East, the meetings of the mind in the North, the Citadel of the West, and the enchanted gardens of the South. These 4 areas circle an area that makes up the nucleus of the city called the common area also known as the "Beleg Sangana Yamen'" (“the Grand gathering place"). There is hub of trade of the kingdom and of the city. The city is described by some as one the most beautiful of the Muurdan Empire. It is made of a rare and beautiful stone called Carbonado (aka “black diamond). The walls, the buildings, the citadel, the palaces, the city itself is carved from this extremely hard, and luminescent stone. It took millenia of magic, employed dwarves, stone golems and gnomes to carve the city. The material itself is not considered valuable. It is too hard to work with by mortals and not very beautiful as a gem. The walls, the buildings are considered impregnable. The city itself is constantly being expanded upon but very slowly (since High Elves are immortal). There are lesser structures in the more common parts of the city that are allowed to be made of inferior materials. They are also beautifully crafted (as there is a very strict building code), it was considered a compromise to allo not having a city purely of Carbonardo. The lesser structures are allowable only in certain areas and are not generally not lived in by the Noble High Elves themselves, but are for lesser races with some exceptions. The other materials are also often splendid and high quality, but much easier to work with.

Science is stressed highly in the city and centers of learning exist in many of the very tall spires. There are walls, gates to divide the various quarters and the quarters are separated from, and higher elevation for the Higher born from common areas. The city was designed as a fortress, but does not appear as such. The Muurdan learned the hard way when they cut their teethes on it. No one knows how long the city was under siege for and how many died attacking and defending. The costs on both sided were costly and the end result was the Eastern High Elves succumbing to Muurdan rule. The city itself guards the way to the pass to the Eternal valley.

The city shimmers. The tales of it’s beauty are written about in many books of lore. The Nobility and the Clerics (whom are themselves nobles) reside in the Noble Sanctuary. The artist, academics, scientist reside in the meetings of the minds. The war lords, the generals, the most elite of troops, the training barracks reside in the Citadel and the sorcerers, farmers, lovers of nature reside in the enchanted gardens of the south. There are private and public sections of all areas of the cities as long as one is High Elven. The sections themselves hold many mysteries and layers. There are magical doors, illusions, passages both hidden and secret throughout the city. It is said that one can live ten thousand years in the Eternal city of the East (Elvish name is… ) and never truly know it.
Some of the secrets have been lost. Many are known by a few. There is a flow and harmony throughout the city that is indescribable. One can spend hours just describing the gardens. The flowers, the trees, the trails, and enchanted bridges over streams. The city has an underground water system. Much of it is natural, and much of it is carved into the city. There are also food gardens in every abode and very large ones throughout the city to make the city self sustaining.In the common area (the grand gathering place), there are structures built in many styles for different races. There is a strict vetting process to allow anyone into the city. The common area is not easily accessible or escapable. It is not quite in the center, since it is surrounded by walls. These concentric walls are also magnificent murals depicting the history of the High Elves and other races. They are very, very tall. They are designed to be unscalable. The common area is where the trade occurs, where diplomats come to visit

Here there is a limited and select group of other races that are allowed to visit and dwell. One must be rich and/or have influence to visit and live. The hospitality of the Eastern High Elves is world renowned and uncharacteristic of many other High elves. The common area is designed to provide great beauty and comfort to those whom visit and live there. The foods, the drink are of the highest quality. It is viewed as privilege for those who visit and the very special few who live in this area to be able to. Some of the friendlier, hipper, modern, progressive High Elves reside there, as do the Merchant class. Dwarves, Hobbits, Humans, Wood Elves,, All kind of elves, gnomes, and other friendly races are allowed to live in the nicer mixed parts (if they are of a certain class. i.e very wealthy). There are sections that are still exclusive but more common people live. These are the craftsman, the young and unskilled, and the servants of the others. Even in these neighborhoods the quality of life is very high. There are NO poor. This would not be tolerated. Everyone in the city has basic rights and privileges of housing, food, health care and education. All of which are of high quality. There are naturally degrees of quality, but even the lowest quality food, housing, medical care and education rivals or his higher than what is the norm in the rest of the empire. One will not see a beggar, a homeless person, a sick person in the city and crime is not tolerated. However, it should be added that rehabilitation of criminals and of those who abuse vice are valued. Everyone will get just so many opportunities, but if they are unable to comply they are either, executed, imprisoned, exiled or punished. These are extreme examples as rehabilitation is emphasized. Crime among High elves themselves is very rare almost unheard of.

Knowledge and beauty are perhaps the two most important values stressed among the High Elves. Comfort and luxury are very important. Every High Elf feels they are of noble birth, even the commoner (which is an oxymoron since there is no such thing when speaking of High Born Elves). That is because compared to other Elven races this true. Among the High Elves themselves there are noble families, prestigious names and more prestigious names. A High Elf can raise himself to a much higher level than his born social class through attaining great knowledge, being a talented mage, an incredible artisan or by demonstrating incredible military acumen. Some raise themselves through acquiring great wealth, but since High Elves already possess much wealth, they do not value this as much as the other races. It’s much more impressive to say someone is smart than rich.

The lands of the Eastern High Elves are lush. They are a combination of wild woods and manicured fields. The Muurdan roads and highways cuts through them. Through great negotiation and treatise, the Highways bypass certain ancient trees. One faction of Sylvan elves (the cousins of the High Elves) are not tolerant of destroying such ancient trees, and the High Elves throughout it's history acted as a mediator between the Muurdan and the Sylvan Elves. Much has been said (and unsaid) about the relationship between the Sylvan wood elves and the High Elves. Clearly, the High Elves are superior. This goes without saying. One can see this in many aspects of life. However, Sylvan Elves consider themselves to be the purer of the two groups. High Elves are of noble birth and descendent of great noble lines. The High Elves had left the forests millennia before and created for themselves fantastic cities. These cities are looked at as un-Elf like by the Sylvan elves and for High Elves the forests are now the domain of squirrels and chipmunks not immortal beings.

That said, High Elves love the forest and feel at peace there. High Elves love and appreciate nature. For them they are happy to visit the forest, perhaps for a camping trip, a hike, a quest, to gather herbs and plants, to commune with nature, but do not see themselves living like woodpeckers and monkeys in a tree.

The High elves of the east love animals. Most High elves do, but for the Eastern High Elves, the taming and befriending of animals is of much importance. It is not rare to see Griffins, eagles, horses, lions being ridden in the city. Clearly, horses are more common than lions. The more exotic and extraordinary animals are ridden by the elite soldiers and Highest nobles. Once High Elves rode dragons, and one can still see High Elves wearing dragon armor. There are rumors that some dragon riders still exist and that only the highest echelons of the royal family still ride dragons, but this has not been witnessed in some time. The Muurdan have forbade Dragon riding The communing with animals and nature between High Elves and the rest of the animal kingdom is of much importance. High Elves revere all non-sentient living things as part of the great fabric. They respect them. High Elves are for the most part vegetarian, and more often than not vegan. They exist on plant life, but occasionally are known to eat different kinds of meat both domestic and hunted. There are some High Elves who partake in meat and dairy, however the majority eat vegetarian/and vegan. This is regional and Nobles prefer not to eat meat. There are some rare exceptions where this is cultural acceptable like for survival and some ancient traditions. When a High Elf does eat a animal, it is done in a very ceremonial and reverent manner. The animal is thanked profusely. The only “cheese” high elves partake in typically is goat, but some High Elves eat cow’s cheese. This is not a big part of a High Elven diet, however, some Elves have been known to harvest meat and cheese for trade and eat it. High Elves traditionally make great hunters, and there is a sport which High Elves play where they “hunt” an animal but do not harm them. They shoot a blunt arrow at the animal or catch it and release it. This is more of a sport. The animals go unarmed. The high Nobles wanted to ban this sport and outlaw eating animals products, but this was not allowable by the priests since the original Elves hunted and it is mentioned in the lore of the elves that great feasts of meat were had. There is one holiday that occurs every 36 years where High Elves and Woodland elves feast together. The High Elves will on this occasion partake in hunted meat provided by the Woodland elves who are excellent hunters. The High Elves will eat very small quantities of this meat. To honor special guests of different races, the High Elves will sometimes make a feast for guest. There are some roasts that one may see at these feasts, but these more often that not go uneaten by the High Elves themselves.
Military Tradition

The military tradition of High Elves is a very long and honed one. ALL High Elves serve in the militia. High Elven children are taught martial arts from the time they can hold a bow and are drilled as units/classes routinely. This life of the militia is not thought of as being militant. High Elves, although military minded are among the most peaceful races on the planet. They just have to kill their enemies and defend themselves to survive. Bow, spear, sword, shield are mere extensions of the body. Fathers and Mothers teach sons and daughters. This is incorporated into the play as a child and drilled as an adult. The struggle against their kin the Dark Elf is never-ending. There are other hostile races and monsters that exist to harass the Elves and one must always be prepared. The art of magic is also taught since birth essentially and nearly every High Elf has some inclination towards magic, although like in warfare not all are born or trained with equal talent and skill. One can write much about the tactics, the weaponry, the lock stepped precision of Elven militias and professional soldiers. Its a beautiful thing to behold and even the most elite Muurdan Empire soldier appreciate the High Elf marching and fighting side by side. High Elves are brave and fearless in battle, but never reckless. The value of life of every High Elf is too high to squander in a reckless act or foolish battle. Being proud, High Elves are not one to run away either, but there actions are deliberate. It is not considered shameful to strategically withdraw if at a disadvantage. Elven archers of all sorts are legendary. A well coordinated barrage of Elven archers is devastating. Opposing armies have been known to melt under Elven arrows. Those armies that decide to charge are met with a phalanx of many row deep spearman. There are also sword masters, and other units of note.



Archer militia: Every high elf is trained to serve in the milita and starts with a bow. Unskilled labor are expected to serve and use a bow. A bow is part of Elf culture.

Spearman milita: Every High elf after ten years in the milita as an archer is expected to form the ranks of spearman.



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Soldier: A High Elf soldier is expected to be proficient in the Bow, Spear and Sword.



Veteran Sword Units: There are multiple sword units from the defensive swordsman using sword and shield, to the offensive Swordsman using High Elven great swords. There are are also swordsman with light curved swords for the use on Calvary like Cutlasses. Some nobleman are fond of a very thin sword like a rapier that is made of exceedingly hard and sharp metal forged in the magical elven way. These swords are so fast that they go unseen and have been known to slice limbs off without the victim realizing until they fell off.



Veteran Pole Units: The High Elven infantry are handed first a bow and then a spear. They are drilled since small children as every High Elven citizen is expected to serve in the Militia. There is an assortment of pole weapons that various units are trained with, but the most basic is the spear. The Elven pole arms of use depend on the occasion. The standard spear of the Eastern High Elf has a very sharp point and razor sharp edges. It can ban be used for stabbing, piercing or slashing. The spear has two pieces (sections). A longer piece with the blade and a shorter piece that can be used to extend the spear. This extension allows Elven spearman to take calvary charges. The shorter spears are more effective with shield formations at close range fighting infantry. The shorter piece can be used as a weapon in it's own right as concealed in the handle, base is a small blade. This allows the Spearman to use their weapons even if broken or separated. The material used for the Spears are a unique wood that is light and strong (similar to ratan), what makes the spear special is the elven process of curing the wood. The metal of the blade is of a very fine material. There are other units that use a variety of pole arms like a variation of the glaive and a shorter version of the Bardiche. Mages like to use a shorter version of the Spetum.



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Veteran Sword Units: There are multiple sword units from the defensive swordsman using sword and shield, to the offensive Swordsman using High Elven great swords. There are are also swordsman with light curved swords for the use on Calvary like Cutlasses. Some nobleman are fond of a very thin sword like a rapier that is made of exceedingly hard and sharp metal forged in the magical elven way. These swords are so fast that they go unseen and have been known to slice limbs off without the victim realizing until they fell off.



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Elite Swordsman - The Elite swordsman use two handed great swords, they are proficient in martial arts, can deflect arrows with their swords and are deadly fighters.



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Shadow Warriors: The Shadow warriors are an very elite group of assassins, that are masters of archery, using two blades, martial arts and acrobats. They prefer to fight from afar, but are also deadly up close.



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Calvary: The High Elves of the east are fine riders. Their mounts include lions and Horses (being the most common). There is a tradition of dragon riders, but these are mostly of legend.



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Flying Units: Units of Griffin mounted units and giant eagles can swoop down into the sky. These units are of the elite, elite and are in limited numbers. There were also once known to be Dragon Riders.



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The King of the Eastern High Elves (circa ?)



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Chariots: The High elven elite chariot forces are formidable. Two riders. One with lance, one with bow barrel down on the enemy. Blades stick out from the wheels.



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Elite Archers: The bow and elf go hand in hand. There are the shorter bows of the calvary rider and the long bows of the archer. Thee are all kinds of Elven bows. There is the move and shoot style of Elven archer and the form the line elven archer.

High Elven King Guard: This is secretive order that little is known about.



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The High Elven martial arts is one that uses it’s opponents momentum and weight against itself and combines this fluid motion with breaking moves. High Elven masters are known to break or catch arrows in mid air and break necks of their enemies so swiftly that the naked eye has a hard time following what occurred. A High Elven master can find weaknesses in enemies armor and with a finger strike cause severe damage.

The High Elven navy is one that has a wonderful tradition. There are not many navies that rival the High Elven navy in quality and performance. There are certainly much larger navies, but none such a sight to see. The High Elves have been sea Born people since they came to the Continent Millennia ago. There are the High Elven marines that travel with the navy and patrol the shores from Dark Elf invasion and raids. The ships of the High Elves are a sight to see. They are carved from fallen ancient trees.
Prince

Name: Prince Vaethorion Velegion



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Age: 375



From a long line of Nobles of the High Elves. His family is a prominent ruling family among the High elves. His family clan once ruled a very large territory before the wars of the human invasion occurred. The High Elven stronghold held out for centuries of war. Legend says that Hundreds of thousands of humans died attempting to subdue the once proud and mighty elven kingdom. Thousands of elves died in defense. The human dead is known to have been piled up so high that their bones were used as walls and ramparts.The humans eventually won by attrition. Many of the proud high elves were wiling to die rather than surrender. This caused a rift among the High elves. Preferring to choose life over death, the Factions of High elves surrendered on the condition of limited autonomy. Others fled the lands to seek independence elsewhere. The great dispersal lead to tribes of High Elves scattering the planet. The majority were never heard from again. Their fates unknown. The family of Vaethorion was divided. Half chose to surrender, the other half refused. Those who remained and surrendered were dubbed “the Great Capitulators” by some and “the Great saviors” by others. The eventual annihilation of the High elves seemed certain in the face of the Muurdan invasion, and the tide of humans could only be held off for so long. The death of so many illustrious high elves proved to be a horrible tragedy that is mourned to this day with a solemn ceremony and mourning period.



The ancestors of Vaethorion were mighty High elven kings and to this day his father rules over the Eastern High elves that remain. The family of his father were among the “capitulators". The family of his mother who once ruled were the "defiant ones”. They once ruled but were overthrow, forced to resign because they were willing to fight to the last High Elf. From his Mother Vaethorian gained a defiant streak and learned much of his martial prowess. From his father, a long line of Arcane magicians, he learned the secrets of magic. Although, much admired, there are many among the most martial of High elves that see this act of surrender as a badge of shame. Among the more learned, wise, magical Elves, the act of humility involved in saving the High Elven race from sure extinction is a mark of deep wisdom and sacrifice. The two married as an act of love, but also in an attempt to bridge the two factions and create peace among the high elves. Needless to say, the Elves do not forget and the two sides albeit unified by marriage (not marriage but a mostly monogamous relationship) are not at complete peace with each other. The two High elven families are among the most prominent of the Eastern High Elves. The Eastern High Elves maintain good relations with the High Elves of the North, South and West. The histories of the Eastern High Elves and other High Elves is long, interesting but for another time.



DOUBLE-DOCK IS COMPLETE! (Highborn gain +2 Influence!)

Bonus: Any faction listed above as having interests with the dock can leverage profits from overseas trade – they may gain bonus wealth or material when other factions or trade-ships load/unload ships.



High Elves join healers guild. Allow up to three Skilled medics to work at guild in 8 hour shifts each.

(+1 INFLUENCE!)

morale lowered

relations with wood elves downgraded


Kingdom info (tba)





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Manpower: 250



Population: 96 (97 with Prince)

Young High Elf Archer Militia-40



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Skilled High Elf Spearman Militia- 21



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Elite Sword Masters - 25



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Noble Specialist – 10

Countrymen -15

Tear - Star



Prince Valethorian is from a long line of Nobles of the Eastern High Elves. His royal family once ruled a large territory before the wars of the Muurdan invasion occurred. Like many of those subjected to the Muurdan invasion, the Eastern High Elven stronghold held out for centuries of war. Hundreds of thousands of humans died attempting to subdue the once proud and mighty elven kingdom. Thousands of elves died in defense. The human dead is known to have been piled up so high that their bones were used as walls and ramparts.The humans eventually won by attrition. Many of the proud high elves were wiling to die rather than surrender. This caused a rift among the High elves. Preferring to choose life over death, the Factions of High elves surrendered on the condition of limited autonomy. Others fled the lands to seek independence elsewhere. The great dispersal lead to tribes of High Elves scattering the planet. The majority were never heard from again. Their fates unknown.



Main Character:



Prince Vaethorion, age 375 is an adventurer by nature. He has explored much of the known kingdom and is famous for his wander lust. He is an accomplished fighter and has an arcane talent. He is very agile. His spear is his life -- he counts on his spear like one counts on a brother... and his exercise of elven spear/shield forms is a vital part of his identity and his heritage. Without spear and shield, his preference is elven martial arts -- which uses leverage, endurance, agility and speed to overcome. He is also quite competent with bow, and sword which he tends to use defensively.



Prince Vaethorian is a beautiful, tall High Elf. His features of silver, braided hair of a prince are distinct. His eyes are hazel, his ears are pointy and large, he is sinewy and slim. His skin is pale. He wears comfortable clothing made from durable plants and mithril armor. He wears a long tunic style top with loose sleeves and a long skirt. He wears soft shoes and makes no very little noise when he moves, his favored colors are those which blend in with his surroundings. Green in forest, grayish in mountain terrain and cities, blue in the water. he wears a light gray sash for a belt. If cold he wears a long cloak of bamboo like material that is warm, underneath he wears his armor. He carries a reaver bow, multiple daggers, 2 elven swords, and a spear. He is intolerant of cruelty and is a High Elf of honor. He is a natural leader with various talents.



1- War mage/Lore master (second in command)- Shaalth Val'istar (Lieutenant War mage) A Mastery path focused on offensive and damaging powers.

Advisor to the Prince. Knowledgable about the arcane arts and esoteric lore. Is knowledgeable on archaeology. Wields a large spear/staff with crescent blade on end (corseque), shield with rune.



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2- Cleric (medical officer) - “Amandil Tanka tel' taurnin” (priest of greater healing) path focused on healing and restorative powers, faith, spirituality, medicines, potions, herbs, salves, and some magic. Can access Mana nodes relating to sacred nature, or lawful and/or good powers.

Focuses on restoring health and life to allies. Barriers, buffs/debuffs/morale are also areas of skill. Deeply spiritual and mysterious. Fights with ceremonial halberd, shield.





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3- Drillmaster – “Sa`Aranthi” (sergeant) This guy keeps the Militia keen and in fighting form. He can also potentially train individual characters in combat. Not a bad teacher in other capacities, either. Elven long sword, bow, Baton





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4- spy (intelligence officer) “Sereg'wethrin” (assassin)A Mastery path focused on long-distance bow attacks.

The Path Of The Scout focuses on delivering devastating attacks from a great distance. A Master of this path will prepare patiently and then strike swiftly, unleashing a deadly hail of arrows with grim results. A Shadow Warrior specializing in this strategy will prefer to stand his ground as far as from his enemies as he can, and force them to come to him. This special forces officer is trained at tracking, spying, disguise, camouflage, deception, waging psychological warfare and assassination. Long Bow, daggers, sword, looking glass.





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5- tactician - “Ama handasse Marenven” (cunning commander) This Noble elf is a master of war. She studies tactics and is lethal hand to hand. She helps advise the prince on matters of war and tactics and is proficient in most weapons. Is master at finding weaknesses in enemy defenses and exploiting them. Long Bow, elven swords, shield, daggers. Map case





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6) Inventor –“Nogoth” (Gnome *nick name) This Elf is kind of like an artificer, but doesn’t make golems or other constructs. She might create innovations to existing tools, processes, or trades… she may potentially be full of impractical or un-implementable ideas. Time may tell. War Hammer, fine tools.





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7) Tamer – Lussa Beien Neum-ar (Noble Whisper Being Trap) traps, captures, trains, and breaks animals to serve as mounts or work animals, also a good hunter when is quarry is for food. Bow, hatchet, dagger, traps, snares...





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8) The Engineer: Arwen En Amin Aglar (Lady Glorious)

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building bridges, building structures (buildings, bunkers, hard points, fortifying, sapping). Elven Axe, tools, crossbow





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9) Linguist: Shinien Maksa Lamb-el (Shining Soft Tongue) His mastery path is based on using sign language, learning multiple languages, deciphering old text, glyphs, working out communication for the forces (like signal fires, banners, flags, horns, trumpets, animal calls), can make coded messages and decode messages and puzzles. Staff, quill, and scrolls, long dagger





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10) Bard – Lindar. A very talented musician able to entertain, raise morale, recant myths and legends that can sometimes be useful abstracted or relating to strange foes. Can aid in military maneuvers as combat musician, may also be able to spin tales and songs as propaganda. Mandolin, whip, rapier, short bow





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Ratkin Faction
Blue Paw Clan
Population
Manpower: 247
Population: 158

Ratkin
Pups: 54
Bucks/Does: 44
Learned: 41
Clean Paws: 17
Dirty Paws: 24​
Aged: 06

Former I.O.C.
Thralls: 05
Former Noble Footmen: 01​
Highly Skilled Workers: 08
Archaeologists: 03
Architects: 01
Engineers: 03
Engineer Assistants: 01​

After helping to rescue what was left of the I.O.C. from the former Paradise Island, some of the old faction have thrown their lot in with the Ratkin. (Post 299)

Births: 00
None at present.​

Deaths: 00
None at present.​

Modifiers: 01
  • High Fertility
Ratfolk can quickly repopulate their numbers since they die relatively quickly compared to other races. Females can birth two litters in a year if timed correctly, and those litters will often have an average of two or three pups per birth.​
Statistics
Food: Secure
Producing:
Black Corn
Carrots
Garlic​

Morale: Very High

Wealth: 02 (Earned: 04 / Spent: 02)
  • Starting Wealth: 02 - Spent before Port Cestus
  • Longdead Market: +1 Wealth
    The ratkin that made the trip to the Agora made a small profit from the fine feathers recovered from Paradise Isle. While the coin was welcome, the sense of fulfillment for the dead was far more rewarding in the end. (Posts 311, 312)
  • Summer Scrounging: +1 Wealth
    The ratkin managed to gather enough bits and baubles from the Longdead ruins in their free time to accrue 01 Wealth of goods left behind or forgotten. (Post 590)
Influence: Earned: 03 / Spent: 00
  • Learning Square: +1 Influence
    Ratkin storytellers helped contribute their own means of education and entertainment at the Learning Square, spreading their influence in their own small way. (Post 330)
  • Formed Archaeological Society: +1 Influence
    Over the summer certain humans of the former I.O.C. founded an Archaeological Society near the Learner's Square. Though not a fully fledged guild yet, the Society could provide priceless answers to burning questions about the colony's past. (Post 590)
  • Joined Healer's Guild: +1 Influence
    The ratkin join the Healer's Guild in force, gaining 01 Influence in the process. They provide knowledge of herbs and tribal medicine, as well as delousing and grooming services. (Post 590)
Tears of Divinity: 01
  • Bone Tear
    One slate colored Tear of Bone, received from the Muurdaan at the beginning of their journey.
Relics/Special Items: 00
None at present​

Mundane Commodities: 03
  • Black Corn
  • Carrots
  • Garlic
Special Commodities: 01
  • Exotic Feathers (Luxury Commodity - 01 Unit)
    A few barrels of resplendent feathers recovered from the rotting wreck of the ragged Tyren sloop. Many were sold in the Longdead Agora, but a small unit remains for the ratkin to make use of. (Posts 286, 288, 311)
Notable Supplies: 02
  • Digging Tools
    Wheelbarrows, shovels, pickaxes, pulleys, and many other assorted tools meant for digging on an industrial scale.
  • Black Powder
    A reasonable supply of black powder that was smuggled past customs at Port Cestus.
Guild Affiliations: 03
  • Healer's Guild
    Assigned Units:
    Clean Paws: 03
    Bucks/Does: 03
    Pups: 05​
  • Farmer's Guild
    Assigned Units:
    Clean Paws: 03
    Bucks/Does: 04
    Pups: 10​
  • Grocer's Guild
    Assigned Units:
    Clean Paws: 03
    Bucks/Does: 04
    Pups: 10​
Controlled Locations/Buildings: 02
  • Ratkin Warren:
    While its official location hasn't been broadcasted, everyone in the colony knows that the ratkin have a full warren located somewhere nearby. Many speculate that the ratkin have made tunnels all throughout the colony, but others remember that the whole colony is veined with ancient sewers and tunnels regardless. If the ratkin want to find a way underground they surely would, whether they dug it themselves or not.
  • Archaeological Society:
    The scholarly men that live among the ratkin have built their own Archaeological Society near the Learner's Square. While it is not a true guild, the Society shows promise and could bloom into something of great value to the colony as a whole.
Feats/Legendary Actions: 01
  • Escape from the Breathing Island
    An attempt was made to rescue some stranded souls on the tropical island just off the southeast coast of the colony shore. Many were saved but not all, and by the end of it the beast that held the island on its back submerged itself and took everything of value that was once there. (Posts 272, 281, 282, 286, 288)
Named Characters
Milkweed - Clan Chief - Faction Leader
A contemplative buck with ruby red eyes and fur like pure snow. He was chief of the Black Corn clan before being sent on this journey by command of the Underlords. He is a crafty rat with high ambitions and a deep love for his people. He earned his title as Chief through great pain and trial, setting himself above the rest for his vast intellect and cunning. He despises a full on battle and will often seek to negotiate rather than spill blood. But if it must come to blows he will always seek to win a fight before it begins, in whatever way suits him best.​
Nateema - Clan Shaman - Aged
An unnaturally old doe whose fawn-colored fur has long since been veined with silver. Nateema is not her true name, as the word means 'First Daughter' in the ratfolk tongue. It is a title given to all female shamans when they complete their final rites, though the head shaman of the clan is typically the one who responds to it. Ratfolk shamans are rumored to be both alive and dead at once, and Nateema does nothing to dissuade this perception. She is responsible for the mental and spiritual health of the clan, and is learned in the ways of plants and magic to help guide her family through the tough and trying times. A former member of the Bone Heart clan, she insisted she go on this journey for the sake of her people. Nateema is a dodgy old rat that is fond of riddles and the occasional jape at her Chief's expense.​
Breeze - Smokewalker - Aged
A reclusive but kind buck with grey fur and a white diamond on his forehead. Breeze was becoming an adult by the time Milkweed was born, and as such watched the young chief grow up among their kin. He saw the potential in Milkweed early on and took him under his wing to teach him the finer points of shadow and secrecy. Milkweed had a ravenous appetite for knowledge and soon outgrew his place as Breeze's student. When Milkweed became the new chief he elected Breeze as his personal guard and spymaster, building upon their already deep friendship. Breeze is a master of stealth and has been known to spy, steal, scout, infiltrate, and even assassinate on rare occasions. Don't bother trying to find the Breeze, because it will always find you first.​
Needle - Sniper - Aged
A reserved doe with chestnut brown fur and a white blaze over her nose. Needle is originally from the Black Corn clan, and is also one of Milkweed's many grandchildren. She too showed promise at a young age, but her shy nature held back her full potential until she was nearing her fifth year. She was assigned as a guard for a trade deal with some smugglers and, as you'd expect, things quickly went south. But instead of panicking as others might, a strange calm came over her and she managed to split each of the smuggler's heads from her perch. Not a single rat died that night, and Needle began her sniper training from that day forward. Needle usually keeps to herself or a select few friends, but once you earn her trust she can be a very warm soul, provided you never ever cross her.​
Daisy - Tinker - Aged
An energetic young doe with white fur and a slate gray hood pattern. She comes from the Stone Fang clan as part of a deal Milkweed struck with their chief. From birth she was known to always be active and exploring, constantly getting into things she shouldn't. What surprised much of her clan was that she appeared to have no desire to mate when she was nearing maturity. Instead she found joy in tinkering and fixing many of the gadgets that her clan produced. Without the usual desire to breed and bear litters Daisy was free to pursue her passions, and quickly became one of the most skilled tinkers in the clan. The Stone Fang's chief let Daisy go as an act of good faith between their clans, and because Daisy would not pass her blood to future generations. Daisy rarely has enough patience to sit still, and is always either exploring, chatting with others or tinkering with one of her projects.​
Hawthorn - Poisoner - Aged
A wiry looking buck with blue-grey fur and long white patches near his paws. Hawthorn hails from the Short Tail clan, which is infamous for doing the seedy work ratfolk are rumored to thrive on. His mother tried to steer him towards a life of healing as an herbalist, even going so far as to arrange a mating with a doe from the Bone Heart clan, but Hawthorn found his passion in death early on. He marveled at how the body responded to certain stimuli, and spent his life searching for new plants and substances to experiment with. He's a cheerful enough sort but will often get lost in his work, and his moral compass is somewhat skewed from what the common man would call 'decent'. A mind such as his needs test subjects after all, and there's only so much you can observe from cadavers and livestock.​
Coalback - Miner - Aged
A stoic buck that is larger than most, sporting white fur and a jet black stripe from head to tail. He was originally a member of the Stone Fang clan, and was also traded to Milkweed's company as an act of good faith. While the Stone Fangs are known for producing fine miners and tinkers, Coalback is not the best in his trade. That honor belongs to the doe Fire Eyes, but Coalback is still very knowledgeable of what lies beneath the earth. He might not know every gem or rock by sight alone, but he can wield a pickaxe like no one's business, and he's even trained with black powder for mass mining. Coalback may seem gruff at first, but that's simply because he takes his job very seriously. Danger is ever present underground, and as such he's constantly vigilant for anything that might pose a threat to his clan and kin.​

Fakesmirk - Dirty Paw - Learned
A lithe buck with beige fur and a white underbelly. He earned his name from his ability to smile in the face of danger, regardless of his true feelings at the moment. He often speaks his mind, especially when he has doubts about a plan being presented.​
Steel Vixen - Dirty Paw - Learned
A spirited doe with blue-grey fur and a white hooded pattern. She's very optimistic and holds great faith in her Chief's plans for the clan. She's a terrible flirt and is constantly pining after Milkweed to be her next 'litter donor'. Milkweed has already given her two litters in the past and feels more would be showing unjust favoritism towards her.​
Boulder Rabbit - Dirty Paw - Learned
A huge buck with black fur and a brown underbelly. His name reflects his abnormally long ears and rotund frame, which aptly hides the fact that he is one of the strongest Ratkin in the entire clan. He seldom speaks, but when he does he is concise and to the point. He enjoys wrestling with Coalback when they have the time for it, as they both find they're the only rats that can properly challenge their skills.​

Schwalaut - Former Noble Footman - Thrall
Other than his genuine relief at being rescued not much is known about this man. He says he once served the nobility of the Empire, and as such has etiquette and skills at his disposal. To honor his life debt to the Ratkin he has sworn himself to their service, so that he might offer a dignified shield against the racial stigma surrounding their kind.​
Racial Facts
Important Note! Ensure you ask Beck to see if your faction knows these facts or not.
Clan Structure
Ratfolk clans can range in number from 20 to over 2000 souls, though none have reached the same populations as the cities they inhabit. The larger clans are all ruled by a single Chief who is supported by a council of Aged that oversee various aspects of clan operations. Clans often see themselves as a large family unit, and much of their behavior reflects this mindset. If ratkin are unfamiliar with another rat, either because they haven't met or they're not well acquainted, they will address each other as 'brother' or 'sister' as a sign of respect. If rats are familiar with each other they will often call each other by name or casually use the term 'sib' in greeting. Younger rats will address adults or those senior to them as 'aunt' or 'uncle', and older rats will primarily address younger ones as 'child', though sometimes 'niece' or 'nephew' is used instead. 'Squeaker' can be used to address children as well, but this is seen as a label for pups and will cause insult among the adolescents. However elderly rats are always referred to as 'grandmother' or 'grandfather' as a sign of deep respect for their wisdom and cunning to have lived for so long.​

Lifespan
Ratfolk only live an average of 20 years, though some have been rumored to live longer with the help of magic and tonics. They reach sexual maturity at three years, and will often be fully grown within four or five. However many are not considered mature adults until they are at least five years old, since hormones dictate much of a younger pup's life until they can control their instincts. Females will start to become infertile at around 10 years, but males can remain fertile throughout their lifetimes.​

Mating & Children
Ratfolk form very tight knit communities and, aside from small stashes of trinkets, have very little sense of personal belongings. The clan provides for all, and all must provide for the clan. Because of this there's really no need for couples to pair off individually to support each other, which means that ratfolk will often have many different partners throughout their lives. In particular the younger pups that reach breeding age find themselves in dire need to reproduce, and this urge is near constant for at least two years. While there's no shame or betrayal in mating with multiple partners, ratkin still typically form emotional bonds with their mates. These bonds can last for many years, and when a previously mated couple or small group grow older they may decide to cohabitate for practical and emotional reasons. Newly born pups are also looked after by the clan at large, and are often raised together in large groups. This helps to build the sense of family that ratfolk hold so dear since the pups grow up directly with their 'brothers' and 'sisters', regardless of blood relation.​

Religion
Ratfolk religion revolves around a central idea of ancestor worship, going all the way back to their matron deity Neesa who they believe to be the mother of their race. There are two primary aspects to their religion: moral guidance and communion with the dead. There are many stories about Momma Neesa (as they call her) that are told to ratfolk youth during their formative years. These stories are meant to teach them good morals, clan law, and survival skills among other things. They often feature Neesa as the protagonist against an array of other spirits like Cat, Dog, Man, Snake, Bear, Fox and Crow. Crow is unique because while he often poses the greatest threat to Neesa he is also the only one smart enough to fully match her wits. Because of this there is a mutual respect between the characters, and they will sometimes work together to overcome a common foe. The communion aspect of ratfolk religion involves their shamans conducting rituals to speak with the dead. This will often be accomplished through 'bone singing', as ratfolk believe there is a wealth of knowledge stored within the bones of both the living and the dead. If their warrens have the space for it they will often create catacombs that house the skulls of their dead. Each skull is inscribed with the owner's name and two symbols, one for the season they were born and one for the season they died. Influential leaders will often have their entire skeleton pieced out and turned into charms or reliquaries, with their skulls being held as prized heirlooms within the clan. In the Bone Heart clan the walls of the Counsel Den are completely lined with the skulls of past chiefs, so that their spirits might bear witness to clan affairs and grant their wisdom when asked.​

Reputation
Ratfolk have earned a reputation as little more than thieves and beggars since they've been forced to live in the dark corners of the Empire. City sewers and inhospitable wastelands have become the only places their kind can grow in number, as other lands are either already inhabited or claimed as 'Imperial Soil'. Because of this ratfolk have had to do many unsavory things to survive in these places, and in this regard their reputations are true. But the clans that have not gone completely feral seek to hold their people to a higher standard than this. They actively seek to teach their children how to fight their instincts as well as basic education and morals. Many young rats will leave the clan to seek wholesome jobs above ground, often being hired as sailors, laborers, or merchants. But just as many youths are lured away into criminal gangs with promises of wealth and prestige. Those 'dirty paws' that return to the clan are used as valuable resources, but the ones that will not return are considered outcast and are often shunned by their own kind.​

-Ratfolk Cant/Slang
- Be Small: A colloquial phrase meant to imply that one should stay silent and out of sight, hidden and remote from danger.
- Birds: Term for any race that typically lives above ground, or 'in the sky' to the ratfolk.
- Cranks: Slang for ratfolk crossbows, so named for the elegant crank system used to reset the heavy strings.
- Crow: Arguably the worst insult a ratfolk can give to any sentient being. It implies one has absolutely no morals or values other than personal gain.
- Dumbing/To dumb: To blind and gag an individual.
- Dustmen: Undead, or those so tortured or jaded as to resemble the undead.
- Froth/Start a froth: Panic or anger/To cause panic or anger.
- Gudgeon: Little fish; Fool; Something easily silenced.
- Many Tails: To have many children. Seen as a good omen in visions.
- Mischief: A group of rats of varying size.
- "No shorts o' losses": A phrase that means 'while safety cannot be certain, no theft or loss of life should occur'. Used as a wish, command, or promise.
- Pense/Pence: To convey what one is thinking without speech. This can be done simply with gestures and smells, but can also be in reference to telepathic or other musical communication. It is a portmanteau of the word “pensive” (to quietly think) and the phrase “to give your two pence” (to give one’s thoughts).
- Rounder: A professional, especially in terms of thievery.
- Rust Heart: A slur used to label the House Elites of the Muurdaanian Empire.
- Stringman: A being that controls others against their will. Often refers to necromancers, but may also refer to hypnotists, creditors, or politicians.
- Stripes: Wounds.
- Squeaker: A pet name often used to describe newborn pups. Can be used to address young ratkin but will certainly cause offense among the adolescents.​
 
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@SpiralErrant @Prince Vaethorion @Heyitsjiwon @Elendithas @KamiKahzy


IMPORTANT DEVELOPMENT --



MONEY IN MARKET:


2 from exiles – With no centralized authority, wealth in the exile communities slowly began to first disappear, and then later, by decision of the countrymen, divided between the populace. The Convicts spent a lot of this on alcohol and more prudently, a minor food store in the depression. The Working class of Exiles parleyed much of this wealth into creature comforts and a corner of the depression where houses are actually structurally stable. A sizeable portion of this has also entered the market to buy wood and stone for the planned construction of a temple of Dracos.


1 from pay to soldiers – after the first battle of the ‘Platz, what coin and finery looted from the average soldier was pooled and then divided among those that fought there. This wealth almost immediately returned to the economy as soldiers drowned their sorrows, celebrated their glories, or otherwise advanced their living conditions or acquired needful things. Aymarans spent all of their funds immediately on Tyren meat, and Shoreline rodent and fish-flesh. (Aymaran hardiness slightly increases)


c3 from Tyren Wealth – The Tyren, seeing less value in piles of silver than in what that silver could get them, quickly seeded the market economy by seizing the best food the market had to offer, (including a growing love of Highborn Dohvahmon) – as well as an overall increase in health, personal property and effects, better tools from other factions, and whatever indulged each particular Tyren’s fancy. As a result of this, the flood of Tyren silver coin made it the primary form of currency, exceeding old-world coinage, in the colony thus far. Part of this is also due to half of Sylvan wealth being left to the springborn – who were QUITE frivolous in acquiring “oddities” from every other culture they come in contact with. The average Tyren’s coinpurse remains relatively heavy in comparison to when they arrived.


1 from Attolian development: Attolians, per capita, are some of the wealthiest persons to come to the new world, bringing their own coin in addition to whatever wealth is controlled by the leadership. When development of the Attolian Housing District was complete, many Attolians found themselves, as homeowners, needing to own a lot of other things. This influx reflects that. This number might have been higher if the district did not need to be evacuated, which led to repairs and replacement of various items upon the people’s return.


Highborn/Ratkin/Aymaran – while some wealth may have changed hands, the amount so far seems negligible outside of their own population. As such, no wealth flows to market from these sources.


-1 from ??? – After all was said and done, either because of a lack of central banking, inadequate police oversight (at least at first) and potentially other causes… Wealth that should be in the economy is unaccounted for. Whispers in the tavern and on the docks say that whomever brought the wine and Ballista with the exiles must have been a master criminal… so who’s to say they didn’t take this stuff too? Some folk have already begun to point a finger at Ratkin, but anybody rational sees they have not been here nearly long enough to do such a thing... or could they?


TOTAL WEALTH IN MARKET: 6 Wealth. (Wealth not in faction treasuries)


“WHAT DOES THIS MEAN!?”:


“Market” Wealth is basically any money that is in the hands of the colony at large and not in the possession of a faction or central treasury. Wealth can be pulled FROM the Market by leveraging influence via your guilds. (Ie, if you’re selling the most popular luxury goods, Or if you have an industry or building that lots of people spend money at like an INN, for example.) You can attempt to leverage wealth from the market as a simple order – if you have additional logic or justification for that leverage, it may help you gain some wealth from the market.


Even if you don’t have leverage in the market you may still try to get wealth from it. If you have some brilliant economic master plan, or successful capers to get wealth to “Fall out of a Wagon” … you might also extract monies. Feel free to talk in OOC or PM me.
 
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@SpiralErrant @Prince Vaethorion @Heyitsjiwon @Elendithas @KamiKah

@KamiKahzy


Hey guys! I'm reading the original IC thread and building up steam for the reboot which should take us into the next game season. 


Let me know if you are or are not interested in continuing -- and In PM or here we can begin to build momentum again. The official start date for reboot was speculated to be April 1st, but considering reactive interest is already present it might begin sooner!


There is some behind scenes things to negotiate with Kamikhazi, some chat-become-post business relating to the passing and reciept of Gnoll captives to the Tyren, and a few other bits and pieces.


I thank you all for continued interest where there, and them that respectfully decline... I respect and honor that decision. <3


Yours,


Beck
 
Die Reinen (Defunct)
V_Rothenburg_Der_Meistertrunk_C_Rothenburg_Tourismus_Service_W_Pfitzinger.jpg

Manpower: 250
Population: 85, loose -- most died in "2nd battle of mud elf aggression"
Volk: 75
Obersteinen: 10
Miliz: 0
Kesselflicken: 0
Defenders of the Faith: 0
__________________________
By BeckonCall

Volks- These are the regular joes and janes. They are good farmers and builders -- though they are much better when guided by more educated or inspiring persons. They may be attracted to either city life, or a more pastoral existence, more than anything they want to live and thrive in their faith.

Obersteiners- particularly talented and/or pious Reinen are given the unofficial title of Oberstmench or Oberstmaachen but to the Reinen, the catch all is simply Oberst. Each "Oberst" has their own craft or skill they are particularly good at, or are simply better at getting more out of the labor of others. They are also unofficially counselors for each other and groups of Volk, leading to a more peaceful society through the designed support of the community fabric. If you want to run a store, or get a blacksmith, or do the book-keeping -- chances are it'll come from the ranks of the Oberst. The better the ratio of these units to the Volk, the more guidance and support the common folk will receive. There is no class difference between Volk and Oberst, it is considered a special calling to help guide the rest of the flock.

The skilled and unskilled workers can defend themselves, but are not conventional soldiers. When called to fight, they traditionally use lumber axes, sledge-hammers, and other tools of peace that can be repurposed to fight. Reinen are infamous for improvising weapons from things laying around -- one of the traditional weapons of the Reinen is actually a reinforced chair (or "UberSessel") -- coming from the long and grand traditions of drunken festival brawling (often not so ill natured, but a way of blowing off steam and settling arguments) -- So many chairs were smashed in bar-brawls over the evolution of their culture that every house has a sturdy "fighting chair" that can be used to parry, bash, and poke the enemy.

Miliz: The fighting arm of the tinkerers, they low-sophistication firearms. While a well-to-do household among the Reinen might own a single flintlock handgun, the shutsbund practice the use of short rifles, and braces of pistols (since each pistol can only fire once and takes a lengthy time to reload, the schutzbund tend to just wear a lot of expendable pistols, made efficiently to fire once then discard for another at the belt. Most rifles are woefully inaccurate so are fired in volleys to maximize effect. Pistols are also unreliable at range but in medium closing and close quarters can be quite deadly. It can be expensive or labor intensive to keep a large number of schutzbund combat ready and well armed -- but the Reinen will start their voyage with a fair amount of gunpowder and supplies for this.

Kesselflicken: Unlike the Schutzbund, these folk are very skilled, but specialized workers. Clocks, smiths, plumbers and inventors -- they spend their time either as foremen for the lower-tier workers or innovating in a central workshop and/or individual toolbenches. The more Kesselflicken present the more likely one will be a "High Tinker" -- who are usually wise and respected members of the community and can come up with ideas to serve the larger populace. Without proper guidance and leadership even a large number of tinkers might produce little more than some strange lighting and a lot of weird toys. Properly directed, however, they can solve very complex problems with elegant resolution.

Defenders of the Faith: -- expensive more because they are few in number than being particularly powerful, the defenders of the faith are the personal bodyguard of the princess, and devoted to maintaining law and order as well as protection for their people. They train ceaselessly with dual rapiers and have heavy leather coats bristling with pistols so they might fight extended battles without having to reload. Unlike most Reinen, Defenders are not very animated or warm people -- and instead can come off rather grim. They take their work very seriously and do not relish the blood-spilling that may come with it.
______________
____________
Food: Undetermined
Wealth: 0 (burned in fire)
Tear of Divinity: Earth (presumably to be reclaimed)
Influence: Undetermined
Exotic Resources: N/A
__________________________
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Prinzessin Charlotte (deceased) governed the Reinen with grace. Her father, the previous Prince, ruled as a man who spoke curtly and surely. Charlotte prefers to use tact and diplomacy. Being the first female to lead the Reinen, she plays a delicate balancing act between the wishes of the Elders and the needs of the Volk. She plays it well.

Charlotte is strong, independent, and fearless in her pursuit of building a nation. Her father passed on his ambition. All the same, she is almost induistuinguishable from the common folk, walking and talking amongst them. She sees a need to loosen some of the rigid rules of her society, but such aims are minor compared to the need to insure its survival. As the only member of the Reinen allowed to practice magic, she has begun gaining reputation as a healer of minor wounds.

To the people, Charlotte is a name worthy of only praise. She has cemented herself in popularity, hoping it will last the voyage.
__________________________

The Reinen are a tall, broad shouldered, stoic people known for their practical knowledge when it comes to farming and building. Long persecuted by the Muurdan empire for their religious views, the last straw came when the Underlords removed the Reinen prince from his lordship and threw him jail as a political prisoner. The elders and the Prince's daughter parleyed for a charter across the sea. The Muurdan's accepted knowing it would rid themselves of the Reinen, and potentially create for them an opening into the new world.

Faith, family, and community are the three keystones of Reinen life. Everything revolves them. They attend religious services during the middle day of each week, conducted by a different elder each time. The elders form a council, made up of the ten eldest members of the church, that decides matters of law and religious interpretation of Reinen readings. Above them stands Prinzessin Charlotte, the official governess by birth, and the one with a final say in all matters. Only the elders are free to disobey her command, and at their own political risk. A petition by a supermajority of the Volk, or a simple majority vote by the other elders may remove an elder. It would take a unanimous vote, following an accusation of major sin or blasphemy, to remove the Prinzessin. The major beliefs of the Reinen are that all people are born pure, but many become tainted by the dark world. It is important to live as mandated by the elders to remove sin and be forgiven, done through acts of charity. Magic is strictly forbidden, except that which comes from the hand of the Prinzessin, whom is believed to be a messenger from the one true god, the Lord of Purity. Pure hearts, pure souls, and pure bodies are what the Reinen strive for.

Plowing their fields, and raising their barns, the Reinen cherish a village lifestyle. They may often appear serious, a product of hardship, but they feast once a month and have great festivities at the end of each harvest. The Reinen may work hard, but they still know how to play. Men work with their hands, while women raise children and complete household chores. There is a strict conservative norm. Marriages are arranged by the patriarch of each family, and parents are greatly respected by their children, who grow up to take over their parent's trade. Festivities usually involve a generous amount of beer and lederhosen. Sport is a favorite pastime of many.

The Reinen are somewhat pacifist, though not affront to defending themselves. They keep to their own folk mostly, distrusting other creatures. Stories abound of the mystical beasts that might rip children from their beds. Hunting them is good fun. The nature of the Reinen is largely communal, sharing their individual possessions in times of need. The Reinen wish mostly to secure a nation of believers for themselves, self-sufficient and independent from the Muurdan Empire and the rest of the world.
 
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Finished_Lighthouse.jpg


The Knights of St. Victoria

Chapter of the Distant Tower

Manpower: 300
Squires - 75
Monks - 40
Devout - 25
Knights - 10
Mounted Knights - 3
Canonates - 6

Population: 162
__________________________
Squires – loosely named, these are generally unskilled workers that do the brunt labor for higher members of the order. Very driven and competant workers with the proper leadership, they also in dire circumstances fight in leathers, with wooden shields and light blades. After reaching a certain age, the squires are tested and the best of them become true knights of the order, the rest become monks and serve in non physical/marshall capacities thereforward. A few among the squires may be a handful, but the monastic order eventually bleaches the errant out of one and all.

Monks – Older retinue in the order, these folk are good at guiding, directing and training the squires to perform new tasks as well as maintaining the oldest traditions of the order. Not particularly good at physical labor, they excell at academic or social endeavors – be it trade, the crafts, clerkship, and other labor for the literate. Generally worth half a worker for the purpose of hard labor, they more than make up for it in learned pursuits and maintaining the comfort and customs of the order.

Devout - Men at arms and/or Knights in training, they wear medium to heavy armor and are armed with a mace and shield, are an inspiration to the squires but truly come into their own when attempting to prove themselves to the true knights of the order. Extremely disciplined, they have been tested before and tempered in both mental and physical extremis. Not the most effective workers, as their ascetist and celibate meditations, conditioning, and practice takes up much of their time they are not expected to march about or guard things.

Knights of St. Victoria – true knights of the order their conditioning and learning has taken them near the highest rungs of the order. Each Knight learns to teach a certain trade (be it sailing, or brewing, or printing) so that the lore and knowlege of the order is propagated among the squires and monks beneath them. On the field they are small-scale strategists – expected to hold an area of a line or formation linking with other "rings" lead by other knights of the order. When not serving as officers amoung the lesser troupes they prefer to fight in a homogenous group, exhorting each other to higher and higher feats of bravery and fury in service to the chapter master.

A note on horses: "Mounts of the sacred lighthouse" are infamous for rejecting the stable, preferring to mill under the sky. There is little need to explain the hazards of proud and/or startled horses stomping around on deck. Interestingly enough and converse to this, where other horses are terrified to travel underground, "sacred mares" can have their barding mounted with lanterns, and make passable dungeon companions as well as giving knights the ability to shatter lanterns amidst the foe. The conditioning of these mounts to behave in this manner is an ancient tradition born from when the order was new, and small – and those knights, who were few, needed their mounts to carry loot and excavated secrets too large for men to bear to the surface. These horses are utterly unafraid of flame or darkness, but will not sleep under a roof and become stubborn or even dangerous if pushed to.

Canonates - The oldest among the monks and knights of the order. So named for the order recognizing the performance at some point of an act judged a miracle, These range from dubious to truly magnificent. Canonates sometimes leave the order in their final years in an attempt to start a new monestary with little support in faraway remote regions... it is often little more than a glorified euthanasia rather than face retirement.
__________________________
Food: N/A
Wealth: 3
Tear of Divinity: Fire + Water
Influence: 16/7
Exotic Resources:
2 x Ancient instruments
1 x Cultural artifacts
2 x Black granite
"Interview with an Aboleth" Vol 1
"Uncommon Common"
Untranslated and intact stage play scripts.
Ruined building full of mosaics and bas-relief.
1 x Large Sunstone
The ancient armour and weapons (Includes old armour, whip sword, bow blades, two handled hatchets)
1 x harpselith
__________________________
Victoria stood before the storm, her sword held high, her shield braced at her side in what looked like a very dynamic pose, if not a practical stance, that showed off the lighthouse emblem emblazoned on it wonderfully. Her golden hair flowed behind her in the wind, merging with her cape as her green eyes lit up with the lightening. All while the swarms of demons and undead clawed their way up the rock around her. Monsters and fell raiders surrounded the stalwart lady and her band, The Four Companion Saints.

"Rise, Elien, Master of the distant tower." Came the harsh metallic tones of Sir Talrand.

Elien arose from kneeling on one knee. The joints of her armour creaked and clanked under the orange and white of her tabard. The colours of their great order. The light and fire of knowledge, the purity of the soul that each of the inner circle strove to achieve. She was a knight no longer. Her short time among the inner sanctum was over. Many would resent her for her rapid rise, many would speak her praise while condemning her in their hearts. This orphan of the streets, the grand master only chose her because they wanted someone who could live long enough to establish things.

Elien looked to the circle of fully armoured sanctum knights around her. They would know the truth. Elien had been taken in by the order as a child, saved from the feral wastes left by the imperial advance. Her life was claimed by the order and her soul saved by Victoria's grace. She had given them her life, her soul. Elien had given them everything and her efforts had shown. She had learned from the scientific texts and holy recounting of Victoria's life that could be found in her chapter's library. She had meditated, prayed for enlightenment, scourged the weakness of her spirit. And she had proven her strength at arms. Elien had faced bandits, beasts, and cutthroats aplenty.

I have proven myself. They will see. Her eyes found Victoria's immortal image in the mural on the wall above them. By your grace I will show them all.
__________________________
The good book tells us that Victoria was a peasant girl who lived somewhere on the western coasts. Her little fishing village was a frequent victim of reaving pirates and saltwater devils. Her destiny was shown to her the first day she lifted a sword, prying it from her father's sword from his dead hand and this girl who had never been taught the ways of war laid waste to the raiders that thought to claim her as their prize, leaving them smote upon the sand.

Thus began the fabled journey that would later be recorded in the hallowed texts. Of Victoria's search for wisdom, of how she found her companions, and of her eventual martyrdom and ascension. This legacy would go on to inspire a small number of like-minded knights and scholars to found her order.

The order of St Victoria is old and as it has grown chapters have been founded across the globe. It is worth noting that they are not the full extent of the faith, as many may pray to the pantheon of saints but not swear themselves to the order. The knights themselves being seen as a militant branch of the faith.

The knights officially maintain a policy of political neutrality. They patrol highways and coastal paths for bandits and supernatural threats. Wherever the order claims land they build a chapter house, and each chapter maintains its own lighthouse even if they are located inland as a symbol of safety for travellers and the spiritual light each soul pursues.

The order values the ideals of law and order highly and seek to enforce it wherever they go. It has also put them in the good graces of some of the underlords as the knights offer a law keeping force in freshly conquered lands that they are not obligated to pay, even if they may dislike the order spreading its religion and filling their own coffers wherever they go. Whenever the empire expands into territories Victoria's word is yet to reach the order is quick to capitalise. Yet both groups continue to claim no official ties.

Something that sets the order apart from other knightly groups is their policy of accepting women into their ranks. An ancient grand master lifted all bans on women joining, stating that to shun those of Victoria's sex would dishonour her, the saint herself having proven the valour of women. No child has officially been born into the order as all higher ranking members must take vows of celibacy and knights are expected to take personal squires of their own gender.

This expanded the order's range of recruits and heavily bolstered their numbers in territories where a woman's options in life were more limited.

In the Imperial heartlands Victorian lighthouses are a more common sight and local nobles try to keep the order sweet in exchange for the healing services and military arm they offer on the roads. This hit a peak during the crusade of fitful slumber when the order marshaled against an undead threat in the east. Since then it has not been uncommon for nobles to send lower ranked children into the order to earn prestige and standing.
__________________________
St Victoria: The primary saint and namesake of the order. A young girl who set out to change her world and the fate of her people. She went of a lifetime of adventures and pilgrimages, forming a party of companions around her and becoming a legend in her lifetime. Victoria's journey ended in her martyrdom and ascension to divinity. Her worshipers revere her as a god though never refer to her as one. She is not a patron to any particular aspects but rather represents all things that one should strive to be.

St Herbert: Also known as 'Our man, Herb' The patron saint of the every-man and the law bringer. Herb was a bandit when he first met Victoria. He lived in the wilderness and fed off what he took from others. Then he chose the future saint as his next target and soundly thrashed. left humbled before her, Herb begged her forgiveness and for Victoria to teach him how to be as strong as she was. He was the first to join her and became Victoria's loyal shield in their travels. After her death Herbert went on to become a lawmaker and dedicated his life to bringing order and peace. He was killed in a bandit raid, it is said that when his body was found he had a look of true serenity on his face.

St Virgil: The patron saint of healers and the downtrodden. Virgil spent her early life as the indentured servant of a mage, forced to serve her masters darkest desires. When Victoria came to their city she quickly fell on the bad side of their magic wielding overlords and was gravely wounded in battle. Virgil helped smuggle her to safety and helped nurse Victoria's wounds. When the fiery adventurer recovered she faced the mage once more and struck them down from their tower. Virgil had her freedom and left with Victoria to see the world and find her own path in life. After Victoria's death Virgil became a doctor and founded her own hospital. She would later die of a fever, one no doubt gained from one of the many patients she refused to turn aside. Before she dies Virgil's nurse heard her speaking from her deathbed in the other room and the story says that a second female voice was heard, yet when the nurse rushed in no one else was found. Virgil had died with a peaceful smile on her face and a single tear down her cheek.

St Nash: The patron saint of Scholars and the ambitious. A sickly, half crippled boy. Nash followed Victoria in the same way as many witnesses to her work did. But unlike them his pilgrimage did not end when she left his city. So enamored of her and her exploits was he that Nash trailed after Victoria and her companions well into the wilderness where a child as weak as him could not survive. Seeing no other option, Victoria took him in. It was now then that she learned that Nash's true strength lay in his mind. He was an educated boy from a well off family but had been cast aside because of his frailty and had spent his day reading and learning all he could. Nash begged Victoria to make him a knight and a warrior like she was. Nash accompanied Victoria on her travels from that day on, acting as her sage council as he saw the world through the eyes of both a scholar and an innocent. He even taught the common born woman to read and write. After Victoria's death Nash went on to embrace his true passions, travel and literature. He would travel the world acting as a teacher and helping to set up libraries where he went, he was also the first of the companion saints to write their piece of the holy tome. He would come to settle in the dwarven city of Kaz Arak where he would be lost in a landslide, his body never found.

St Salem: Patron saint of warriors and the lost. A giant of a man, born to the gladiator pits of the southern isles. When Victoria came through to his part of the world she brought rebellion and broken chains, striking down the slave masters. Salem swore himself to her the day she freed him and became her sword. Victoria and the others tried to help Salem find a new path in life, one beyond the violence he had always known, but his life of slavery had left scars upon his heart. Salem saw the world as a place of darkness, void of forgiveness and understanding and something to be avenged upon. When Victoria died Salem was left heartbroken. He fell back into his old ways, of a blood hungry animal, seeking an opponent that could grant him death in battle. He never found one. Eventually, by the time he was old and no longer able to fight with a sword, he came across a coastal village like the home Victoria always spoke of. His reputation and the stories he shared of his time on the road with Victoria spread and drew young knights and warriors to him who would later form the founding members of the order. But Salem would never see this. He would be the only saint to die a peaceful death, surrounded by friends and family. Finding in his final days the peace that had eluded him all his life. It's said that with his last breath he called out to Victoria, reaching out to a corner of the room where no one stood. "I was a fool... I understand now."
 
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I was just wondering if it is still possible to join this. I would pm but I need more Posts to do that. I apolgize

I would refer you to the interest check -- it looks like we have enough currently joining players, but if you were willing to go through the process of application that would give you a hand-up on others wanting to join.

This may be disappointing relative to "COME ON BOARD!" however half the factions that have landed in the new world are dead or scattered... players either drop out or they misgovern their people. (chuckle)

If you like the game, I encourage you to hit the interest check and submit an application via PM.
 
Severynd Severynd : Please get your initial statistics up in this thread with the other two new colonists, or if there is behind the scenes stuff to negotiate we can do that via PM. Because of the mysterious nature of the tempest (fabled shadow-kin of Nomare), you may want to alter considerably the information *I* have and give an outsiders representation.

Bear in mind your homeland and people may be the stuff of stories or legends of other factions learned people -- so just like everyone elses, your secrets aren't safe. Even the Fetch, Secretive Heralds of the underlords -- had folk that had at least heard of them. <3
 
(WIP, needs fluff and bbcode)

Salvator’s Brewery and Fine Goods Trading Co.
*(Fox Folk, See "Species info" below)

SUMMARY/TLDR:
Species:
The Finecians are a rather small. physical unimpressive species of bipedal fox-anthromorphs. They stand at 3-4ft in height and weigh in at a typical 60-80lbs and are unsurprisingly of a light build. This causes them to be quite weak, but they make up for this with their speed, agility, keen senses and cunning. They do not make great soldiers, but they are excellent thieves, rogues and assassins. Some may also posses magical powers in the forms of conjuring powerful illusions aimed at deceiving or even killing enemies. They are an entrepreneurial people, many run businesses and education is extremely valued. Those without schooling or knowledge of a trade are at an extreme disadvantage and are typically treated as second class citizens. They are individualistic materialists, preferring shiny things and power over friendships and faith. Most will have just one or two close friends and the rest are mainly acquaintances with whom they regard with varying levels of suspicion. This does not mean that they are loners however, rather many are quite sociable, excitable and even friendly. They simply regard others as they would a fellow business owner and potential competition. Most still enjoy a good night at the tavern, especially the lower classes.
History:
The history of the Finecians is that of sly implantation of friend in foe to maintain their sovereignty for well over a millennia. They came to be in the deserts of the creator, surrounded by hordes of vicious gnolls, trolls and lizardmen. They survived by playing the barbarian tribes against one another and building themselves a fortress above-and below- the sand dunes, protecting it and their trade routes with mercenary armies from foreign lands and even the local barbarian tribes. Their ideal location near major water ways saw them rise into a great trade hub, which of course brought them to the attention of the Muurdan, whom after defeating their mercenary armies and besieging their capital, diplomatically annexed them in a peace deal.
Faction Desc:
The faction arriving at the new land is a company. On the surface, the company is a honest business run by a honest man, selling custom brewed drinks of all kinds, potions, ointments and even furniture and clothing. Anything that could be considered a luxury, although items are cheap enough for the common man. This is merely a guise, a front for them to hide behind. The company is actually an underworld cartel who makes most of their money from drug trafficking, underground arena fights and goods smuggling. They are ruthless in their expansion, killing competitors and anyone poses a threat. The company has one goal and one goal only: Make money at any cost. It holds no morals and no ties to any nation, although it will pretend to be loyal to the Underlords. Although not all employees are actually part of the cartel, many are simple brewers and other craftsmen practicing their trade to support their families. Those that are part typically work in the illegal sections of the business, making drugs, transporting goods, organizing arena fights and doing the CEOs “dirty work”.
Leader: (INfo of factions history is win here as well)
The company/cartel, a subset of a much larger and more powerful cartel is run by Mr. Slavator, a short, stout and deceptively cheery old fox dressed in elegant clothing and adorned with expensive jewelry. He is polite, well spoken and gives off the impression of being of high, noble birth. Mr. Slavator always tries to resolve conflict with compromise and a heartfelt smile, making friends with both parties and of both parties if he can. He is no fighter, nor is he an illusionist or even a rogue. Despite apperances, he was not born a rich man, nor was he even born average. His father was out of the picture and his other over dosed when he was a young child. He grew up on the streets, pulling himself out of poverty bit the tips of his large furry ears and teaching himself everything he knows. He started selling drinks he brewed to support himself and slowly built himself up into a business tycoon through hard, honest work. He is an honest businessman trying to make his way through life. He views the Underlords (openly at least) with indifference. It's how things are, best just to accept them and make the best of it. He took the trip because he saw it as an excellent business venture Besides, it would be exciting for a change. Back in the city was getting boring. He is a business expert, charismatic, highly intelligent, good at sleight of hand but out of shape, lacks the agility more fit members of his species enjoy, physically weak and not proficient with weaponry. He is a nice guy, or so it seems. In reality, he is cold, manipulative and anything but honest. His wealth was built on drug trafficking, murder and the utter disregard for law and order.

Manpower/Population:
Manpower = 200
Very Skilled Thugs - 6
Thugs/Unskilled Workers - 24 (5 are performers, 14, 19, 20x3) (10 total unavailable due to guilds)
Rogues/Skilled Workers - 40 (5 unavailable due to guilds)
Hitmen/Assassins - 0
Goons/Trolls - 5 (1 unavailable till Winter. Armored in full Plate Armor with two-handed Iron Maces)
Capos - 7

Total Population: 88

Ranks/Roles:
Thugs/Unskilled Workers - These are the lowest tier in the company. They take care of anything that does not require much training or skill, the highest skill task they are allotted to being farming and/or hunting. Most are poorly educated, if even at all. They are considered expendable pawns and are used interchangeably as a militia and a basic workforce. Their main tasks involve farming/hunting, gathering resources, moving goods and guarding warehouses. Many are your common, simple folk just trying to get by, others are true thugs trying to beat their way to the top. In combat one would fight like a thug, unskilled but aggressive, armed with knives or even short swords and crossbows if they can get their hands on one.

Rogues/skilled Workers - Crafts/Tradesmen fall into this category. Anyone who officially or unofficially works for the company to take care skilled tasks. They may be brewers, Engineers, tailors, carpenters and more. But most fall into the line of Brewing, growing, jeweling with a good number of tailors. They are considered valuable by the company, but many are still expendable to some extent. While they will mainly provide the company with whatever task they've mastered, they also will sere as more skilled warriors. They fight in a rogue/assassin-lite style, using their small size and agility to their advantage. They however are not truly capable of 1v1ing most creatures in a fair fight and will often group together and/or ambush their foes. Typically both. They will be armed with an assortment of daggers, short-swords and crossbows.

Hitmen/Assassins - All companies form time to time find that someone is being a thorn in their side. Most ignore it or try to outmaneuver their competition, others "take care" of the problem. If you're taking the third option, these guys are you friends. The company's hitmen, listed as mere personal guards, are trained killers. They utilize poison, stealth and weapons such as crossbows, throwing knives and the such to silently take out targets without drawing attention or suspicion to the company. They are by no means elite assassins, but they are none the less capable. They usually act in groups of 2-3 and prefer to take out their targets without them even knowing whats coming. In a 1v1 setting (again they prefer ganging up and ambushes) they are capable fighters, using their agility, speed and small size to dodge enemy attacks, get behind or around them, and go for the kill.

Goons/Trolls - Even with their speed and stealth, most of the companies workforce make crummy guards or soldiers. It is for this reason that the company chose to recruit/hire a group of trolls. These smelly, slimy, regenerative beats may not be smart, but they are big, strong and hard to kill. They serve as guards or heavy enforcers to get the companies way through intimidation or other means. They are armed with weapons such as large spiked maces, long-swords, axes and any oversized hard objects they can get their hands on. Most wear armoring of some sorts, leather, metal plates or a combination of the two. They are fierce and unrelenting in combat. Mostly because they're big and dumb.

Capos - The big boss guys in a dark smoke filled room. They serve as the leaders of the company. Some are master craftsmen, others shady investors and even elite illusionist assassins. Many are extremely skilled in combat, turning their nonthreatening size into the downfall of even skilled warriors. A couple also practice illusionist based magic, conjuring false images and hiding the world around them. Even lethal magical traps.

Skilled Worker main professions:
1. Brewer
2. Botanist
3. Jeweler
And other professions needed to the formation of the colony such as engineering, agriculture, smithing, etc.

Capo List:
Andrei Connic - Illusionist badass assassin. Need someone taken care of or something stolen and the regular hit team just aint up for the task? Then it's time to call in the "specialist". Meet Andrei, the not very sociable but not quite anti social, boring kinda weird but pretty normal dude with a knack for killing high valued targets. He's an illusionist as well, meaning he's mastered the Finecian;s talent for trickery and taken in to the extreme, conjuring false images and more to aid in his "exploits". This talent when combined with his unparalleled stealth and skill with a wide range of weaponry makes him a deadly foe.
Name: Andrei Connic

Rank: Hired Assassin

Age: 56 (mid 30’s human years)

Class: Rogue/Assassin/Bowman

Appearance: Andrei appears rather unthreatening, standing at average Finecian height (3’6”) and somewhat below average in weight (50lbs). He is of slight build. He has purely white fur, which he darkens with dye during the summer. His blue eyes speak of innocence, but he is far from such.

Personality: Andrei is to the common observer… rather boring and bland. He’s rather reserved and quiet, but not particularly cryptic and mysterious. He’s modestly friendly and talkative when approached, but will often be the first to end the conversation, preferring either to stand and listen to others or be by himself. He’s soft spoken and is almost never angry, nor is he ever particularly happy. He’s just calm, quiet and reserved. Boring and bland.


But when he’s in the “zone”... and by that I mean stalking his next “prey”, animal or human, it’s all the same to him, he is a completely different person. He’s energetic, often prancing around excitedly, singing old songs and poems to himself. He speaks mockingly, playfully toying with his victim when he knows he has them.

Paraphernalia: He typically wears rather baggy pocketed pants, a plain white shirt and a black robe/cloak. He usually has the hood down and it appears to be just an ordinary commoners cloak, nothing suspicious. Hidden away inside this robe are throwing knives, three on each side. Tucked between his waistline he carries 2 6-inch fighting daggers and hidden away in his pants pockets are two small throwable knives, poisoned and ready, just in case. He only uses these as a last resort.

History: Andrei was born in the forest where he family survived by hunting. His father taught him the art of hunting, tracking and the skills for surviving in the outdoors when he was a young lad. He mastered the art and killed his first buck at age 6. From there he accelerated, easily mastering the bow, the spear and any hunting device thrown at him. He hunted all day, being outside, stalking his unspecting prey as exhillerating. He was a natural hunter and excelled t it. Merely stepping outside guaranteed him a kill.

The sport became boring… He desired a larger challenge. He set off around the Empire, hunting increasingly dangerous game. None proved worthy of him and soon only one remained. The only creatures that could reason, think, even outsmart and kill their hunter. His own kind (sentient beings). He began killing people for sport, for practice. Naturally he needed to support himself and began killing for pay. An assassin was born.

Why come?: He’s being played too. Besides, there is likely new game to be hunted in this new land. Perhaps finally, a worthy opponent?

Thoughts on the Underlords?: He could care less, as long as they leave him alone. He doesn’t fear being caught by them.

Strengths/Weaknesses: Ranged Weapons weapons master. Stealthy, survival expert, agile but not as fast (top speed. FInecians are too small to have a super high top speed) as larger species. But he is over confident, risk taking, physically weak and not particularly proficient (above average skill wise with his agility providing his only real advantage) in hand to hand combat once engaged
Jonti Capro - Illusionist support type, conceals illegal activities and provides battlefield support. Works with metalergist to imbue items with illusionist properties. He is an Illusionist magician, but lacks in direct physical combat due to his age. His illusions are typically aimed at hiding things of tricking people and has the ability to imbue objects like rings with illusionist properties to varying degrees.

Mikkoleti Sonto - badass rogue/assassin lite. Master biologist/scientist. Specializes in discovering useful materials in nature, especially those of an illicit or magical nature. Works with the Brewer, metalergist and illusionist. Skilled in combat with a rogue fighting style but lacks magical powers. The perfect man for documenting the wildlife of this new world and discovering the properties of them. Specializes in plants/fungus but has a general interest in the natural world that he has combined with his drug addiction to become the mad scientist behind their drug production. Works closely with Yuln the head brewer to make drugs and brews. Other than this he may experiment with medicinal properties or simply study the life of this new land.

Kreig Varn - Metalergist/jeweler. Specialist in materials will magical properties. Works with Master illusionist to imbue illusionist qualities to his creations. Also designs many of the trinkets and jewelry the business sells.

Mr. Mallothew - Baddass/Assassin lite. Politician, planner, businessman, Wheeler dealer type. Skilled in hand to hand combat with a rogue fighting style but lacks magical abilities. May act as an enforcer similar to Sontio but focuses on people and factions outside of the cartel, bending them to the cartel's will either through manipulation, intimidation or both. Tough, sly and cocky.

Yuln Orsona - Master Brewer/drug grower. Perfects brew and illicit drug recipes, manufacturing techniques andrelated activities.
Name: Yuln Orsona

Rank: Professional Brewer

Age: 148 (Mid 70s human years)

Class: Alchemist

Appearance: An average sized skinny grey furred Finecian who typically wears a brown cloth tunic, similarly colored cloth pants and a stained chefs coat.

Personality: He is cranky and anti-social, preferring the confines of his “kitchen” and the company of his brews.

Paraphernalia: Besides his “uniform” he has with him a wide variety of brewing equipment and ingredients, ranging from common plants, exotic animals and illegal imports.

History: Yuln was born in the city but as soon as he could he moved out to the wilderness to get away from the annoying hustle and bustle and focus on his brewing and drugs. He sold his product to supplement himself. As he became older he started having trouble gathering his own materials and began to rely on a young Mr. Salvator to get his ingredients and in return taught him how to brew. Mr. Salvator of course used this skill to start his ascension, or rather descent into the underworld. As Yuln grew older he was no longer able to survive on his own in the forest and so Mr. Salvator brought him into his empire, despite Yuln’s protests and he has been his head brewer ever since. He was assigned an apprentice to carry on his tasks once hes gone, whose name is Jolki, a young drug dealer Slavator recruited.


Strengths/Weaknesses: Smart but old, weak and not good in combat. Not very charismatic either.

Thoughts on the Underlords: He doesn’t like anyone and so he naturally hates the Underlords. Not because they actually bother him, but because he can.

Why take the trip?: Because Salvator is forcing him.
"Sontio Ornolldo" - "Jack of all trades, master of none" -- real specialty is serving to improve the work of other specialists. Hes the guy who gets shit done. Brewing lagging behind? Sontio we will make sure they get back on schedule. Maybe by simply helping them brew, or maybe threatening to rip them limb form limb, or perhaps actually doing it. Usually a combination of al three. He's the main enforcer of the Cartel, both inside and out. Local dealer no longer carrying the cartel's goods? He'll make sure they bye double next time.
Name: Sontio Ornolldo

Rank: Enforcer/Right Hand Man

Age: 36 (around 20 in human years, status wise)

Class: Rogue/Fighter

Appearance: Sontio is rather large for a Finecian, but still small by human standards and certainly tiny by Tryen standards. At 4’3” he weighs around 90 pounds being of a medium build 9What the FInecians would consider large as they are typically scrawny). He has the traditional orange/tan-cream colored fur with a white-cream underbelly, fore arms, face markings and a black tipped tail. He typically dresses in an obviously expensive black vest and dress pants with a white dress shirt underneath To top it off he wears a black plaid fedora, a golden necklace and rather hefty and unattractive iron rings on his left hand. Oddly enough that his punching hand, prefer for other to hold daggers and short swords.

Personality: Sontio is not well spoken, but nor does he talk like a lowly peasant. Being around Mr. Salvator tends to enhance one's vocabulary quite quickly. He is quick and to the point, not being one for pleasantries or idle conversation (save for when he’s drunk. He’s quite lively then). He can be short tempered, but managers to maintain a level headed calm, especially when fighting but if prodded enough he can explode in a fit of rage. He does whatever Mr. Salvator asks of him and gets it done.

Paraphernalia: Besides his “iron Knuckles” and his suit and hat, he carries with him a six inch dagger, a smaller secondary 4inch knife and a short sword as his primary weapon.

History: Like Mr. Slavator, he was born a street urchin and leveraged his natural skills to better himself. Save he did so by using his strength and agility to win fight in Mr. Salvtors underground fighting arenas. He was quite the celebrity, defeating every opponent sent his way until he was “rescued” by Mr. Salvator who trained him as his enforcer and right hand man. He enjoys a relatively comfortable existence and doing what he loves- kicking the shit out of people.

Why Leave?: Because Mr. Salavtor asked him to. He helped kill anyone who wouldn’t or wasn’t needed.

Thoughts on the Underlords?: He is distasteful of them as he sees them as too oppressive but could care less save that he is a criminal and they are the authorities he has to run from.

Strengths/Weaknesses: Skilled in close quarters, hand to hand combat but incapable with ranged weaponry. Not particularly smart but not particularly dumb. Agile and relatively strong, but can’t match the speeds of larger race nor their strength.

Materials:
Wealth: 6

Influence: 13/15
-Positive rep with exiles and Attolian small business for eliminating crime

Commodities:

Walking Dream Soda (3 units) - A Purple mold that when brewed creates an alcoholic drink that causes the consumer to experience hallucinations. The stronger the brew, the more vivid the hallucinations. May alternatively be snorted to create a mix of a coke like rush and less vivid hallucinations.
"Heaven's Aroma" - Lighter version of above.

Fine Limestone (0 unit)

Amber (in flux)

Honey

Cherries (5 Units)


Tools/Equipment/Parts:
Wrist X-bows
Retractable Wrist Knives
Wrist Gaurds

5 Suits Troll Plate Armor
5 Troll Two-Handed Iron Maces

STUFF

Finecian Guild List for @Beckoncall

SCIENCE GUILD - 1 Capo delegated (Botanist), Amber Encased Giant Red Ant, Ember Encased Automaton Hand, 2 units Automaton fragments(head and torso)

GROCERS GUILD - Water Plants, Fish, Mushrooms

BREWMASTERS GUILD - 3 Capo (Brewmaster, Mallowthew and Botanist), 5 skilled worker, 5 unskilled worker delegated, Ale, Wine, Beer, Potentially Mead and Honey based brews

PERFORMERS GUILD - 2 Capo (Sontio and Mallowthew) Ensures shows are going on time. 5 Unskilled Workers (To act as acrobats/parkourists/performers. They may not able to able to read, but their nimble, quick on their feet and totally graceful! 14, 19, 20x3 skill rolls). Indirectly provides entertainment via owning a venue, Blooming Lamb.

LUXURY GUILD - 2 Capo Delegated (Brewmaster, Jewelry), Honey, Amber, “Heaven’s Aroma”, Fish. 5 Skilled workers.

SMITHS GUILD - 1 Capo Delegated (Jewelry), Amber Jewelry

MAGES GUILD - 1 Capo Delegated (Illusionist)

INTELLIGENCE GUILD - 1 Capo Delegated (Master Assassin), 2 Hitmen

HEALERS GUILD - Sedative Poison (anesthetic)

CAPO GUILD DELEGATION LIST FOR BECK (Finecians)

Andrei Connic - Illusionist badass assassin. Elite Assassin. Intelligence Guild.

Jonti Capro - Illusionist. Mages Guild.

Mikkoleti Sonto - badass rogue/assassin lite. Master biologist/scientist. Specializes in discovering useful materials in nature, especially those of an illicit or magical nature. Science, Brewmasters guild.

Kreig Varn - Metalergist/jeweler. Smiths and Luxury Guild.

Mr. Mallothew - Baddass/Assassin lite. Politician, planner, businessman, Wheeler dealer type. Brewmasters Guild, performers guild.

Yuln Orsona - Master Brewer/drug grower. Perfects brew and illicit drug recipes, manufacturing techniques and related activities. Brewmasters, Luxury Guild.


"Sontio Ornolldo" - "Jack of all trades, master of none" -- real specialty is serving to improve the work of other specialists. Hes the guy who gets shit done. Performers guild.




Food:
Muddy Lake Fish
Mushrooms
Water-Plants
GRUBS -AVAILABLE


SPECIES DESCRIPTION:
[Species Sheet]

Name: Finecians

Basic Description:

The Finecians are a bipedal race of fennec-fox anthromorphs with a ranging variety of earth based fur colors but a mostly consistent color pattern with that of the quadrupled Fennec fox. Their hands and feet are clawed, but their claws are not particularly dangerous to armored or clothed creatures. Their sense are quite keen, allowing them to avoid threats and find food easily. The race is small, typically standing at around 3-4ft tall and weighs around 60-80lbs. Unsurprisingly they are physically weak, but they make up for this with their agility, stealth and cunning. They are on the higher end of the intelligence spectrum. While they make poor soldiers and physical laborers, they make excellent thieves, rogues, scouts and assassins. They also excel at any learned talent (medicine, etc) and skilled craftsman work where their small hands allow for finer attention to detail. An added, perhaps less useful skill, is the race's ability to emit a screech at as much as 120db when threatened, excited, confused, or otherwise feels the need to.


In business, they are cut-throat, very many for themselves. Even the stronger of relationships may be ruined by a few silver coins. That being said, bribing a Finecian is often effective if you have enough coin. It is for this reason that they are often distrustful of others, although they may outwardly act pleasant and welcoming. The only connections they can rely on are their families, with whom being dishonest is highly frowned upon and so inter-family betrayals are quite rare. They may also have one or two close friends/partners whom they can also trust, if any.


They put their natural intellectual advantage to good use, often in the business world. While many Finecians run legitimate businesses and operate honestly, a few have put their efforts in less honest markets and strategies, earning the race the reputation of being swindlers and frauds. This is most likely not helped by their natural ability for illusion based magic, which the skilled often use to aid in their trickery/theft. Of course not all are dishonest, it's just that those that are fraudulent tricksters are quite good at it.


The Finecians generally love shiny things and are naturally aligned to the art of making money to varying degrees. Whether this be by selling what they make, running a business, pyramid schemes, drug trafficking, whatever works. Given this, competition inside their community is tough, leading them to disperse among many different nations and communities were the native folk are less challenging to deal with and overcome (generally). It would not be unusual for a Finecian to be the puppet master behind an entire economy.


The typical Finecian temperament varies from person to person, but most can be said to be excitable, unusually smooth talking/charming, greedy, sly and questionable. They typically enjoy art, fashion, business, skilled crafts-work and politics.


General Life-Span (Eternal Allowed): Given the species general high living standard thanks to the nature of a successful trade hub most members of this species enjoy a natural average lifespan of 170 years, though the rich often expand this to another 50 years of life through purchasing potions and assistance from wizards.

Appearance: The Finecians are an anthropomorphic species, meaning they are akin in appearance to a mix between an animal and a Human. Specifically Finecians appear as a cross between the Human species Vulpes Zerda (Also known as the Fennec Fox) and the Humans themselves. Naturally, they are quite a small species, rarely standing higher than 3 or 4 feet and healthy individuals weighing between 50 and 80lbs. They are generally quite slim, clearly built more for running and agility rather than strength. They are covered in medium length, soft, traditionally orange-cream colored fur with a more white-creamy underbelly. Of course, different ethnic varieties have sprung up with mixes of browns, greys, whites and blacks but most retain the traditional orange-cream color. Although variety does exist, many (even those colored non-traditionally) typically follow the same color pattern, with the dominate darker color on top and their sides with the lighter color on their under bellies and the lower ends of their appendages (shins/forearms) with a (normally dark) accent color along the crease of their eyes/muzzle and the ends of their tails. Upon their furry heads sit a pair of unusually large ears with medium length fur inside, used in helping to filter out dust and debri as to protect their sensitive ears. Their scalps are somewhat flat and overall facial features are that of the fennec fox, with a small, short muzzle, large, usually beady black eyes and the typical fur pattern/coloration (Whitish around the edges of their face and cheeks with an orangish color in the middle and a dark brownish line along the crease of their eyes/snout), all set into a naturally stern looking expression. Their mouth is lined with razor sharp teeth and whiskers adorn each side of their muzzle. The rest of their appendages however, are more human like. They have the standard two arms and two legs, opposable thumbs on each hand and typically are bipedal. Of course they have the addition of a medium length fluffy black tipped tail and claws on the ends of their fingers and toes. Females are smaller and more red in color.

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(Non Anthro Fennec for reference.
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(Ignore nazi themed clothes and Wherchmatch on the right. Finecians would have a smaller muzzle and typically a brown/bronze accent on eye/muzzle crease. This should suffice to give a good idea of what they look like.)

Attributes: Although they are predominantly bipedal, they retain the ability to go on all fours, giving them extraordinary agility, speed and the ability to jump 5-7 ft vertically. Given their size, it's not surprising that these small creatures are quite physical weak and frail, little stronger than a human child of the same height. Fortunately for them, and unfortunately for everyone else, the little bastards are quick even when not on all fours, and when combined with their cunning nature and sharp teeth/claws, they are not so easily defeated. Mostly because you can’t catch them. Honestly in hand to hand combat you’ll probably win. The worst they can do is bite at your shins. But don’t get too cocky, there more than capable of jumping on your face, clawing out your eyes and ripping out your throats Not so cute when they're eating your remains eh?

Given their nature as hunters, there eyes and nose are quite keen. Their ears are especially sensitive, allowing them to supposedly hear the jingle of change in a pocket across the street

Besides their physical attributes, the Finecians are a smart, clever species, making them the successful sneaky traders they are today. You may not be intimidated by their small size- and that’s just what they will rely on. Ease you into a sense of calm- and then have you sign an unfair business contract that involves signing over your first born child. Or perhaps you will see one walking past you on your way to your car. You think nothing of it of course, get in your car and drive home. When you get home you reach into your back pocket to pull out your wallet- only to find an orange creme colored hair. Maybe you're thinking of buying that new car you’ve researched, the one with heated seats, state of the art blind spot sensors, built in wifi and what have you. You walk in the dealership, confident in your research, determined to go straight up to the salesperson and demand that car. When you walk out an hour and a half later you find yourself with keys to a “vintage” 1976 race-car with the body of a rusted out SUV, all for twice the cost, your small hairy salesperson excitedly depositing your son's college fund. If there’s money to be made, you can bet the Finecians are there and have already mastered it. From pick-pocketing, gambling, to used car sales, the Finecians got it all. They can be quite charismatic when they want to, and many have a natural talent for sleight-of-hand.

As you can tell, Finecians are the perfect thief/rogue. Their small size and agility make them masters of stealth, sleight of hand, even parkour (of course these abilities must be trained. No one is a master right off the bat, they just have an easier time of becoming so and will naturally be more stealthy than other larger species). Combined with this some can be quite the sweet talker, having an aptitude for debate/discussion/barter due to their culture. Of course they can be annoying as crap too.

They love anything shiny, it's why they still insist upon using material currency. One may call them greedy, and aptly so. One may also call them annoying, and once again, aptly so. The Finecians are capable of emitting a loud screech measuring as high as 120db. They will scream quite often, especially if threatened, scared, angry, drunk, or otherwise feel the need to.

The typical Finecian is small, 3-4ft, physically weak but able to turn on a dime and reach a top running speed (if on all fours) of 35 to 40mph. WIth an average IQ range of 110-120 they are quick thinking, often using their intelligence to quick buck. Many speak multiple languages.

Having been born in a desert and having the natural adaptations to do so causes them to greatly prefer hot, dry climates. Although because of their fur and nature of a warm blooded creature they can stomach cold climates, but they absolutely hate any form of humidity. The dryer the better. They do not fare well wet as it's hard for fur to dry. High humidity causes their fur to be moist and wet. It's very comfortable. Therefore you will be hard pressed to find any Finecians anywhere that isn't at least dry.

Some Finecians have a natural aptitude for Illusion based magic, creating false images, even false throughs and feelings if they are powerful enough.

History: The Finecians came to be in the great deserts near the world’s equator, ancient Finecian religion, now forgotten by most says they were forged by the hands of god.

“At first the deserts were empty, void of soul, will and life. Only the endless sands and screaming winds gave shape to his world. But one day God saw fit to fill this world with intelligent beings whom would inherit it. Many sentient creatures of all shape and sizes. One, out of many, being the Si’kaul (What the ancient FInecians referred to themselves as. It means “Sand Runners”.). In the great sand fields of the equator, God conjured a great storm, the runoff of which would fill the ocean and the rocks it carried, touched by the power of the Creator morphed and grew into the many species that inhabit its depths. The sand turned to mud and from this foxes whom were made to stand on two feet were formed. God then called upon the great winds of the north, whose power swept over the lands, and when combined with the warmth of god’s shining will cooled the clay statues. Those that broke under the power of the wind and flew off into the skies were turned into the birds. He who cracked and fell apart under the heat of god was turned into the animals and insects of the deserts. Gazing upon the now dried molds God saw fit to bless his creations with many gifts, the most generous being the ability to understand the earth that had been created for them.”

The Finecians of course were not the only sentient creatures that called the deserts their home. Countless other sentient races occupied the region, some ranging from tiny, harmless desert bird people to the hostile reptilian races. The Finecians were infinitely weaker than the Reptilians, but the Finecian civilizations grew up side by side with these other beings, playing a dangerous game of politics to play the ever expansive Reptilian races against each other and even neighboring Finecians to avoid conquest. The game was successful, despite the annihilation and/or subjugation of numerous Finecian Kingdoms over the centuries.

Many species eventually formed one singular banner under which to unite themselves. The Finecians were no exception. They naturally coalesced into a tight confederacy, avoiding the wars of conquest that many races had to suffer through, favoring trade and diplomacy to the sword. This is the norm for Finecians, rarely going farther than well placed assassinations to get their way a war impedes the flow of goods. When war does brew however, they resort to hiring mercenaries to assault their enemies, their small forms not being fit for combat.

The United Si’kaul Confederacy as it were called, united the Finecians for many centuries, the central government solving inner conflicts peaceful and ensuring goods could flow freely between its members or other races. Their strategic location beside a major river and passageway through the inhabitable desert allowed them to become a trade hub, garnering merchants and good from the northern and southern tips of the world. They enjoyed great wealth and stability for many generations. This of course, attracted the attention of many Empires who sought to claim the wealth of the Finecians for themselves. Several wars of aggression were waged against the Confederacy, including several attempted invasion by what ever Reptilian clan managed to conquer the others for the period. The small Fox people appeared an easy target to outsiders. Fortunately, the clever foxes had a few tricks up their sleeves.

As much wealth they spent on maintaining their trade routes was spent on protecting them. Series of great walls were built inside their cities, sectioning them into many quarantined zones. Great gate houses which funneled invaders into traps of flaming tar from above and spikes pits below. Sand pits and other booby traps were erected in the desert to impede advancing armies, forcing them to travel on the main roads least half their army sink to their deaths. Along the main roads many towers, safe houses and barracks were built, housing small armies of mercenaries who protected the roads and warned the Confederacy of advancing armies. These mercenaries would, under the guidance and assistance of official Confederate armies, battle the invader, at the very least weakening them enough to allow the Finecians to beat them back at the gates and chase them back to whatever hole they crawled out of. The combination of their advanced tactics, technology and elaborate defenses protected their sovereignty for millennia, until the Muurdan Underlords caught sight of the wealth flowing through Finecian cities.

The Muurdan marched on Finecia, their far superior numbers overwhelming the Finecian outer defenses, and despite the many losses they suffered, leaving a large army at their gates. The Finecian nations knew they could not hold out against such a large and superior force, and even if they could, the price of doing so would be exuberantly high. Their economy would be left in shambles and their defenses would take years to rebuild. Any pickings for any nation that wished to cease the opportunity. And so, unlike many other races they surrendered without further fight, negotiating better terms for the subjugation, allowing them to retain some control of the trade hub.

This subjugation marked a new age the Confederacy. Immigrants from all over Muurdan poured into the city as the Underlords had demanded their immigrations be lifted. In return, the Finecian merchant nobles were allowed access into Muurdan lands and their citizens were allowed to freely move in and out. Demographics in the Kingdom shifted as many business minded Finecians left the highly competitive lands of the confederacy to Muurdan lands where competition was relatively lighter and members of countless races moved into the confederacy chasing its wealth. While the Confederacy’s largest ethnic group is still Finecian, the minorities are the majority. Many Finecians have spread across Muurdan lands, garnering fame, fortune, and a nasty crime reputation.

Culture: The Finecians culture revolve around trade/commerce. The ability to make money is paramount and business owners are held in highest regard. It’s not surprising that Finecians live in a highly competitive, capitalistic society. Few restrictions and regulations exist save where deemed necessary, but this varies greatly between the many kingdoms. Local/State Government is generally small and limited. The same can not be said however for the national governments of most Kingdoms, as the respective Kings are usually the dominant business owner and their influence can be seen almost everywhere. Although not to the extent of a fascist totalitarian state or the typical Mega-Corp (although each kingdom can be thought of in this way). Most of their influence can be seen in the underlying infrastructure of the Kingdom, especially banks. Most kingdoms have one bank, solely controlled by the state (therefore for the most part solidifying the rule of the King). The King will often own vast swaths of property, charging business fees for use of the land and may even control most or all utilities. Taxes vary greatly in the nation where as some kingdoms will have a relatively high level where others may have no taxes at all. Typically taxes are only implemented to pay for a standing army and related services. Welfare, healthcare and other social services are rare and far between. Near all services are privatised. Therefore it is extremely important for FInecians to find their own niche in the market, whether that be as a street corner hot dog vendor, a skilled laborer, an entrepreneur or what have you. Wealth is very important in Finecian society, as without money it is extremely difficult to get anywhere. Robots have taken over most menial tasks so without a college degree of some sort or other skills finding a job other than that of a soldier is nigh impossible.

Finecians often live in an extended family unit, leveraging their collective wealth for the benefit of their family. While wealth is certainly not shared equally between them, betrayal is quite rare between family members and highly frowned upon- even illegal in some states. Families often work together to try and better themselves in society, poorer families pooling resources together to send a son/daughter through college and richer families doing the same but too start a business of some sorts. Families may form alliances with one another, either through business partnerships or marriage. That being said marriage out of love is still a thing and still makes up around 60% of marriages, although a strong pressure exists to marry for the betterment of your family. Like most cultures, males hold dominate positions and the female will be the one to leave her previous family in favor of her partners. Or the two may leave both families and form their own, often allied with the two from which they have split off from.

Their society has a few basic, unofficial, classes. Soldiers/Unskilled laborers (those who have no college degree and no worthy skills, the low of the low.. A soldier's life is seen as dirty, demeaning and garners little respect. Soldiers are typically paid little and most will die unable to better themselves. Although it does give them a better chance than they would have in other low level careers, as there is the opportunity to learn valuable skills and with time earn enough money to put themselves through college. Former Navy technicians and engineers will often find themselves high paying careers later in life and Elites will enter in the Finecians virtual arenas.). Next comes the Educated, Skilled workers, those who have earned a degree or learned a useful trade. Lastly is the business/entrepreneurial class, those who run their own businesses. Social Standings of course vary greatly within the classes.

The Fenicians world may seem cut throat, every man for themselves. Reminiscent of that of the Drow. And perhaps it is, but not to the same extent. Strong family ties still exist and family unions/alliances are often stable. Personal friendships between individual Fenicians are just as stable (or unstable) as Terran relationships, although the opportunistic nature of the Fenicians may result in some betrayals of partners, depending on the individual personality and nature of the Fenician. Fenicians will often have a few, dedicated friends and the rest being acquaintances. Law enforcement is also strict and predominant, often in place to stop thieves and fraud (although the legality of such varies greatly. Some places may even legalize fraud! Although this is not common. Most Kingdoms enforce a somewhat “fair” playing field for the general economy). Unsurprisingly, corruption is rife in some parts of the realm and black market sabotages and corporate espionage takes place from time to time, although it is often punished if caught.

Businesses dominate life. Everyone is trying to sell you something. Most Fenicians are workers, although their world is filled with infinite numbers of small business. Large corporations dominate society, over shadowing the smaller upstarts. It is these business that often fight amongst one another, sometimes aligning themselves with the federal government to gain an advantage.

Finecians, mostly the lower and middle classes love entertainment, fashion and consumerism in general. They will often flaunt their wealth (even if they have none). Having the best clothes and style is a way of raising your social standing.

In Finecians society you will see two types of people. THose who mindlessly work for others, wasting their saving on material goods and the latest fashion trend, and those who save and use their funds strategically to better themselves and their family.

Business often expanded horizontally, vertically and at the same time form massive conglomerates and mega corps. There are little regulation stopping them. Business will often own shops right next to their business where their employees may unknowingly go right after work to spend the days earnings.

As a trade/commerce orientated society, the Finecians are extremely interested in other civilizations and their society. They often take trips to other nations and even the poor have had contact with the tourists that flood their lands. Thus Finecian culture and style features many subtle (or very obvious copying) from other cultures.

In some societies, traditional gender roles are present and overarching. The same can not be said in Finecian society. Gender holds little value and the only gender related social norm is the female leaving her family unit (typically but not always) to join her partners. Finecian society has two dominate genders (male and female), but third genders such as non-binary and transgenders are uncommon but generally accepted as gender/sex again is disregarded.

To provide a snapshot of Finecian society, imagine a bustling urban metropolis. Down below on ground level the scene would be very much the same, with FInecians and the occasional tourists bustling about, visiting the countless shops and restaurants that line the sidewalks, perhaps on their way to see a showing at an entertainment complex or after a busy day at the parks. Finecians school children would already be in school, those too poor to attend at work or busy begging and/or pick pocketing, despite the relatively high and well armed military police presence. The police would likely be a fair mix of Finecian volunteers and hired mercenaries. Charismatic street vendors would be shouting out onto the masses, or perhaps arguing with a tourist who just spent 1000 credits on a small trinket. High up in the tops of tall glass office buildings Business class finecians discuss marketing strategies, buyouts, hostile takeovers, black market mercenary sabotages. In the massive entertainment arenas fashion shows take place, or combatants duke it out in elaborate arenas where the spectators ooh and ahh at the brutality. Fincians with jobs would be at their various jobs. After the day’s shift they get their day's pay (as is customary) and many go out to the shops to buy the latest clothing craze, or to bet in the casinos or on the evening Arena Battles. Later they would stumble home, some over burdened by new accessories, some with their newfound riches and others horrible drunk. Some may not even come home at all, instead taking part in the Finecians wild night life complete with drinking, partying, massive concerts, and even more arena battles. The next morning, the cycle would begin again.

The typically Finecian personality is bubbly, even flamboyant. They love pop culture and to brag about there latest buys. They are often gossipy, to various degrees. Think of them as those high school girls who always NEED their Star Bucks/Pulp and the new Iphone every time it comes out.

There are no official weekends in FInecian society, most companies only give 1 day off per week, if any.

There is no official FInecian religion, many religions have born and died throughout history. Many FInecians are atheist although some are extremely religious. More than a few cults exist that rob their flock of money. Many religions from other cultures have made their way into FInecians society, some have stuck, others not. All in all, religion is not considered important in Finecian society and there is typically clear separation of church and state. Although that may not be the case, especially if a Kingdom's ruler is religious.
FACTION INFO:
[Faction Sheet]

Name: Salvator’s Brewer and Fine Goods Trading Co.

Type of Government: As it’s a business, or a cartel more like it, the leader, Mr. Salvator has absolute, unconditional and unquestionable rule. He delegates certain roles/tasks to his “Officers” who have authority over everyone else, but ultimately answer to him

Leader(s): Mr Salvator is the CEO

Home Region/City: Morr’ah (City), Muurdan

Morality: Chaotic Evil

Description: On the surface, the company is a honest business run by a honest man, selling custom brewed drinks of all kinds, potions, ointments and even furniture and clothing. Anything that could be considered a luxury, although items are cheap enough for the common man. This is merely a guise, a front for them to hide behind. The company is actually an underworld cartel who makes most of their money from drug trafficking, underground arena fights and goods smuggling. They are ruthless in their expansion, killing competitors and anyone poses a threat. The company has one goal and one goal only: Make money at any cost. It holds no morals and no ties to any nation, although it will pretend to be loyal to the Underlords. Although not all employees are actually part of the cartel, many are simple brewers and other craftsmen practicing their trade to support their families. Those that are part typically work in the illegal sections of the business, making drugs, transporting goods, organizing arena fights and doing the CEOs “dirty work”.

CHARACTER INFO:
Name: Chaddick Salvator (Mr. Salvator)

Rank: Cartel Leader (Head Capo)

Age: 105 (Ill put their maximum lifespan at around 170. This outs him at around 50/60 human years. He's very experienced but not quite a sage)

Class: Scholar

Appearance: Mr. Salvator is a plump, older gentlemen on the shorter side of the spectrum, standing around 3’5” and weighing around 65lbs. The grey fur that has turned white around his muzzle and the tips of ears, tail and paws. He’s short and stout, just like all great business visionaries… and mobsters. As a businessman, appearance is very important to him and so he dressess extravagantly in ornate suits of fine fabrics. He adorns himself with ruby pendants and golden rings. This when combined with his attitude and speech gives others the impression that he is a well read, extremely wealthy elite, although this is perhaps not quite true.

Personality: Mr. Salvator has an air of confidence to him. He is very well spoken, polite and is not hesitant to share his thoughts or opinions. Despite this, one could not quite describe him as arrogant. He in all regards seems friendly, open, thoughtful and genuinely kind. He attempts to make friends with everyone, respecting their race and individual beliefs. When two parties are arguing he always seeks to resolve the issue and come up with a compromise. But do not be fooled, as this is a mere act. On the inside he is calculating, cold, uncaring and manipulative. He makes friends only to make it easier to backstab them when the time arrives. Every move he makes is for his own personal gain. One could call him a lion, but a Lion waits in the brush to ambush their prey. Not Mr. Salavtor. He does it in the open, where no one would expect. He has a silver tongue and talks from both sides of his mouth

Paraphernalia: He has with him a variety of expensive suits and jewellery. Rings, necklaces, crown, chains, vests, suits, he has a wide variety of it all, making him appearing much more wealthy and powerful than he is. He tries to wear a new combination of decorations every day to further the guise, but common themes include a rather bland, bronze pinky ring, a silver pocket watch and a six inch dagger he keeps tucked away inside his clothing.

History: Despite what he may lead you to believe, he was not born to a rich family. Mr. Salvator did not even attend school. Everything he is and everything he has accomplished has been by his own furry paws. He was born a poor street urchin in a Finecian china-town in one of the Empire's many great cities. Life of a street urchin is hard, but the unsympathetic, hard nosed nature of the Finecian people made it even harder. The intelligent child was left to starve. But rather than curl up and die, he strived. He survived by using his natural abilities to his advantage, his small form, and athletic as a youth (You can’t see it now but he use to be quite the athlete, outrunning guards and scampering across roof tops), stealing not only food and coin, but letters, books, any type of literature he could get his hands on. He eased dropped on school sessions, business meetings, and even important dignitaries. He taught himself to read, write and the art of business, diplomacy. He turned these new found skills to pull himself from the alley ways and streets to create a business. He began with brewing, a trade he had picked up from an old man he had done a favor for. His brewing business grew and he diversified to other areas. His successful business bought him a comfortable life. Things were looking up, Mr. Salvator ran a honest business and there was demand for the products of his growing business. But no matter how hard he tried to become more than just a local business something always happened. A fire burned out his inventory, a robber stole from his vault and such. It was almost as if someone was intentionally keeping him down. And in truth there was, and he was pretty sure he knew who it was. He blamed the Underlords, who were likely sabotaging him to maintain the status quo. He would never get higher than he was now, honestly at least. And so his jump into the dark underworld began.


At first he was still somewhat honest, simply selling brews to those who preferred their drinks “a little stronger”. As renewed wealth began to flow into his pockets, the greed that is characteristic of his people began to take over and slowly but surely molded him into the heartless man he is today. He diversified his business, as any smart entrepreneur would expanding both laterally, horizontally and incorporating new dark elements to his business. He did this through his own buisness's expansion, and by teaming up with another large cartel, becoming a subservant to a higher power. From the transporting of illegal goods, drug sales to even slave trafficking his underground empire did it all. Along the way he made… “acquaintances” (a man such as him holds no true friends) but even more enemies. One such friend was a Sontio Ornolldo, a young man he “rescued” from one of his “Fight Clubs” (Underground cage fighting, often to the death and with weapons). Sontio Ornolldo was the king of the cage and naturally he became Mr. Salavtors head enforcer and right hand man.


His business continued to grow, but doing such illegal acts carries risk, and the bigger you are, the more chances there are to get caught. The bigger they fall as they say.


Just recently, things have begun to go south. Authorities have been raiding his facilities one by one for the last couple years, slowly getting closer and closer to Mr. Salavator himself. The rate of surprise busts and shutdowns has increased dramatically in the last months, the feds are closing in. To make matters worse, one of his customers just saw through his deception where he had been selling a rather jewelry shop fools good disguised as real gold. It would be only a matter of time before he would meet his end, either at the end of an Underlord’s noose or by the blade of a rival cartel. He needed an escape plan.


Fortunately, one has seemed to present itself to him. This fabled new land of opportunity was likely his last hope. His enemies couldn’t follow him there and the feds would be unable to send any real contingency to capture him if they ever found enough evidence to charge him. Using the last of his money and resources he purchased a boat, a crew, personal bodyguards and an assortment of skilled craftsmans to accompany his fight. He would start a new underground empire in the new world. What he couldn’t take he burned, in an attempt to destroy every trace of his crimes. Any of his “comrades’ that wouldn’t flee with him were rounded up and slaughtered. If the authorities were going to discover him, it would be long after he was gone.

Why take the Journey?: Well, with the authorities closing in oen one side and rival gangs on the other, he has to go somewhere/ And no hole in the empire is deep enough. He needs a place where they can’t go, easily at least. And the new world is just the place. Besides, he doesn’t simply want to hide for the next 70 years, he still has money to make. An empire to rebuild. He still holds ties to his "parent corporation" who helps fund and protect him.

View of the Underlords: He’s not a big fan of them. He thinks they're too involved in the economy and always they forced him to turn to the underworld. As a criminal they are his natural enemy. He blames them for what he has become.

Strengths/Weaknesses: Business expert, charismatic, highly intelligent, good at sleight of hand but out of shape, lacks the agility more fit members of his species enjoy, physically weak and not proficient with weaponry.
 
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Firebeards of Grimdr Stonewall


Species:
They are dwarves. Dwarves with a love for drinking and dancing, mining and making. They are a race known as masters of the shaping of the world. They can given enough time create anything. Destroy anything. If given too little time, they would make it work but with half the beauty and grandeur they pride themselves on.
History:
The Firebeards are a group of dwarves. Not because of the colour of their beard (although that came about) but from their devotion to a god of fire and air. So aggressively different to most dwarves devotion to gods of stone, nature or even the liquids and oils of the earth. This lead to them being kept from the deeper halls of the mountains. Kept on the edge of the deep dwarvern society. This lead to them being invaded by the Muurdaan and lead to the loss of many lives. In time the war was waged deeper and deeper into the Firebeard halls until they reached the hall where one Grimdr Stonewall was residing, smithing runes onto weapons. He lost everyone to the battle and so took up the weapons he had crafted and clashed against the Muurdaan forces. He won many battles and was forced to retreat from a few. As time passed his fame grew and people rose to fight for him. Not for their people, not for their king, nor the cause. They stood behind him and charged into battle in his name. But it was soon clear that victory was unobtainable and a new plan was needed, an escape from the world monopolised by one empire.
Faction Desc:
The Firebeards hate the Muurdaan and most other races. However they also believe that the enemy of my enemy is my friend. They are willing to ally and aid any who despise the Muurdaan half as much as them. Their great ambitions are to create and carve. They look no further then to create a new world free of the yoke of the Muurdaan. They hope to underpin this new world and begin a new conflict against them by gathering the support of all those opposed to the Muurdaan.
Grimdr Stonewall:
Grimdr was an Arcane Blacksmith, skilled with the magic of Imbuing Energies into tools and weapons, as well as the noble craft of the weapons craftsmanship itself. This changed when he watched his people die holding back an enemy they could never defeat. During this time he heard of Maeder and his peoples fight and he took the weapons he crafted, the Hammer he used to forge his steel and the shield he used was fashioned from the door to his smithy. He tried to fight but it was clear he could never win, even with his loyal following. Then, when all hope seemed lost and the only outcome seemed to be death, he heard about the new world. He travelled to the farthest mountain hold and began a new path of partaking the Muurdaan expansion to the new world and making it his peoples hope. He is strong, loved, a good fighter and well spoken but he shows little love for those who do not worship Dracos and likes to solve issues with might.

Manpower/Population:
Manpower = 200
45 Skilled Workers - 90
15 Skilled Warriors - 60
4 Deep Rangers - 20
5 Very Skilled Workers - 30
Population - 69

Ranks/Roles:
Every dwarf is a competent miner, finder of gems and metals, and has good darkvision. Myths of perfect darkvision are not denied by dwarves, but mastery of their own hall layouts, traps, and the ability to see strong heat and cold as amorphous auras, which enables them to fight passably even when blind or through smoke, which is both common in many dwarven locales and also sometimes used in battle.

Skilled workers - They produce quality stuff -- in small numbers that means reliable tools and weapons. In larger numbers, it is possible for items to have perceivable or non-obvious bonuses from craftsmanship.

Skilled warriors -- until dwarven warriors are elite, they solely deal with defense of their homelands, for similar reasons as with crafters -- you don't send out an unfinished product. As such, you only have elite warriors to choose from. They wear chain with partial plate and carry an assortment of axes or hammers accompanied by a shield. These warriors scorn long-range weapons.

Deep Rangers - They are specialized to fight in cramped quarters and underground. one out of every few (officers) use smoke canisters and something similar to flashbangs. With access to oil or gunpowder they might use incendiary or explosive grenades... but only officers use these -- officers being warriors proven to be able to fight and aim reliably when drunk as well as sober. You can't have more than 10 of these, and that being %25 of your points, it probably wouldn't be wise either.

Very Skilled workers -- each one must be of a different trade, which I can select randomly with a dice bonus, or you can choose specifically subject to my approval. your leader is automatically a part of this category. These guys have the longest beards, are generally the oldest, and often have short tempers and long memories for grudges.

Very Skilled Workers:

1. Armourer
2. Weaponsmith
3. Fortifier
4. Brewer
5. Tool crafter



FACTION INFO:
Name: The Firebeards of Grimdr Stonewall

Type of Government:A Loyal Following, operated similarly to feudalistic system.

Leader: Grimdr Stonewall

Home Region: The Outer Mountains in the Dragons Peaks.

Morality: Chaotic Good

Description: A chaotic rebellion hoping to liberate the world. Willing to risk it all to create a better future.

CHARACTER INFO:
Name: Grimdr Stonewall

Rank: Ancient Youth (Since their is no official heirarchy in the group yet, many refer to him by the title granted to him by the oldest dwarves, saying he is wise beyond his years and worthy of rule despite his lack of long life.)

Age: 80, making him young in the eyes of dwarves.

Class: Runesmith

Appearance: Grimdr Stonewall is a dwarf with a beard to suit his clans name, deep red. He is physically fit from years of smithing and then fighting. Especially considering the weight of his shield. Despite his young age, he has many of the features of a dwarf well past him in years. His skin is thick and mottled and his eyes hide a deep thought.

Personality: While he loves his people he is a vessel of anger when invoked. His personality is that of a father or a preist. Caring and comforting. Like the preist he is there to attend to all their sorrows and answer all their questions and tell them they are perfect despite their imperfections. But like the father he would give his life before he expected anything close to that from his people and he would risk all for their future.

Paraphernalia: His armour is very average, some of his men have armour better then him. His axe was originally someone elses, a grand and ornate weapon that he was imbuing for a dwarvern noble when they ended up dead he took it as his own. His shield is large. It shows wear but it is infact a door. An Iron braced slab of stone as tall as him.

Why take the Journey?: They see it as their only chance to escape the infinate and all encompassing Muurdaan empire.

View of the Underlords: Pure Hatred. An emotion that may become difficult to hide in the new world.

Strengths/Weaknesses: They are isolated and isolate themselves. They are few in number and hard to like. This is offset however with their skill and ability at creation and fighting.

(Hows this?)

Resources 5U of salt
Boatload of Stone
Wealth (BECK I CANT FIND MY WEALTH :| GG ME)​
Beckoncall Beckoncall
 
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