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Post by Admin: Otto on Dec 18, 2022 1:02:17 GMT -5
{Sunday Lore Gazette} {12/18/22}
The Borderland Dvoryanin A collection of culturally similar tribes that make their home along the borders of the north and southern regions of the Zeinav Desert. The Dvyoranin men are traditionally of swarthy complexion and dark hair with famously long mustaches, while the women are tall, pale skinned, and blonde to almost white in hair color.
The North The Ash Land Dvoryanin are a largely settled people who maintain the importance of horses in their culture. Their settlements are bright flashes of color amongst the despondent greys and prairie browns of their surroundings. Large pavilions of reds, yellows, and blues form a spiral around a tall watchtower that keeps an eye out for raiders, merchants, and acts as the judging seat for the horse racing that is the all encompassing center of the Dvoryanin.
The South The Valley Dvoryanin strongly hold onto their nomadic roots, following migration patterns of herds of animals in large caravans of white and brown hide tents mounted on wagons surrounded by a swirling mass of outriders that act as scouts and messengers. Their movements across the grassy plains are heralded by a mass of rippling yellow and gold flags that denote the clans that are part of that particular migration.
Dvory Racing Crown
The major cultural festival is the annual meeting of the Ash Land and Valley Dvoryanin in the middle of the Zeinav Desert where the biggest horse race of Charon take's place. The Dvory Racing Crown acts as a festival and the accepted way of settling grievances among the Dvoryanin. Outside of the 100 mile endurance horse race that is the main event and the associated gambling, there are an innumerable amount of sabre duels, the sabre being the most prolific blade among the Dvoryanin. The outcome of the races and these duels establish the hierarchy between the Dvoryanin till the next meeting.
Shita Eodum-TaiyangDominant Religion: Mainstream Pantheon with special importance on Solaria and the Sun.
Preferred Colors: Ebony, Crimson, and Light Blue.
Main Arts Focus: Calligraphy and Single Stroke Artwork, Poems, and Philosophical Enlightenment.
Way of recording events: Written word, Song, and Poems.
The people of the Crescent Isles are a strong and resilient bunch that have been hardened by many lifetimes of internal strife and difference. The Southern, Central, and Northern Isles that form the Crescent Isle itself are all inhabited by a group of like yet different people that spent many centuries fighting amongst themselves while maintaining closed borders to the mainland of Charon. It wasn't until the Shita-Isu, Eodum-Tang and Taiyang-Je people aligned with one another due to several key marriages that led to the unification of the royal lines of each people, that the island finally knew true peace. It was in this peace and solace that they formed a vibrant and strong culture that was a unification of their people and ideas, making something truly strong from the sum of its parts.
The Shita Eodum-Taiyang people as they refer to themselves, or Crescent Islanders to the mainlanders, have many festivals throughout the year, filled with laughter, love and vibrancy that cements them as a place for tourism across the continents. Their cherry blossom festivals and new year celebrations some of the most prolific and renowned. They favor natural beauty in their environments whenever possible as they give importance to the land and all that it gives, meaning that their cities and villages try their best to be conservationists whenever possible, an expectation that passes on to those that step foot upon their land.
They are ruled by the Shogun and the Imperial Family as well as a collection of Administers and Daimyo's that maintain control over the cities and villages that dot the crescent isles as they are today. Their relatively feudal lord based system is simple to follow and begins with Lords, Samurai, and Officials, and then elevates to Daimyo, Administers and Gukgong, The Shogun themselves, and then the Imperial Family and its myriad of Prince and Princesses some of which hold titles below their tier of influence as well. It is through this heavily regimented system that the castes can function as their people work within three social classes as well, Sustainers (Farmers/Fisherman/Hunters), Merchants, and Craftsmen, with a fourth semi-social class being occupied by the soldiers that make up the various nobles armies and the guards of cities and villages who come from all backgrounds.
The Shita Eodum-Taiyang wear silks, and fine linens in a myriad of styles that bear accents based on their background and current social statuses. Jewelry of Jade and resin incased cinnabar are common. Their food is unique to them and known the world over for its unique flavors and appearances, being based upon rice, seafood, and noodles made of buckwheat or rice flour. Many beef, pork, and chicken dishes are consumed within the interior of the isles, and a peculiar dish by the name of Sushi or Sashimi which often incorporated raw fish is also consumed within the Crescent isles. Their biggest exports are Rice, Sake, Soju and Finely crafted weapons made with the vast iron deposits found within the Isles.
The Arcane Academy The Arcane Academy is a respectable institution that has, for many centuries, shaped the sharp minds of the most prominent young mages across Charon - or at least the ones that were able to pay for it. Although the Academy is prestigious, some older, elven mages that come from an era of one-on-one kind of tutoring often think the institution to be too pompous and glamourized - a thought that has passed on to their Apprentices and the Apprentices of their Apprentices and so on. Despite that, because of the Academy's help of the Crown, it is still the easiest way to learn magic and has consistently graduated several brilliant minds over the course of its existence.
It is located at the Maazeric Island. Despite numerous actions to counter it, it's still known the schoolgrounds are heavily haunted.
History While Malaki Maazeric documented the birth of magic, it became his son's dream, Faelerion Maazeric to spread it. And as most things that were born before the Collapse, the organization of the institution envisioned by Faelerion was lost, as well as most of books and artifacts that it held. Legends say that the Gods themselves had struck down the walls of the Academy when they caught wind of the way magic was being used, and how the Academy gathered some of the great minds and intellectuals that thought the Gods were not needed anymore. Some legends speak of a lightning storm, others of a flood, but whatever was the case, the Academy was destroyed, its walls tore down and the soil rendered sterile.
For a few thousand years it remained that way. There have been stories of ships lost in storms washing over the shores, only to be scared away by the apparitions that were said to be haunting the island. Although much calmer now, it is said the spirits of the mages struck down by the Gods still roam the place.
It was during the Age of Renewal that a powerful mage whose name was curiously lost to time dreamed of rebuilding the Academy and making mages a respected and prideful lot again, leaving behind the shadow of the happenings of the Collapse. As he started to pour his riches on the rebuilding of the Academy, a terrible revelation was brought to light: the mage was a powerful necromancer who envisioned helping dozens of apprentices gather more power, only so he could steal it for himself. There are those who say it was all a set up to use the mage's riches to start the rebuilding of the Academy and then take him out of power, but most agree the story is true due to some suspicious tunnels found underground the Academy, and the fact the very name of the necromancer seems to be cursed and erased from time itself.
Acceptance The path is rough and littered with difficulties for a young aspiring mage, and the acceptance into the academy is merely the first one. The honor of being accepted into it is for the few who either pass a test of proficiency, or for those who find themselves graced by a sponsor, an older mage who vouches for their magical gifts, often going as far as paying for their tuition.
It is fairly known that the grueling process of acceptance is feared, for the academy only accepts those who have proven they were graced by the Gods with magic. The young aspiring mage must prove to have already some basic skills like reading, writing and basic mathematics, as well as stand in front of a jury composed of some of the leading teachers of the academy and the Dean and perform an act of magic. It can be anything since the goal of this exposition is to merely prove the youngling to have some and any connection to magic. But what was meant to be just a formality among the acceptance process became the most feared step of them all: many competent young apprentices have shivered and failed to show their skills under the judging eyes of the jury of Archmages.
Other than that, some aspiring mages can skip this process entirely when being recommended by an older mage with enough influence. While this process is considered secondary, it is the most popular. The Sun King himself vouches for orphans from time to time, paying for their scholarship until they can walk on their own feet. While it is mandatory for every youngling to have magical abilities upon acceptance, there has been instances where a sponsor was able to plant into the academy people with no magical abilities in the past, but this rarely ever happen - supposedly. At the same time the sponsor will vouch for the apprentice, it is understood the apprentice must honor the name of their sponsor. Some people speculate that with the right amount of influence and money, some might've been able to skip the entire admission process altogether.
Although there is no age restriction upon joining the academy, the bulk of the apprentices comprise an age gap between 11 to 24 years old. The too young or too old usually require private tutoring when there is enough money involved.
Tuition and Support The Crown openly supports the Arcane Academy in most ways, but specially by financing it, making for the academy's resources abundant, its teachers well paid and compliant to the views and needs of the monarchy. But unless the young aspiring apprentice is born into wealth or has their prowess earn the attention of a sponsor, things are often dire: the tuition is very expensive, not only on account of the yearly taxation, but also because of the bare minimum of materials and books the apprentices must purchase upon arrival for their studies. It is very unlikely that an apprentice of humble beginnings and no sponsor is set to finish their studies at the Academy, unfortunately. There have been cases where fees were swept under the rug to help students - and for students that show themselves as especially brilliant, the teachers themselves can forward a few of their own signatures to the Crown in hopes the King will sponsor the most prominent in need. This process is usually kept very quiet, as it can - and has already in the past - caused jealousy and intrigue among the students (and their parents).
Classes Spatial Geometry: The most sought-after subject - and the one that most fail at. Quantum Chromodynamics: There is no current teacher on this subject. The last one proved to be problematic. Photonic Energy: The teacher is usually appointed by either the Crown or the Temple of Solaria. Hydrodynamics: The teacher is a former pirate somehow redeemed. No one knows the full story. Aerospace Transference: 90% of students at the infirmary comes from this class. Geological Calculus: Taught by a dwarf that loves to punch and break things waaaay too much. Alchemy: The teacher is member of the Golden Consortium that scour the students for prospects to join the guild. Magic Runes: Insanely difficult subject. Astrology: Few people take an interest in it. Crystals and Magic Components: The favorite of the losers. Scientific Method: This is that subject no one thinks they need it...until they need it.
The Academy and the Guild While the Academy and the Mage's Guild are two separate entities, there is a lot of information exchange between them, especially among their libraries. A member of the Mage's Guild may have full access to the dependencies of the Academy and may even be called in for lectures or private tutoring. It is not required that a teacher at the Academy may also be a member of the Mage's Guild, but very few tutors were not also linked with the Guild in any way.
As the Academy takes its role of shaping the apprentice's minds very seriously, the Mage's Guild is more focused on making groundbreaking discoveries and keeping and studying artifacts. It is often considered the next step that a prominent student at the Academy would become a member of the Guild in the future.
It is completely unprecedented that the Dean of the Academy and the Leader of the Mage's Guild to be the same person, which only speaks to Sor' Adien's will and cunning. At the head of both of the most powerful Magic institutions on Charon, that makes Sor' Adien the most influential mage in a very long time.
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Post by Admin: Otto on Dec 25, 2022 0:00:09 GMT -5
{Sunday Lore Gazette} {12/25/22}
The Bjorn Dominant Religion: Mainstream pantheon Preferred Colors: Gold, Royal blue Main Arts Focus: Amber carving (see Baltic countries as basis), textiles, mammoth ivory scrimshaw/decor Way of Recording Events: Written word In the hinterland of the massive Frost Gale sub continent, north of the Pale City and expanding several hundred miles is a number of settlements belonging to the Bjorn. These folk are dark in hair and eyes, average in height and pale skinned. However a number of males sport red- auburn beards and hair. Likewise the women on occasion may have red hair and hazel eyes. Settling in unique wooden houses, fitting major buildings with large onion shaped domes and roofs and carved supports. The are quite orthodox in faith, hardy and are found of Zeinavian tobacco and strong ale. Unlike their western kinsmen, who they share descent with, they are not fond of water and raiding. More peaceful certainly, yet they pride themselves on the training of mammoths as beasts of burden, food stuff and war mounts. Cold hardy sheep and goats are kept year round of milk and meat, often grazing on grasses and grain imported from the south. A large river is home to the majority of these people, who settle along its banks as it courses inland from the Luna Sea. Expanding into a frozen delta near the tundra, where the peoples often gather for local festivals and the largest of these settlements, hosts the council of chieftains. The chiefs are called Boyar in their language, a hereditary title but may be passed down to brother or cousin. While patriarchal in nature, the women often serve as merchants and business owners, which is the driving force behind the local economy. The men, often are farmers, hunters and soldiers. The Bjorn wear simple tunics, often embellished with gold accents and large fur hats that cover the ears as well as the crown.
The T'saya Dominant Religion: Shamanistic; worships the main pantheon, with an emphasis on Ginma and the element of fire.
Preferred Colours: Tan; White; Gold; Bright Colours; Red
Main Arts Focus: Wood & Bone Carving; Jewelry; Rare Furs, Decor, & Game; Poetry & Fire-Dancing
Way of Recording Events: Oral; Dance; Song; and Poetry
Living in the slopes of Frost Gale, east of the underground city of Bleakfort, lies settlements of the T'saya. They are a small, semi-nomadic community of hunters, animal husbanders, miners, and gatherers who have recently settled in a semi-permanent home among the slopes of the World's Crown. The T'saya are a proud community of fierce peoples who have long strived to overcome the harshest arctic environments Frost Gale could offer for centuries upon centuries after their migration from the Ash Lands. They are a generally peaceful, but protective people, who are willing to show generosity and kindness to those outside of their communities, unless their way of life, home, or people are threatened by them in some way.
The T'saya hold great preference and respect for fire mages. T'saya oral history will tell of Vahtes, the first T'saya Fire Mage, who defeated an Ur-Beast long ago to claim the lands of the T'saya upon their first migration to the Frost Gale. As a result of its defeat, the spirit of the Ur-Beast blessed Vahtes and the T'saya by giving them the blessing of fire to their children. As a result, it is fairly common to have at least one child born with fire magi of varying strength in a household.
This emphasizes to the people over time again and again, that fire mages were a blessing from the deities— with more fire magi being more generously blessed.
As a result, fire mages are often considered to be a blessing upon a household; and while not ideal, this ideation often leads to prejudice against the abilities of those who were not born with an innate fire magi. Fire mages will often make up the most prestigious positions of the T'saya, being favored over their non-magi counterparts in internal politics. A fire mage will almost always be chosen, or groomed, to lead the T'saya from the current head's family— and will be labeled the Vahkte ("leader") in respect of Vahtes.
When the T'saya first migrated to Frost Gale, they brought with them the domesticated Ravenbear, a bear-bird hybrid which was originally native to the Ash Lands. On the journey, many of the Ravenbear died as a result of the travel through Dragon's Cradle and the sudden chill of the Frost Gale— but the first named Ravenbear recorded, Karaye— can be traced back in history as Vahtes' loyal companion. Although Karaye is said to have died in the fight with the Ur-Beast to save Vahtes' life, she left behind three cubs who are believed to have been the first Ravenbears to survive Frost Gale. Generations upon generations later, the Arctic Ravenbear— a Ravenbear with lighter plumage— can be found exclusively among the T'saya people. Although smaller than their wild counterparts, with their massive wingspans, talons, and natural acclimation to the cold environment through their thick plumage— the Arctic Ravenbear makes a large and loyal mount and companion for warriors and hunters alike.
Men and women work hand-in-hand in the T'saya, with little emphasis on a patriarchy or matriarchy. The innate fire magi ability will most often determine their position or hierarchy within the village. Those with stronger to moderate abilities will almost always deign the title of a warrior, hunter, or soldier; those with less may be story-tellers, dancers, blacksmiths, or artists; and those with little to none most often will take up the mantle for labor— working with the animals, mines, or what little gathering can be done in the cold environment. They are most often merchants, traders, and travelers.
Fire also holds a large role in their artistic culture: fire-dances are incredibly common to see in festivals, oral story-telling sessions, and traditional celebrations and marriages. These traditional dances and celebrations are lovingly crafted, and grandiose marvels which the T'saya take great pride in. The concept of fire and warmth plays a large role in poetry and song as well.
The garments of the T'saya can vary greatly depending on their roles; warriors and hunters will most often be seen dressed in tanned or bleached furs, with masks made to assist their vision in the blistering snow. Those within the village will most often wear brighter colors, highlighted by ornate and traditional handmade jewelries or textiles.
Winter's Crown The Winter's Crown is known as the longest, coldest, and harshest night of the entire year. What is now considered a holiday, this night use to be a menace to Charon. The continent's ancestors used to fear this night, as it brought struggle, strife, and even sometimes death with it. Food and supplies were scarce, warm places to seek shelter were far and few between, and those who were not rich or nobility often froze in the wilds. Because of this, many of the poor and lower class citizens would come together, many different families all meeting in the same place to huddle up together and share the little bit of food they had gathered.Over the years this became a tradition with communities coming together to support each other and survive the harsh weather. They would bring things to stay warm, like blankets and tents, as well as stock piles of food from bread to rice and soups. They even began to bring gifts that they would trade with other people. This helped distract people, especially the children, from the reality of the night, allowing them to smile, play, and be joyful despite how dangerous the weather got.As civilization grew and society progressed, the night became far less dangerous. With more settlements existing and better housing opportunities popping up people were able to stay warm and fed during the winter. The tradition remained, now transitioning from a necessity into a celebration of the progress made over the years. Many people of Charon celebrate the Winter's Crown, throwing parties, spending time with family, and exchanging gifts. While it's a time of happiness and joy, it's also a reminder of what life used to be like and what Charon's ancestors needed to do to survive. Frost Gale SpectersAs civilization continues to grow and expand, the wilderness of Frost Gale slowly gets encroached upon. Many tribes that call the north home are being pushed further and further north, losing claim to their ancestral lands. In addition, the local wildlife, which these tribes revere and use to survive, are starting to dwindle in number, being hunted as prizes by the rich upper-class . Because of this, a unique band of "freedom" fighters have popped up in the north calling themselves the Frost Gale Specters.This group consists of several members from different tribes and clans across the north, individuals who have banded together to fight against the crown and the progressing Pale City. Bjieak Shorne, a war veteran, has seen the damage the upper-class and urban expansionists have caused to his people. He has had enough, now vowing to fight back. The group is still currently in its infancy, gathering support from the other tribes and building up its forces. The surrounding settlements have not taken them seriously, but as their attacks continue to increase, it is quickly becoming undeniable that the northern tribes are fed up.
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Post by Admin: Otto on Jan 1, 2023 12:57:39 GMT -5
{Sunday Lore Gazette} {1/1/23}
The Horse Lord Tribes of King's Valley
The Twelve Great Tribes Oh’Mek, Katua'Pu, Ganaatokee, Dettowa Crow, Crab, Yupa, Tiwok Lauk, Red Riders, Jidatsa, Braddock
Extinct Tribes Miroquois, Wind-Song, Thunder-Hoof Talon, Potauk
The Red Riders Dominant Religion: None
Preferred Colors: Reds, Browns, Blacks
Main Art Focus: None
Way of Recording Events: Oral, Written Word
General Appearance: Varies based on previous tribe they came from, or even group of people as they have members that come from all walks of life and regions.
Preferred Weapons: Axes, Maces, Swords
The Red Riders are a collection of men and women from all the other tribes plus those that came on the Red Ships. Their skill in horsemanship and other aspects of the life of the plains is second to none as they bring strengths from all the other members of the people. The blades and armor that the Red Ships brought with them help keep their warriors technologically superior to the warriors of other tribes as they have access to lamellar and chain intermixed with the hide and leathers common to the people. They believe in absolute freedom and have gathered as a people to make that idea a reality. The men and women of the Red Ships were dissidents from Dragon’s Cradle that left their homeland in search of a place they could be truly free and in control of. After weeks at sea, they lost a good deal of their tribe and mounts and were eating nothing but what they catch or shoot down. When the storms broke and they saw land, they moored on what was the southern point of the King’s Valley bordering the Marsh Flats and the inner sea.
The people who greeted them were not like them and were kinder than any they had met before, sharing their homes, food, and land with them. In turn they shared their weapons, armor, beliefs, medicine, and manpower. The people they met were a small gathering of exiles from other tribes, and it was in this gathering of like minds that they formed a new tribe of people, bringing in youths from other tribes that fell in love with their philosophies as well. As their core belief they refused to name a chief amongst them and instead voted on all things so that the majority voice was the one that was heard most. It was in this strength of union that they were able to grow so rapidly and begin to become an actual threat to the various groups of bandits that had taken hold of the heartland. After several long years, they pushed the bandits to the recesses of the Valley and had made it as safe as possible for to live and flourish, but this also led to their size becoming too big for them to sustain on their own. This is when they began to raid and ask for tribute from all that crossed their territory. This is also when they began their tribute to the High Chief to cement themselves as necessary and above reproach.
As they lost warriors in their raids, they began to bolster their numbers with any that had come to them for work, or to live amongst them. This would result in all sorts of bandits like the very men they had spent decades hunting joining their community. Their ruthlessness and the fear that strikes at their hearts of those that see the Red Riders upon them has become legendary and a tale that many a merchant has slung in taverns across Charon. The Red Riders set up raiding camps and roving bands of warriors throughout the southern plains and its forests. Their camps are easy to spot by the large banners with a black mare on a red background, and their two layers of palisades. Their prioritization on battle tactics that meld both the ways of the original tribe and that of the bandits is terrifying and awe inspiring all at once.
The Oh'Mek Tribe
Dominant Religion: Main Pantheon, emphasis on Ginma and the spiritual side of respecting land
Preferred Colors: Yellow, Orange, Red, Brown (Fall Colors)
Main Arts Focus: Horseback riding, hunting, fighting (emphasizing training in the art of the blade, and use of the bow and arrow), storytelling.
Way of Recording Events: Written Word, Oral Storytelling
Preferred Weapons: Bows, Swords, Knives
The Oh'Mek Tribe reside in the plains of King's Valley. Their settlement sits near the tree line of Kingswood. Being highly spiritual in nature, the tribe is no stranger to the superstitions of the Kingswood, always choosing to respect the plant life and creatures that reside within it.
As with other tribes that populate the Valley, the Oh'Mek are not just known for their hunting skill, but also for their fighting capabilities. The Oh'Mek primarily use the bow and the sword/knife. Being hunters, stealth is their core principle. Their style of fighting heavily embodies the saying, "The punch that knocks them out is the punch they never see coming."
Like their fellow plainsmen, the Oh'Mek are no strangers to worshipping Ginma. Although where most of the tribes are absolute in their devotion to Ginma, the Oh'Mek are more understanding and open. Not all beings in Charon have a connection to the gods, which in turn means that not all plainsmen have a connection to Ginma. A fact that they have come to know due to their high frequency of interaction with outsiders of the Valley. They value showing respect to others regardless of what region they hale from. Due to their kindness to outsiders of the Valley, some of the other tribes view the Oh'Mek as beneath them. While there are tribes who go out of their way to steer clear of the Oh'Mek, they maintain strong connections with the tribes that don’t.
Since their settlement sits so close to the Kingswood, caravans of merchants often interact with the Oh'Mek. Members of the tribe have often been hired as guides through the wood and share their culture with the outsiders. Due to the frequent visitation of passing caravans, the Oh'Mek have mingled and taken in many a passing merchant and traveler.
The Katua'Pu Tribe Dominant Religion: Main Pantheon, with emphasis on Ginma and Solaria
Preferred Colors: Green, Yellow, and Brown
Main Art Focus: Tapestry
Way of Recording Events: Oral storytelling, but they are also known for having beautiful, huge tapestries with the drawn recount of their stories. The few texts they have are often written in pieces of leather.
General Appearance: Often tall and lanky (except for Children of Ginma, who are often burly and muscular), caramel, almond shaped eyes, dark hair, tan skin.
Preferred Weapons: None, but when violence is needed, usually blunt weapons like clubs, staffs and, of course, their fists.
The Katua'Pu is one of the most pacifist tribes of the plains, mostly comprised of gatherers and shepherds. They are also one of the few to have a fixed settlement high in the mountains to the southeast of the plains, where they gather twice a year during the days and nights of Solstice to feast and dance. It is also where they usually display their beautiful tapestries that tell their stories, along with the new ones that people work on during the whole year.
They are wise philosophers, and a very spiritual people, usually advocate for peace and balance. There is a slightly matriarchal tone to their culture, with midwives and wet nurses placed in high regards within the society, but they are usually very balanced in term of the hierarchy of power, with a deep respect for their elders. The leadership is always a couple, a Child of Ginma and a Child of Solaria, and while they hold the final decision for their people, it is common to hold big meetings among the Elders to help make important decisions.
Over the course of their existence, it was common for other more violent tribes to raid upon them since they usually don’t have many warriors among themselves. Even now, the Katua'Pu try to always solve things in a non-violent way, making friends out of the other tribes to avoid conflict and have those who would protect them around.
They often keep big flocks of sheep, from which they get their high-quality wool for their tapestries; and goats for the milk to make their sought-after cheese. When they must slaughter one of their animals, it is always in a painless, ritualistic, and respectful way. Since their tapestries are highly valued by other tribes and merchants, they often trade and do business with everyone else. Despite their preferred colors, their tapestries are often vibrant and extremely colorful. They are a calm, stern and happy people, soft spoken and a bit shy by the other tribes’ standards. They are known for being rather superstitious and for having some weird beliefs. One of the most common one is that one should never call out for other people’s name three times in a row.
It is common for their shepherds to be Children of Solaria, graced by the Sun God with healing hands, which is fitting for their role of nurturers and caretakers. Most of their warriors, while rare, are Children of Ginma and often take the role of gatherers. They are monk-like, wise people who are said to be able to punch holes through rocks and trees when provoked. They are not fond of blades, except the little knives they use to collect herbs, and use their quarterstaffs to defend themselves. Their knowledge of herbs is extensive, and alchemists and herbalists across Charon are known for coming to the plains with the sole purpose of shadowing a Child of Ginma to learn. Given their gentle nature, there are often glad to oblige.
Both Children of Solaria and Ginma use staffs in their daily lives and hold them as symbols of their positions. They usually like to decorate and carve their life story on them. Children of Solaria often prefer to attach ornaments like feathers and frills to theirs, painting their lives on it. Children of Ginma will use their earth-bending abilities to carve their staff and tell their story, while keeping it sturdy for combat, when necessary.
The Katua'Pu, sadly, had almost been erased from the plains a couple times, their only settlement raided and their ancient tapestries either burned or stolen. It is said it came to a point where a few surviving Children of Solaria united to bring about a curse towards a warring tribe that had just raided their settlement: all their attackers suddenly became weak under the light of the Sun God, and their blood became so thin and weak they needed to take other people’s blood to survive. It is hard to say how much of this legend is true because the mentioned tribe that attacked them no longer exists. It is the only registered instance where the Katua'Pu has taken revenge on their attackers. What stands as a fact is that, since then, aggressive tribes often think twice before raiding the Katua'Pu now, especially when there's a Child of Solaria or Ginma present.
The Ganaatokee People
Dominant Religion: Ginma
Preferred Colors: Browns, Reds, Light Blues
Main Art Focus: Beads, Weaving
Way of Recording Events: Oral and through art be it written on leather, expressed in images on a weave or in song, etc…
General Appearance: Olive to tanned skin tones with average to slightly above average height, and well-defined physiques befitting a hunter gatherer society. Straight hair with some waves, and dark shades of black, brown, or red are also seen.
Preferred Weapons: Sling-staffs, which are effectively long quarterstaffs with a slingshot like head on one end that can be used to fire sling bullets with deadly efficiency.
The Ganaatokee People come from the southern forest and plains of the King's Valley, bordering the ocean and the Marsh Flats. They have spent several centuries honing their unique style of mounted combat that involves using a metal staff with fixtures for a sling at one end of it, utilizing horse archery to the extreme as they fling sling bullets at their fleeing foes. When engaging in close combat with their polearm-like staff techniques, they use their metal construction to its fullest, striding atop their horses and typically aim for the skull. The half circle like sling tops also allow them to grapple their foes which has gained them a reputation as ruthless warriors, a stark contrast to their otherwise peaceful and negotiation first tactics.
As a people they live in thatch houses within their sacred village and then use domed tents when they travel, either as merchants or raiders depending on the needs of the people. They smoke and salt most meat they harvest and prefer corn and wheat as a growing crop. They have also been known to ferment berries and wheat into a drink they call "Ichor" that is nearly as alcoholic as the ale the dwarves make in the Bleakfort, albeit with a sour fruity taste.
The Ganaatokee fear what the Red Riders mean for their people as a whole and that they have the High Chief’s ear when it comes to keeping the security of the Valley. Their raids and warbands do keep out intruders en masse, but they also harm anyone who crosses them. If only their tribute wasn't so helpful, and then they could be rid of them...
The Dettowa Tribe
Dominant Religion: Ziev
Preferred Colors: Blacks, Greys, Whites
Main Art Focus: Tapestry, Quilts, Weaving
Way of Recording Events: Oral and through art be it written on leather, expressed in images on a weave or in song, etc…
General Appearance: Dark brown, olive, and tanned skin tones with above average height, and lithe but well-defined physiques befitting a hunter gatherer society. Curly hair with some having wavey hair, and dark shades of black, brown, or red are also seen.
Preferred Weapons: Warclubs that are hand carved and passed down through the family.
The Dettowa Tribe claim the range of land just north of Thunderhoof Village and for twenty miles more towards the inner coast. It is in these wide-open plains that they move about in yurts and raise cattle and sheep, the products from these animals making up most of their diet. They are a proud warrior people and have been known to raid many a caravan that moves through the King's Valley, yet they also respect those that have made pacts with them and will defend their trade routes to the last warrior.
An uncompromising people, their opinion is heavily valued whenever the moot is called. Their position always that of what the Great Tribes need most at any given moment, with stability and peace their first choice. They believe that even though they are proud warriors and have always and will always train every member of their tribe in their ways of war, they would rather use them as a last resort if possible. This extends to their raiding habits as they typically like to ask for tribute first and will strike after if rejected. It is only right after all that the travelers pay to use their land, isn't it?
The Dettowa are the most suspicious of the Red Riders, but they accept them begrudgingly as the High Chief tolerates them and the benefit they bring. Their raids on outsiders helps keeping all but the Knights of Duros out of the plains, but their raids on locals are of great concern.
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Post by Admin: Otto on Jan 8, 2023 0:00:07 GMT -5
{Sunday Lore Gazette} {1/8/23}
Marsh Flats - Revisited The Marsh Flats is the region to the east of Moonglade and separates the west from the east of the southern part of Charon. Once a major part of this region, the Marsh Flats have now become a submerged swamp, the Luna Sea on either side beginning to swallow the region up. Due to hundreds of years of rain, flooding and the land sinking, this region has become devoid of permanent standing civilizations, with most remnants of past settlements washing away or being lost to time. Before the environment changed, there were many villages and castles. However, all that is left is ruins, tangled mangroves, towering cypresses, and tidal pools. Massive parts of the region literally falling into the sea and being at the mercy of the tides.
With the lack of large permanent settlements and large populations of civilians, the Marsh Flats have become teeming with an abundance of territorial wildlife reclaiming the bogs, swamps, and tidal floodplains. Despite all this and the unstable ground and hazardous environment, a small village known as Lilicors Village has managed to establish itself amongst the hanging mosses and giant pond lilies. Lilicors Village is a small patched together town predominantly inhabited by amphibianfolk, lizardfolk, goblins, and orcs. It serves as the main settlement catering to travelers and permanent residents of the swamplands alike. Notable Locations - Lilicors Village, the only settlement made up of homes built on stilts and rafts
- Safe Dry Eat Sleep Spot, local tavern and watering hole
- Fighting Pits, locals can earn coin by beating the hell out of each other here
- Hauntwood, a swampy forest said to be filled with spirits of the past
- Black Bog, a dense swamp filled with ruins and collapsed buildings
Culture While the denizens of the Marsh Flats may appear to lack a rich history, even out here in the drowning wilds the people have formed their own unique cultural identities. Many of the people who live here are considered monsterous races displaced by civilized societies in other regions. Amphibianfolk, lizardfolk, goblins, orcs, and many others have come to call the Marsh Flats home. Having to adapt to the unique constraints of living in a land perpetually flooded by ocean tides and torrential downpours, many of the locals lack a sense of material possession and mainly trade using bartering for goods that are harder to come by. Foraging and fishing are major contributors to the cuisine found in the Marsh Flats and most travel is done exclusively by rafts and small paddled vessels like canoes and kayaks. Superstitions, folks tales, and ghosts stories are very commonplace and popular amongst the local races, with many tribal religions having a heavy emphasis on shamanism, ancestor worship, and respect for nature spirits. Notable NPC's - The Big Leader, Mayor of Lilicors Village
- Tiny Two Toes, owner of Safe Dry Eat Sleep Spot
- Marv, owner of the Fighting Pits
- The Mud Worms, local gang
The Car'mingn
Dominant Religion: The Main Pantheon, but with special importance on Ginma
Preferred Colors: Browns, Blues, Greens, Reds
Main Art Focus: Tapestry, Quilts, Carving
Way of Recording Events: Oral, Written, and Tapestry
General Appearance: The Car'mingn are a tall and stout people with hardy demeanor. Their hair is typically wavy and ranges from black to blonde with reds occurring as well. They usually have blue or green eyes and average six foot or more in height.
Preferred Weapons: Greatswords, Great Axes
The native human population of Lilicors, remnants of the civilization that occupied the area before it became a swamp, are seen as a somewhat barbaric sort, engaging in civilized trade as much as raiding and piracy. They had existed in primarily a nomadic state except for a few settlements that would exist for maybe a few years at a time when defending a resource or the need to recuperate, up until the formation of Lilicors, which allowed for them to establish a more permanent home. While still nomadic, they tend to hover close to Lilicors rather than travelling out as far as King's Valley, and because of this they no longer raise any livestock or creatures that aren't native to the Marsh Flats. They get along well with the other populations of Lilicors which has led to many a union between the orcs and the humans. The children born of such unions don't belong to just one group or the other, rather they are accepted by both groups, holding a sort of "dual-citizenship". These half-orcs have also enabled the other peoples of Lilicors to be more trusting of the humans as they are seen in a "one-of-us" kind of light.
The Car'mingn as they call themselves wear a combination of hides and wool fabrics that help protect against the creatures of the swamp and the massive fluctuations in temperatures between the swathes of land within their migrating grounds. Favoring green, blues, and browns that allow them to hide amongst the drab and watery appearance of their homeland. The rainfall within the swamps and dangerous insects help facilitate the need for traveling cloaks or thicker wool kilts depending on the season. They tend to accessorize with wood paints and jewelry of brass or copper that have intricate personalized designs, generally reflecting the stories of their ancestors or their own past deeds.
The Car'mingn are able bodied warriors and fiercely loyal to those they call friend. Having had several skirmishes with the future denizens of Lilicors and the swamplands in the past, they have come to an agreement of respect by virtue of martial ability and the necessity for mutual survival within the hostile landscape they call home. Car'mingn warriors tend to favor bows, spears, great swords and a combination of dagger and shield when engaged in close combat. Their shamans focus on the spiritual world, the earth and water domain, and the connection between animal and man.
The Martial Academy
Few institutions can claim to be born out of heroic legends like the Martial Academy, but aside from its glorious beginnings, the academy has seen better days. It is still the most respectable institution in Charon to teach the martial arts, blacksmith and everything related, but unlike the other major guilds, it stands out in a very important aspect: it owes the Crown nothing. The Martial Academy stands on its own feet without the support of the Crown, relying mainly on the donation of a few noble families that have tied their names to heroic warrior figures, like the Venator family - and, of course, on the support of the Fighter's Guild.
Such independence has cost the Martial Academy a price well known for the Fighter's Guild: the Academy has nearly no financial support from the Crown and the Sun King, warranting them a more rebellious outlook.
History
The island where the Martial Academy sits now, Lilac Bay, once served as some kind of commercial outpost and redistribution center, where goods directed at the Arcane Academy and Halberd's Tip would arrive. On the event of an attack, out of the three islands, it was natural one would assume it to be the weak link, since it was neither a military outpost nor a hub of arcane users.
The sources vary as what truly transpired, and the details are lost to time: some say the island was attacked by foreigners willing to make an outpost out of it to conquer the adjacent islands and, eventually, the capital; others say that a group of moon elves launched an attack to find some magical artifacts that were being smuggled into the Arcane Academy. Regardless of the face of the enemy, the outcome was the same: even before Halberd's Tip was notified of the attack, the patriarch of the Radaelli family that resided at Lilac Bay at the time coordinated the defenses of the island. Valentina Radaelli was a well known retired adventurer at the time, living out her sunset years at the beautiful island. The defense she coordinated is accepted, not only as an act of heroism and feat of strength and skill, but also an example of strategy and advanced tactics.
The incident, that resulted in a resounding victory for the Lilac Bay, inspired Valentina Radaelli to pour her riches into creating an academy or training center that would help the common folk learn to defend themselves and maybe take on the adventuring life he knew well. Thus, the Martial Academy was born.
Eventually, the increasing tensions with the Crown, led King Darius to shut down the Martial Academy, since arming the common folk went directly against the King's plans. It was only when the Fighter's Guild was accepted back into the realm that the Academy was reopened - but still facing the same problems and centuries long tense relationship to the Crown.
Acceptance
The academy takes pride on the process of acceptance that allows only the truly determined to enter - it is impossible to buy your way in, or so they would have one believe. At the beginning of every month, the initiation process is opened and a Novice Class is formed, which will last for the whole month. While all people from all walks of life and all ages can enter, few actually last till the end of the month, as the Novices are tested for their fitness level, endurance and discipline. The Novice Class is meant to teach the very basics of fighting while also serving as a test, as the prospect students of the Martial Academy drill day and night under the tutelage of three different teachers. But more than just testing the novice's physical capabilities, the Novice Class is meant to weed out the unruly and immoral, and to this end, the three teachers that carry out the whole process are often very close to the Dean of the Academy, always reliable and trustworthy people. There have been attempts at buying one's admission into the academy, but according to the teachers, none has succeeded.
Another way of joining the Academy is via the Fighter's Guild. With a letter written up by the Leader of the Guild, a member can always join the Martial Academy to further hone in their abilities, having already attested for their abilities and discipline as per admission on the Guild. It is a very unusual route, since the guild members will often teach each other, but this available path further attests to the link between the Academy and the Guild.
Despite the delicate financial situation the Academy often finds itself in, no amount of money, threats or promises are enough to buy the acceptance of anyone into the Martial Academy. Whatever the background, whatever the age or race, as long as one proves their worth during the first month of Novice Classes, the Martial Academy will embrace them.
While the particularly young are encouraged to join and given some kind leniency during the training - as long as they show themselves determined and disciplined - the older students find it harder to complete their first month at the Academy. This fact makes for a broader age-range of initiates, often going from 8 to 30 years old. Lack of discipline is often severely punished, except for one day: the day after the a new pack of students is accepted, it is allowed - as an unspoken agreement - for the older students to lightly prank on the newbies for the whole day, which is considered a fun tradition.
Beyond merely acceptance into the classes, it is said that the student who is able to bring a magic quill belonging to an student of the Arcane Academy is accepted as a hero among their peers.
Tuition and Support
Some find it natural that the Crown would have its concerns about sponsoring an institution that trains warriors and fighters with no sense of loyalty tying them back to the monarchy, which in turn makes the subject of finances a complicated one for the Martial Academy. A few noble families support the Martial Academy with donations, like the renown family of monster hunters, the Venator family. There were instances in the past where the nobility has tried to buy some influence into the Martial Academy, just to have their money thrown back at them, which earned them the fame of incorruptible.
The teachers are not nearly as well paid as the teachers of other more malleable academies, but this led to an interesting turn of events: not only those who really want to teach remain, regardless of the money involved, but their teachings and views are not shaped by what the monarchy dictates.
While it is uncommon for the Martial Academy to wave away fees and taxations, the yearly payment is not nearly as high as other more pompous and corruptible academies. For every new group accepted into the Academy, a small number of students is allowed to work for their tuition, either directly at the Academy, the Fighter's Guild or on simpler mercenary contracts for the few supporting noble families. Most basic equipment is provided by the institution.
The Golden Consortium will often donate resources to the Martial Academy on the promise they can appoint the Blacksmith teacher. While it hasn't disrupted the order of the academy so far, the Blacksmith teacher is always looked upon with a hint of suspicion by their peers.
Classes
Pugilism: The only compulsory class, whose teacher is known to humble down even the snarkiest of students Pascal's Methods of Attack and Defense: The most popular class, and also the one with the longest duration Defensive Tactics & Material Science: Ironically, of all of the classes, this is the one with the higher rate of accidents The Study of Distance: Taught by the same elf teacher since the inception of the academy Blunt Force Trauma Application: No one graduates this class without a few broken bones. The calm and patient outlook of the teacher is misleading The Art of Leverage & Range: The favorite of the posers To Be or Not to Be: Graduating the best mages' bullies of Charon since its inception Armored Combat Equestrian: The favorite of the rich boys/girls, knights wannabes Advanced Material Science: The teacher is a member of the Golden Consortium that scour the students for prospects to join the guild Logistics and Tactics: With a strict teacher, most students get PTSD from this class, considered the most difficult one of the academy
The Academy and the Guild Since the Fighter's Guild was accepted back into the realm, they managed to reopen the Martial Academy as well, taking advantage of the goodwill of the Crown to make amends for the monarchy's mistakes. From the beginning, the relationship between the Guild and the Academy has been tight, most teachers being either members of the Guild or appointed by it. The two institutions lean upon each other heavily in all aspects, including for financial support.
While the Academy is meant only for learning the arts of war, the Guild can hand out tasks and simple mercenary jobs to skilled students in need of help to pay for their tuition. The Guild is usually for those who seek the life of adventuring and mercenary work.
From the birth of the Guild, the leaders of both institutions had always either been closely related or even the same person. The recent disappearance of the Dean of the Academy and leader of the Fighter's Guild left them both disoriented. While the role of the Dean was taken by the Strategy teacher and the leadership of the Guild in the hands of a prominent member, it also left the connection between them a little shaky.
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Post by Story Teller: Lynn on Jan 15, 2023 1:12:26 GMT -5
{Sunday Lore Gazette} {1/15/23}
The Bihawari Dominant Religion: The Main Pantheon, with special importance on Avasha
Preferred Colors: The Bihawari people prefer Blues and Browns with highlights or accents of Yellow.
Main Art Focus: Scrimshaw, Wood Carving, and Leatherwork
Way of Recording Events: Written, Song, Oral and Intricately carved totems and reliefs on wood.
Preferred Weapons: Mattocks, Axe's, and Recurve Short bows.
Amongst the mountain ranges of Dragon’s Cradle, a small but tightly knit community of mountain guides, shepherds, and miners make their living. On the shorter side of the average with black hair and auburn skin often burnt by the sun reflecting off the snow, the Bihawari are a noticeable sight within the villages of Dragon’s Cradle. Often accompanied by a train of yaks and mountain goats stacked to the brim with gear and goods, the Bihawari are usually the only way smaller settlements deep in the mountains can maintain their existence.
The Osendel Dominant Religion: The Main Pantheon, with special importance on Avasha
Preferred Colors: Reds, Blues, Browns, and Greens.
Main Art Focus: Scrimshaw, Song, Leatherwork
Way of Recording Events: Written, Song, Oral and Intricately carved totems and reliefs on wood.
Preferred Weapons: The Great axe and Bastard Swords.
Osendel, By far the largest group of humanity in Dragon’s Cradle, they are easily picked out by their various black-inked clan tattoos that can cover a section of their body or even be full body. They tend to be light skinned with brown hair, but due to their larger population size have quite a bit of diversity to them. Raiding by land, piracy by sea, and drunken brawling in the villages are a few of their favorite past times. The clans have created a competition out of raiding and piracy, based around the amount and quality of trophies brought back, certain privileges are rewarded to the “winning” clan.
The Dryadali Dominant Religion: The Main Pantheon, with special importance on Avasha Preferred Colors: Whites, Turquoise, Reds, Royal Purples, and Golds; Stormy Greys, Steel Blues, Blacks Main Art Focus: Textiles, Clothing Dye, Poetry, Carving Way of Recording Events: Oral, Written, and Poetic Preferred Weapons: Polearms, Archery, Javelins General Appearance: The Dryadali are a tall and slender people with an elegant demeanor; they are made up almost exclusively of Wood Elves, although half-elven descendants and spouses of other races are not uncommon to see amongst them. The Dryadali most often possess skin tone(s) varying in shades of beige to bronze, and most often are born with hazel, green, or brown eyes. Hair colors may vary from black to a light brown, and rarely but occasionally, a stark white. Their average height rounds to about six feet or more, with exceptions on both ends of the height spectrum. The Dryadali of Dragon's Cradle live in relative isolation from other more well-known civilizations such as Sky Peak and Thorock. While most other well-known cultures live within the confines of cities, the Dryadali live amongst and within a massive tree which, according to Dryadali history, has been growing long since the days in which the gods walked amongst Charon. Although the Dryadali once lived around the Stone Tree, they now live within and amongst its branches. The tree itself is tall enough, massive enough, to gather the clouds of the Dragon's Cradles storm around its uppermost branches— causing storms constantly far above the arboreal homes of the Dryadali.
Despite living mostly amongst themselves within what has been called "The Tempest's Perch", the Dryadali are a genuine and friendly people with little hostility to outsiders; on the contrary, the Dryadali believe that the Dragon's Cradle has a beauty that no other land could possibly claim, and are often more than happy to explain or show non-natives why. The poetic chaos which ravages the land in the form of storms, and the storms themselves, have a sort of holiness to the Dryadali that they have long since come to fearfully respect.
The Dryadali claim to be the longest-lasting civilization residing within Dragon's Cradle. Their legends of The Tempest's Perch date back to the youth of the great tree, presumably from thousands upon thousands of years ago during The Collapse, when their ancestors fled from the wars in the Frost Gale. Eventually, the Dryadali settled amongst the base of the great tree— but over time, as the tree grew and grew, so too did the Dryadali's numbers; and eventually, they moved from the base of the massive tree, to building within the branches; and as the tree began to hollow over time with age, inside the trunk of the Tempest's Perch, itself. As a result of their experience with the Dragon's Cradle, the Dryadali know the land inside and out— making them excellent guides, and ideal escorts for anyone seeking to cross the Cradle. Part of the wonder of the Dryadali comes from their alternate titles, "The Stormriders", which is a title received by the symbiotic relationship that has been carefully crafted between the Dryadali, and the native Arcuila. A large population of these massive avians live in the farthest reaches of the Tempest's Perch among the storm clouds gathered in its gargantuan branches. The Arcuila not only acts as a lightning rod to protect the Dryadali's homes below; but the bird also serves as a loyal mount to many Dryadali, carrying them above the storms with ease, and serving as a protective force upon the rare raid or attack from neighbors or creatures of the Dragon's Cradle. Upon bird back, Dryadali warriors are equipped with javelins, polearms, and bows— all of which are often enchanted, allowing the Dryadali warriors to call upon the lightning stored within the Arcuila's feathers. Dryadali individuals will often wear bright and vibrant colors in contrast to the ever-gray dullness of the Dragon's Cradle within the safety of the Perch; as they are a peaceful people, they feel little need to camouflage themselves within their own homes— however, when out in the Dragon's Cradle, riders, hunters, and travelers will often wear stormy greys to blend in to the environment. The Dryadali often favor robe-like garments and tunics, with intricate and beautiful embellishments, embroideries, and dyes crafted within the artistic community of their homes.
As storms play such a large role within the Dryadali's communities, most religious leaders and peoples focus on Avasha within the Main Pantheon. People of the Dryadali are often taught to remain calm in the storm, and to respect and embrace the nature and the unpredictability of the chaos of the world, in order to find peace.
Arcuila
Dragon's Cradle Power Level | Alignment | High | Docile
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Description | A massive elemental bird, similar in genus to the better-known creature, the Phoenix; the Arcuila is native to Dragon's Cradle, soaring high among the storms, and often times acting as a lightning rod in the midst of the Dragon Cradle's massive storms. After being charged by the storms, the Acruila can unleash powerful shockwaves of electricity from their feathers. Arcuilas, much like the Phoenix, are an extremely peaceful species of avian unless angered, or threatened within their territory. |
Abilities
| Crafting Material | - Large Size - Talons - Grappling - Piercing Beak - Flight - Static Charge - Electric Shockwave
| -Lightning Catalyst
-Feathers |
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Post by Admin: Otto on Jan 22, 2023 0:00:07 GMT -5
{Sunday Lore Gazette} {1/22/23}
Knight Orders of Prominence
The three prominent Knight orders of Charon are each representative of the patron families that ennobled and knighted them, giving them their land, charter and purpose. Each of the three function as paramilitary organizations with sprawling keep like cities located within their liege lords lands, despite the general view of them all being beholden to the High King in Sol City. Sol CityName | Knights of Duros | Region | King's Valley | Allegiance | Sol City | Purpose | "To maintain a well trained and mobile force that can be used to accomplish any manner of quests presented by the crown, and at its whim."
"To be a deterrent against the darkness and wild nature of the world."
"To stabilize and represent the High King's authority over the Marsh Flats, King's Valley and Zeinav Desert regions of Charon." | Size | 10,000 knights and attendants, most living in the Order Compound with 2000 or so of their number living out in the world at large on details or a questing. | Preferred Specialties | Knight, Mage Slayer, Charger, Sharpshooter, Warlord |
The Duros Family of King's Valley has had a long standing history as knights and mercenaries which has never been blemished, earning them many favors far and wide. Their record and character affords them many things including a compound in which the family and their cohort of knights and knight-aspirants live and train under the charter of the Knights of Duros in service to the Crown itself. They spend their days in pursuit of pure martial talent and honor and ensure their progeny do the same, with nearly fifty branches of the family living and working in and around the compound.
The elders of each of the original six branch families plus the head of the main family rule over the Duros and decide their assignments and focuses, going so far as to have specific sub branch families master unique and varied forms of warfare to advance their standing as a whole, so that they can supply any type of fighter required for any given situation as occasionally men and woman of the hold will be sent out as questing knights to spread the families name far and wide. This unique way of handling things has led to some distaste amongst the other Mercenary groups and factions throughout the continent, as some believe that the Duros were simply in the right time and at the right place when they ascended.
Pale CityName | Knights of Galavance | Region | Eastern Frost Gale | Allegiance | The Marrowvines and The High King | Purpose | "To represent the nobility and their power across the continent."
"To seek out and claim glory for the Kingdom and those born to Blue-blood."
"To extol the virtues of knighthood and strength of arms." | Size | 6000 strong, and highly trained knights, with another 2000 retainers to maintain their keep and holdings. | Preferred Specialties | Knight, Berserker, Brawler, Warlord, Cryomancer |
The Knights of Galavance have long held tournaments and contest of arms, putting special importance on the pageantry of knighthood and nobility. Their progenitor Galavance the Ineffable was a renowned knight of old that served during the collapse, and founded their order making them the oldest congruent Knight order. His martial prowess was legendary and known the world over. His skill with the blade was unmatched by even the servants of the gods. The tale of his success against the Solar Titan in armed combat has persisted to even modern day and the Order of Galavance rides high on those coattails. They are the founders of the Master's Tournament that runs every other summer and they lead several other smaller tournaments and balls throughout the capital cities during the year, being seen as a regulatory committee of sorts by the noble class. Many of their order are nobles themselves before knighthood, taking the coat either because of tradition or in a way to make themselves more marketable in the case of third sons and the like. They have female members of the order but most of them are pushed towards the sub order of the Rime Seers, a group of cryomancers that make up the magical artillery of the Order when conflict arises. Eclipse City
Name | Knights of Tegrid | Region | Moonglade | Allegiance | Eclipse City and the Primordial World as a whole | Purpose | "To protect and serve the Primordial World so as to leave something better for the future."
"To reconcile the wild untamed nature of the forests and jungles throughout the continent, with the burgeoning societies that have taken hold."
"To balance the other two major orders and provide a neutral faction to keep power in check where it needs to be." | Size | 5000 knights and shamans that maintain the grand keep and venture out to the secluded shrines throughout Charon. | Preferred Specialties | Knight, Druid, Ranger, Terramancer, Hydromancer |
The five thousand Knights of Tegrid are represented by solitary wandering members of their order that make pilgrimages across Charon to various shrines that they maintain and to their massive keep, following the lunar cycle. Their armor is unique in that it is often painted in matte camouflage colors based on the environments that they patrol in. Messages between order members are left with various inns across Charon and are written in a institutional developed language based on various ancient pictographs that they have discovered in their wanderings. Their neutrality and influence is often seen by the presence of one of their members at any particular meeting of nobles that occur. Land dispute? A Knight of Tegrid. Complaints about cows being stolen? A Knight of Tegrid. They can be classified as a force multiplier when it comes to political dealings and influence due to this wide and varied points of access that they have. On the military front, an opposition force would have a hard time figuring out how many and where they were coming from due to their sheer knowledge of Charon's environments and terrain, the Knights of Tegrid can ambush any size force at any given moment in time.
The Stablemen "The Stablemen ride to uphold the sanctity of the royal constitution and protect the peace for the citizens of Charon under the cover of anonymity. May the crown long reign." Throughout the lands of Charon, the Stablemen work beneath the covers of their everyday jobs. Stablemen, horse trainers, and wagon drivers are only among the few; but those common folk of Charon who respect the crown and the royal constitution as the rightful rulers of their lands and seek to protect the reign of the royal family will find their place among the Stablemen.
Watchful eyes and listening ears will stay mindful of those who oppose the crown; those rebels, those threats, those hooligans who seek to dethrone the royal constitution; will be stopped before they ever begin. Let them take you for granted, let them take your work as child’s play, for it gives the Stablemen the upper hand.
Do not let them know we are watching. Do not let them know we are listening. Do not let them know what we know.
Through the Jewels of the Crown, the Stablemen will guide one another to the traitors who linger in the filthy gutters of their homes and cities. Beneath the crown of the royal family, the Stablemen are united; and for as long as the institution stands, we shall remain as such.
Brothers, sisters, and siblings —
May the crown long reign.
THE GOLDEN GELDING in SOL CITY
Welcome to the Golden Gelding!
Nestled snugly in the midst of the Gold Port, the Golden Gelding is a humble but busy inn which caters to the many arriving and departing citizens, merchants, and sailors who use the port. This makes the Golden Gelding quite a busy hub for traffic; owned by Miss Maylene Weathers, a bubbly halfling woman with a penchant for being quite the chatterbox. The Golden Gelding is well known for having good ale and hearty food, but is often busy around-the-clock. OWNERSHIP Capitol Landing District Miss Maylene Weathers Owner of the Golden Gelding Gender | Age | Race | Female | 51 | Halfling |
Appearance | A middle-aged halfling who presents herself with the attire and stance of a noblewoman; Maylene has fiery red hair and a pale, blushed skin-tone dotted with light freckles. She has visible smile lines, soft facial features, and eyes which one might describe as "drowsy"— making her a rather friendly-looking, motherly, and easy-to-approach woman.
Maylene tends to prefer clothing that is just a bit too big for her; soft woolen sweaters, and undershirts with draping sleeves are some of her most common to be seen in. She pairs these with high-top collars, corsets, and fine brooches and accessories.
She may often braid her hair back, or let it fall braided in a couple of pigtails.
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Personality | A bubbly halfling woman with a reputation for being quite the chatterbox. Maylene is the kind of barkeep that any adventurer would want to keep in their back pocket, as she always seems to have the tea on anyone and everyone who might matter.
Maylene has a motherly attitude, treating her patrons with the kind of friendly disposition that one would expect from a family reunion, regardless of how many times she's seen them in her establishment. She can often be found mingling with the patrons, and always seems to know everything about those who've entered her inn; she goes by "Miss Maylene" more often than not: an affectionate nickname given to her by regulars over time.
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Context | Administrative Operative
There's absolutely nothing sketchy about the Golden Gelding.
Miss Maylene Weathers runs her business in a genuine and straight-forward manner. The Golden Gelding's location at the Gold Port makes it a hot-spot for travelers coming to, or heading out of, Sol City. With so many travelers coming in and out from so many different locations, Miss Maylene and her company are able to glean rebel information about not only Sol City, but from other locations across Charon.
After the passing of Mister Marcus Weathers, she has handed the reigns of "Weather's Wagons"— a transporation business started by her husband to glean rebel information from the heart of Sol City— over to her daughter, Valerie, which plays an important role in their gathering of information of all kinds.
Miss Maylene and her immediate operatives should be informed of any rebel operations located within the heart of Sol City.
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OPERATIVES IN HEADQUARTERS
Capitol Landing District Valerie Weathers Director of Weather's Wagons
Gender | Age | Race | Female | 24
| Half-Human, Half-Halfling
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Appearance | A young half-human woman with short shoulder-length mahogany hair that curls inwards towards her softened facial features. Like her mother, Valerie has the same pale, blushed skin spattered with light freckles. She has a slender, athletic frame and bright green eyes.
Unlike her mother's taste for nobility, Valerie tends to wear humbler clothing styles: one of her favourite combinations being dark brown slack overalls and a cream undershirt paired with a brown flat-cap.
Valerie often keeps her hair loose, allowing it to fall around her face, but occasionally tucks it beneath her cap.
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Personality | A sparky young woman with positivity, boisterousness, and cheer. Valerie, unlike her mother, is loud and proud; unafraid to cause, or start, a raucous. She is a go-getter and a workaholic; and although Valerie is rarely seen around the Golden Gelding, she will frequently be found in the Golden Gelding's Stable, working with the horses or keeping track of incoming and outgoing drivers and wagons.
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Context | Operational Operative
Valerie took over Weather's Wagons from her father, Marcus Weathers, after his early death. In the same way that her mother runs the Golden Gelding, Valerie runs Weather's Wagons in a genuine and straight-forward manner.
Located across from the Golden Gelding, the Golden Gelding's Stables see almost as much business as the Golden Gelding does. Most of the rebel information which is gleaned in Sol City tends to come from her front. Many a quiet or drunken meeting takes place, or has taken place, within the private wagons of Valerie's company— and many a rebel identity, plan, or organization has been gleaned from those meetings by the driver's who front the business.
Valerie works recruitment and training on top of her usual operations.
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Darthan Martuk
Bartender at the Golden Gelding
Gender | Age | Race | Male | 258
| Dwarf
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Appearance | A senior dwarf who stands at about 4' 8". Darthan has short, wavy silver hair and a well-trimmed and maintained beard. He keeps his beard braided into two segments which connect close to the end and tie off with a series of silver rings. His skin-tone is a cool olive, and he has a rather stout, muscular body-type.
He shows the scars and wrinkles that one naturally obtains throughout the course of their lives. The most prominent of which being a dark scar that cuts across the bridge of his nose beneath small silver spectacles and slices through the thick of his bushy brows.
Darthan often wears simple, layered clothing.
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Personality | Darthan is a quiet man who does not speak verbally. A gentleman through and through, Darthan is an attentive old man who, although a bit odd to see behind the bar at his age, proves to be a talented mixologist. He most often communicates through writing, but will use sign language when his patrons know it; he is a great listener, and those who come to the Golden Gelding often will know that Darthan is an open book.
Visually expressive despite his quiet nature, Darthan can often be seen as a comforting, grandfatherly figure; however, once a mercenary, Darthan also serves as the muscle of the Golden Gelding— escorting troublemakers from its premises when needed.
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Context | Operational Operative
As the barkeeper and mixologist of the Golden Gelding, the amounts of stories which Darthan hears from patrons are countless and many. Most are insignificant, but some are greatly significant to the Stablemen's purpose; and those are the stories which Darthan waits patiently to hear.
Darthan was once a mercenary, and has many stories to tell to those who have the patience— which, in his line of work, tends to be less than those who wish to tell their own. |
Alistar Avenon
Head Chauffeur at Weather's Wagons
Appearance | A middle-aged, human man who stands at about 5' 9". He has dark grey hair, speckled white with the beginnings of age, and deep shadows beneath his hazel eyes. Alistar typically wears the Weather's Wagon's uniform on his working days— a cream undershirt, bowtie, flat cap, and dark brown slacks.
He wears a bronze badge on the right side of his chest to signify his affiliation with the company, and carries a redwood cane in his right hand due to a past leg injury. He keeps a five o' clock shadow, and has a visible scar at the junction of his jawline.
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Personality | A scruffy man with a pliable attitude; Alistar seems much like a common man working a common job, and acts it. Bitter, bored, and jaded, he is the average, displeased working man in every way, shape, and form.
While not necessarily rude, Alistar can come off as abrasive and cold, choosing not to engage with the patrons past the casual banters that so often come with his position. He tends to be very straightforward, and doesn't hold back on his opinions... if you ask.
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Context | Operational Operative
One of the many chauffeurs for Weather's Wagons. Alistar was once a swordsman and instructor on Halberd's Tip before being let go after a training injury which cost him the full mobility of his right leg.
While somewhat bitter with his early bad lot in life, Alistar continues to serve the crown through his alliance with the Stablemen. His abrasive nature tends to cause individuals to simply ignore his presence, and go about with their own business; he has the highest turnover rate on Sol City.
Alistar works with Valerie on recruitment and training of Sol City's Stablemen.
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Naexi Gildove
Server at the Golden Gelding
Gender | Age | Race | Female | 28
| Tiefling
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Appearance | A young tiefling woman who stands at around 5' 7". She has short-cropped silver hair, pale blue skin, and lavender eyes. Naexi often wears a loose white blouse which falls off her shoulders, paired with a dark brown corset bound by cream ribbons. She wears a pair of layered skirts: one a shorter dark purple, and one a longer, ruffled and bold gold. She wears dark brown boots, and has a tail tipped with indigo fur; her horns are small, and curl above her head like the crest of a wave.
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Personality | A friendly young woman; bubbly, and full of jokes and humor, Naexi is a popular server at the Golden Gelding if only due to her approachable attitude and natural charisma. She is a multi-tasker, and assists Maylene in the busy hustle and bustle that comes with the location of the Golden Gelding.
She is a talented musician who accepts song requests from the patrons during the late hours of the evening, which she plays upon the harp; and, she appears to have a clear fondness for Maylene's daughter, Valerie.
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Context | Communications Operative
One of the servers for the Golden Gelding; Naexi has been working for the Golden Gelding for some years, now. She was once a traveling bard, but seems to have settled down in Sol City. She is a popular face amongst patrons due to her friendly, charismatic attitude and talent with the arts; and she tends to play songs upon their request on the harp located in one corner of the Golden Gelding.
Her charming personality often helps her wiggle into conversations and keep customers at ease.
Once a student at the Mage's Academy in the past, Naexi now assists Maylene with arcane details and interpretation of messages coming through from local Stablemen.
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THE FAIR FILLY in ECLIPSE CITY
Welcome to the Fair Filly!
Among potted plants featuring the natural fauna of the Moonglade, sitting near the Moonlit Docks in Eclipse City, stands the Fair Filly. Well-known for their unique, fun, and exotic liquors; paired with the stunning view of their docks; and the ease of travel to the market district from the tavern; the Fair Filly finds itself busy at most hours of the day through evening. Locals and travelers alike tend to stop by the Fair Filly for a drink, song, or game of cards— and of course, all are welcome through their doors if you've got the coin.
OWNERSHIP Moonglade District Estel Arnoire
Owner & Bartender of the Fair Filly Gender | Age | Race | Genderfluid
| Unknown
| Wood Elf
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Appearance | A young wood-elf who appears the pinnacle of elegance; Estel is a wood elf with a warm, chestnut skin-tone, and dark brown hair that naturally falls to their mid-back in a cascade of tight ringlets. Estel is rarely seen without heavy makeup within their establishment— they favor bright and bold eyeliners and eyeshadows— to compliment their wardrobe, which they always assure is on the cutting-edge of Moonglade fashion.
They tend to favor extravagant combinations in long skirts, dresses, flared slacks, corsets, and loose shirts which billow eloquently when they move.
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Personality | Estel is a charming individual; the kind which most of their patrons either love, hate, or envy— no in-betweens. They are a talented mixologist and a passionate liquor enthusiast, leading them to spare absolutely no expense on ordering the most top-of-the-line liquors and alcohols for their establishment.
Although haughty, Estel is a genuine individual with a passion for what they do— and although they have a flare for showsmanship, that passion shows in their efforts to keep the Fair Filly on strong legs.
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Context | Administrative Operative
Estel began the Fair Filly over ten years ago, in the midst of the market district of Eclipse City; their establishment started small, but flourished with time. Their reputation as an expensive, but quality inn proceeds them— although, there are a few curious rumors flitting about.
Despite the Fair Filly's presumed aim towards the noble class, those with more humble beginnings can find their place among them for a pleasant evening out... so long as they have the right kind of gossip to serve as payment for their fun, games, and pleasantries.
Estel Arnoire and their immediate operatives should be informed of any rebel operations located within the Moonglade.
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OPERATIVES IN HEADQUARTERS Moonglade District Dorein Silkwing
Musician at the Fair Filly
Gender | Age | Race | Female
| 21
| Aviankin
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Appearance | A peacock who stands at roughly 5' 8"; Dorein has a slender body frame and stark opalescent white feathers, which paints her a stunning picture as she sings for the crowds of patrons alongside her accompaniment. Dorein's eyes are a pale pink, and she favors bright-colored and bold gowns to perform in, which compliments her otherwise monochrome look and her train of gorgeous, white tail feathers.
She wears colorful, thick eyeliner and smudged eyeshadows to compliment her stage appearance.
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Personality | A coquettish and charming young woman; Dorein holds herself as a diva on stage with a sort of untouchable mystique... but in reality, she is a bit more soft spoken. Dorein and Estel appear to be close friends; and Dorein may often be found helping behind the bar in some of the later hours of the evenings, mingling sheepishly with the patrons.
She has a sort of gentle charm about her when she's off stage and a humble persona despite the glam and the glitz.
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Context | Communications Operative
Three days out of the week, patrons will find Dorein Silkwing at her place on stage, ready to serenade the crowd. She was traditionally trained at the Eclipse City College of Music in Moonglade, and is able to play the lute and harp in addition to being a talented vocalist.
Although originally not very well known, Dorein seems to be making her big break in the walls of the Fair Filly, and is well-loved by patrons for her beauty, voice, and charisma.
The other four days of the week, Dorein spends her time working with Estel to translate messages coming in from the stablemen in the Moonglade, and sending out follow-up investigations when necessary.
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Ashe Birchrun
Bookkeeper at the Fair Filly
Appearance | A satyr man with pale skin, blue-grey eyes, and freckles speckled across his sharp features. Ashe is a well-defined young man with an athletic build and a short, but well-kempt beard. His wavy brunette hair falls disheveled at a side part, and is shaved at a gradient on the other side; he wears a number of colorful piercings on his ears.
A pair of round spectacles just a little too big for his face rests on the bridge of his nose. The coat of his goat-half is a similar shade of brunette to his hair, with white stockings above his cloven hooves. He tends to favor long-sleeved blouses, paired with patterned vests, and forgoes pants altogether.
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Personality | Ashe is a well-tempered young man who keeps track of the books, along with the comings and goings of the overnight patrons for the Fair Filly; he's approachable, friendly, and a bit clumsy if nothing else.
Ashe is not good with the drinks, nor is he great at socializing with the patrons. He often can be overlooked by other staff and patron alike— although, he is always around when he's needed— and more than willing to offer a helping hand, deliver a drink or meal, or show a patron off to their room.
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Context | Operational Operative
While Ashe keeps the books for the Fair Filly, his talents come in his ability to blend into the crowd— making him invisible in the strangest kind of way. When he's not keeping himself busy with assisting Estel with serving drinks, or escorting patrons around the establishment, one might notice that he's rather hard to find.
Likely, because he's keeping an ear and eye out for any pertinent information as it walks through the door. His curious ability to blend in allows him to mingle without suspicion amongst the tables of the Fair Filly, and proves a great asset for the Stablemen.
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Sethe Caldor
Server at the Fair Filly
Gender | Age | Race | Non-Binary | 25
| Half-Elf |
Appearance | A young half-elf with warm chestnut skin tones, amber eyes, and a spattering of freckles which are most noticeable across their face, ears, and shoulders. They have dark brown, wavy hair which falls to their mid-back, and is most often braided towards the end— with loose bangs that fall about their oval face.
Their ears are pointed slightly, denoting their half-elf heritage; and they wear dangling, golden chain jewelry upon them. They tend to prefer darker or cooler colors and layers in contrast to the bold brightness of the Fair Filly's interior, with preference for sleeveless tunics and black slacks in-line just enough with the style of the Fair Filly's dress code for their outfit to only be confusing for the drunkest of patrons.
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Personality | An off-standish and unreliable young individual; out of the cast and crew who works the Fair Filly, Sethe is the most distant, difficult, and hardest to connect with. They seem to have a bit of a mean-streak, and aren't particularly pleased with their position as a server; and they certainly act it.
They proudly go on record as the staff member with the most complaints from patrons, and often slack off during their shifts, leaving Ashe to cover for them when they do.
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Context | Operational Operative.
A student from the Magic Academy.
Sethe is a talented magic user and a druid who has recently joined the staff at the Fair Filly, bringing along their familiar who assists them in the process of gathering information. While Sethe is not the most approachable, nor the most talkative of the Fair Filly's staff, their ability to use their familiar as a second source of information paired with their ability to speak to animals, makes them a valuable resource to the Fair Filly's headquarters.
Sethe has a high report count as a result, despite their many complaints as a serving staff for the Fair Filly's front.
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Sasha aka ("Mittens")
In-House "Pet" at the Fair Filly
Gender | Age | Race | Female | N/A
| Cat |
Appearance | A sleek, short-furred black tuxedo cat with white mittens, fondly named as such by the many patrons of the Fair Filly. Her eyes are large and amber in color, and her nose and paw pads are a soft pink.
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Personality | A lazy, but affectionate cat who likes to bumble around the Fair Filly, rubbing against patron's legs and snoozing in sunny windows until nightfall. She remains fairly close to Sethe when she's not meandering about the building, or lazing about near the patrons.
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Context | Operational Operative
"Mittens", or Sasha, is Sethe's familiar; but she acts well as any normal feline might, and actually enjoys the attention to an extent. Sasha can be found perusing about the Fair Filly, lapping up dropped foods, or soaking up attention from more sober individuals; she also has a curious tendency to choose snoozing spots around interesting tables, in order to listen in on conversation to take back to Sethe.
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THE WARM FOOD REST HORSE PLACE in LILICORS VILLAGE
Welcome to the Warm Food Rest Horse Place!
When one finds the Safe Dry Sleep Eat Spot to be full or crowded; they might drift instead to the Warm Food Rest Horse Place. Located towards the back of Lilicors Village, the Warm Food Rest Horse Place doesn't see much action from general travelers— but does see a lot of traffic from less savory, mercenary sorts who are looking for a quiet place to stay or conduct business. The owner, Lucky, seems quite fond of shine and gossip— so for the right amount of coin, or the right information— he'll probably look the other way.
OWNERSHIP Marsh Flats District "Lucky" Horseshoe Owner of the Warm Food Rest Horse Place Gender | Age | Race | Male | 12
| Geckoling |
Appearance | Lucky is a short geckoling who stands at about 4' 2". His scales are an off-green hue, his eyes are a bright yellow, and he has a number of scars and injuries embedded deep into his skin— but the most noticeable injury is his once-broken jaw, which has given him a prominent under-bite and a short blunted snout. Lucky prefers to wear a simple undershirt and slacks, and carries around a pocket knife for self defense.
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Personality | A somewhat obnoxious, happy-go-lucky kind of fellow who screams, speaks in third person, and shouts at his customers pretty frequently. Absolutely no one has any idea how Lucky got the money to build his inn, but he does a surprisingly good job of keeping up with it given how many times you'll catch him tripping over his own tail throughout the evening.
Clumsy, silly, and begrudging— he seems to have some kind of grudge towards Tiny Two Toes of the Safe Dry Sleep Eat Spot, who he says took his idea of starting an inn. |
Context | Administrative Operative
"Lucky" Horseshoe, who goes simply by Lucky, says he earned his name after getting molly-whopped by the kick of an angry horse through the window of an abandoned building in the middle of Lilicors Village, which would later become the Warm Food Rest Horse Place.
Lucky is a weird fellow, but he's smart; his over-eager, klutzy persona is simply that— a persona. He finds that people let down their guard more easily when they find him to be incompetent, and so he rolls with it. In reality, Lucky is a calm and subtle type— with the slow roll of business, he is easily able to organize his district, and target individuals of interest on his off days.
Lucky has multiple connections and Field Operatives located throughout Lilicors Village to assist him in the crown's efforts, and he has the best follow-up and arrest record out of all the Stablemen's Main Branches.
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OPERATIVES IN HEADQUARTERS
Marsh Flats District Daene Solgen
Bartender at the Warm Food Rest Horse Place
Gender | Age | Race | Male | 31
| Half-Orc |
Appearance | A handsome half-orc man who stands at roughly 5'11"; his skin is a hue of sage green, and his facial features are sharp with a pronounced jaw-line and cheekbones. His hair is a dark brown and kept short up top, but shorter at the sides.
His eyes are a soft hazel, and he often wears a cream-colored undershirt beneath a dark brown vest, and brown slacks— despite the Warm Food Rest Horse Place's lack of any kind of cohesive uniform.
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Personality | Full of sheepish smiles and gentle laughs, Daene is a charming young man who seems content to simply work behind the bar, despite the owner's eccentricity.
When people are tired of dealing with Lucky, Daene is usually the first person they'll go to for help— and he's usually more than happy to do offer it. He'll go out of his way to ensure that the few patrons the Warm Food Rest Horse Place receives are actually comfortable in their stay, and stay out of trouble with the less polite patrons that Lucky lets hang around.
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Context |
Operational Operative
A half-orc who originally hails from the Car'mign tribe; Daene grew up in the Marsh Flats with his orcish mother, and took up his job at the Warm Food Rest Horse Place only within the last few years. He often handles the patrons when they're tired of dealing with Lucky and tends to be of a gentler sort— charming patrons into speaking— and then listening quietly to their conversations while he quietly goes about his business.
Daene also tends to be the muscle in the Warm Food Rest Horse Place when things get a little too out of hand, and assists Lucky in sending out investigations into rebel rumors in the Marsh Flats.
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Tilly Marshpaw
Server at the Warm Food Rest Horse Place
Gender | Age | Race | Female | 12 | Tortoiseshell Catfolk
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Appearance | A short and plump tortoise-shell patterned catfolk; Tilly stands at about 3' 7" and has twin tails. She has big green eyes, and a grey and pink patterned nose. Tilly often wears layered robes which are a tad too big for her small frame, and wears a large hat which is actually just a big lily pad upon further inspection.
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Personality | Tilly is happy to help serve at the Warm Food Rest Horse Place and doesn't particularly mind that business is often so slow,since it gives her time to nap behind the bar. Tilly is laid-back and seemingly has no sense of urgency during work hours.
She is generally a delight to speak with casually; she's very cheerful and happy, but a bit clumsy in her work. Tilly frequently gets orders incorrect... but is very enthusiastic about serving them, anyways.
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Context |
Operational Operative
A life-long friend of Lucky, Tilly is a cat-folk who can make herself disappear in the blink of an eye; this makes her a critical informant when it comes to the less savory business dealings that Lucky allows to happen quietly beneath the roof of the Warm Food Rest Horse Place— ensuring that there is always an eye open to listen in on the quiet dealings of rebels and criminals alike.
While some information is not impertinent to the Stablemen's motives, others are— which allows the Stablemen to take their next actions with confidence.
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Clythe
Bookkeeper at the Warm Food Rest Horse Place
Gender | Age | Race | Male
| 21 | Salamander
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Appearance | A tall blue lizardfolk of sorts; Clythe is a sleepy-looking fellow who stands at about 5' 11", and has a hilariously long torso. His head is large and round; his drowsy eyes are a bright blue; and are further magnified by the massive glasses he wears. Clythe best resembles a salamander spotted with black dots, no visible scaling on his person, and rounded features.
Clythe wears an absurd amount of layers in all sorts of colors, making him look a bit like a tall rainbow of curtains.
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Personality | Clumsy, nervous, but a charming little fellow; Clythe really seems to want the best for the Warm Food Rest Horse Place.
Between Lucky's usual behavior and the lack of business they actually receive, this is much easier said than done. Clythe can often be found stressing to Daene behind the bar, and occasionally sneaks a drink to calm his nerves. He is a fairly genuine individual, however, and is happy to help around when he can... to varying degrees of success.
Despite it all, he is quite clever, and does his best to help Lucky keep the books. |
Context |
Communications Operative
Clythe, despite all of his nerves and his clumsiness, is a powerful magic user; and while he is arguably terrible at most things, he is very good at the arcane. This experience allows him to pretty effortlessly interpret and decode messages coming in from various parts of the Marsh Glade.
When the Warm Food Rest Horse Place actually has business, Clythe makes himself visible every now and then— but otherwise, he dips in and out, making himself busy with Stableman affairs, and essentially running the show solo.
Clythe also assists Lucky with training and recruiting new operatives.
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Yifa
Regular at the Warm Food Rest Horse Place
Gender | Age | Race | Non-Binary | 38
| Hobgoblin |
Appearance | A tall hobgoblin with a pale steel-blue skin tone and amber eyes; they stand at about 6' 2", and have long black hair which they draw back into a bun. Their facial features are sharp, and consistently seem to be drawn back into a scowl.
All in all, a rather intimidating individual: Yifa appears a mercenary or a raider by all accounts— sporting their lifetime's worth of scars— and wearing padded leather armor, with a short sword at their side whenever they show up unannounced to the Warm Food Rest Horse Place.
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Personality | Unpleasant, hostile, and suspicious to say the least. Yifa is an unapproachable sort; they're full of sly grins and manipulative phrases to suck any innocent soul who comes their way into an unexpected game of gambling or chance.
Intimidating and not-at-all friendly, Yifa otherwise keeps to themselves for the most part within the Warm Food Rest Horse Place's walls, drinking their fill, and doesn't go out of their way to interact with other patrons unless they have some kind of alternative motive.
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Context | Field Operative
Yifa is a tall and intimidating figure who appears to be friends with the owner if one looks close enough at their interactions. They can be found at the Warm Food Rest Horse Place on most evenings, running their own gambling con in the back of the tavern's lobby (the coins are weighted), and occasionally speaking with one of the staff. Notably, when this occurs, Yifa is quick to leave the establishment soon after.
Yifa is one of the few Field Operatives in the Marsh Flats who follows through on investigations coming in from the Stablemen in the Marsh Flats.
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Global Moderator
490 POSTS & 0 LIKES
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Post by Admin: Otto on Jan 29, 2023 0:00:13 GMT -5
{Sunday Lore Gazette} {1/29/23}
Zeinav Corps Collectively known as the Zeinav Corps, the forces of Zeinav City comprise of separate army and naval branches.Army10,000 totalInfantry: The foot soldiers of the Zeinav Corps are organized into mixed companies of archers and pikes. The ratio in the squads is two pike soldiers for every three archers. There is at any given moment two battalions of infantry on duty with a third at rest.Cavalry: The majority of the Zeinav Corps are the 7 battalions of cavalry. 2 battalions of camel scouts, 3 battalions of light archer cavalry, and 2 battalions of heavy cavalry.Tactics: The Zeinav Corps, due to the twin shared borders and the massive desert, operate on a scout then respond strategy. The battalions of camel scouts operate entirely as individual soldiers scattered through the entire desert and along the borders. These solitary patrols are designed to catch any warning of raiding or banditry and then rush back to the closest barracks to report. These barracks situated in strategic locations house portions of the three battalions of light archer cavalry who act as the main first responders to any incident. The center of this web of scouting and response are the three battalions of infantry and the two battalions of heavy cavalry who primarily garrison the capital and are only called upon when major incursions happen.Infantry tactics revolve around combining with other squads. Individual squads operate with one archer that is designated the scout and the other two archers are paired with a pike soldier. The scout archer acts as a liaison, sharing information and coordinating movements, with other squads through their scout archer. This high level of information gathering and sharing allows complicated maneuvers on the battlefield and cities that make up for their lack of numbers.Equipment: Maximizing cross utilization, there are three main weapons that are used across the Zeinav Corps, a double recurved bow used by the camel scouts, light archer cavalry, and foot archers, a lance that double as a pike for the heavy cavalry and pike soldiers, and the scimitar which is the ubiquitous secondary weapon amongst all soldiers. Rounded shields can be found amongst the heavy cavalry and foot archers, but there is a heavy emphasis on mobility so most weight is dedicated to water supplies so as to extend military operations in the desert for as long as possible.Navy100 ships, 2,000 infantryTactics: The Zeinav Navy is divided into ten squadrons of ten ships with each ship having twenty marines on board. The marines are trained to use both the bow and the pike and are all equipped with shields. These squadrons center around a large man of war which acts as the biggest firepower and the main resupply point for the other ships in the squadron. The rest of the squadron consists of a combinations of sloops and corvettes who operate as scouts and chase ships against pirates who are the common enemy that the Zeinav Navy faces on a daily basis.
Storm Raiders
Driven to extremes by both the harshness of their environment in the Lightning Fields and constant competition with other roving bandits and mercenaries, the Strom Raiders have cemented themselves as the fearsome raiders in the Dragon's Cradle.
This group started small, but over the years they have absorbed other raiding groups and swelled in numbers thanks to the alliances they have formed with the resident giants of Dragon's Cradle. Now a formidable force with their strength bolstered by giants and half-giants, the Storm Raiders rove across the Lightning Fields ambushing caravans, travels, and pillaging small settlements for goods and wares.
The Storm Raiders are infamous for using the volatile weather of the Lightning Fields to their advantage, often lurking amongst the craggy environment until a storm rolls through, forcing their quarry to either take shelter or scatter as lightning rains down from the sky. When an ambush isn't possible or their target is a settlement, the Storm Raiders instead rely on the might of their giant allies who are able to throw boulders, carts, and other debris around with little effort.
Initiation into the Storm Raiders includes traditions practiced amongst the giants. One of these traditions involves the collection of Static Roots which are found in the Lightning Fields. After successfully collecting these roots, they are fermented and brewed into an ale-like liquid which is to be consumed after a prospective new member partakes in a raid, proving their worth to the raid party leaders and the group as a whole.
The Storm Raiders' pillaging often clashes with the interests of the Osendel clans who view the Storm Raiders as cultish brigands unfit to partake in their own interclan competitions. Not ones to back down from a challenge or be looked down upon, the Storm Raiders often go out of their way to interfere in raids plotted by the Osendel clans, even if that interference ends with both factions on the losing out on the spoils of a raid.
Bleak Fort Bleak Fort is a large stone city built right into the World Crown of Frost Gale. A city carved out from the stone, with many of its buildings and homes built into the mountain side and under its peak creating a dome like effect over the city, in which half of it is covered. With most of the city sheltered from the cold by the earth itself, the city also boasts many caverns and winding passageways that bore deep into the earth. The city can be accessed by either its massive front gate, or several different well hidden passages that exit out into the ice fields. It boasts a massive wall of finely hewn and crafted black stone that makes up the outer perimeter of the dwarven capital. The domed nature of the city itself creates a dichotomy between the outer layer and inner layers, that is reflected in the pseudo caste system its denizens follow as they get closer to the Grey Keep.
The first layer closest to the gates belongs to the new blood, and those that have most recently called Bleak Fort home, followed by the mercantile district which holds all of the inns, taverns, shops and entertainment venues within the last citadel of the dwarves. The next layer which is the first under the cavern ceiling is the trade quarter which houses all of the smithies, workshops, and training halls of the walled city. The following tier is that of the old blood, those families who have been aligned with the Bleak Fort the longest or contributed the most to the city and its people, their lineage charts are treated much the same as the deed to ones house or property as it defines inheritance, and standing. The last layer and closest to the heart of the mountain is that of the Grey Keep and the nobles themselves, all who hail form the original six families who threw their lot in with the first king, see their family forever enshrined with their place in dwarven society. Dwarven Culture A family's social standing in society measured by the age of family and overall benefit/goodwill towards the Bleak Fort, more so than wealth or individual prestige. The oldest families of Bleak Fort are the most valued and honored, back to when the Great Schism happened and those loyal to the first king of the Northern Crown left their ancestral lands in Dragon's Cradle and fled to what is the present day Bleak Fort.
Dwarves are a hardy and high spirited people, refusing to yield to outside pressures or abandon their cultural ways despite societal change. The hold their families and their people in the highest esteems and all those that would threaten them are enemies and worthy of rebuttal. They do not tolerate subjugation and will not bend their knee to anyone, their "fealty" to the High King in Sol City is more a trade deal then subjugation as they are an autonomous nation and in return for their autonomy give the crown a discount on the precious metals that only they can mine.
The Bleak Fort is the last great hold of the dwarves after the Great Schism, with only the smaller holds left in Dragon's Cradle and other places throughout Charon. Their ancient roads quiet and cold far beneath the surface of the continent. Their ancient halls of gold and adamantine long silent, vacated through centuries of in fighting and migration. Bleak Fort Military
Bleak Guard The Bleak Guard serve as the military, police, and city guard of the Bleak Fort and hold a unique place in dwarven society. While in service the service member and their family are considered to have an older family age and the benefits that come with it, when they retire from their service their service years are added on to their family's age, forever enshrining them and their kin for their service to the kingdom.
Bleak Wardens The Bleak Wardens serve as the rangers and special forces of the Bleak Fort, in charge of keeping all threats internal and external at bay. They are in a position of utmost prestige and valor and do not retire, but train the new generations. When they are no longer able to be serviceable they typically go on one last ranging and will die in honorable combat against some known threat as a final parting gift to their kingdom.
New Notable NPCs
King Tarvian the Third
Frost Gale, Dwarf, Male
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Description | Personality | King Tarvian the Third, leader of the Bleak Fort and the 26th King of the Northern Crown is a man who has seen many long years as a soldier and Bleak Warden, serving as a ranger in the North keeping all who would harm the Bleak Fort far away from its borders. He has ruled for over twenty five years and his edge seemingly never wanes, as he looks upon his hold with love and a strong guiding hand. | First impressions of Tarvian would suggest that he is like any other dwarf, proud and stalwart. His past, however, has left its scars on him and the burden of responsibility weighs heavily on his shoulders and mind. Dutiful and loyal to the citizens he rules over, he tries to lead to the best of his abilities, but self-doubt and the ghosts of his ancestors plague his dreams. |
King Tarvian the Third, leader of the Bleak Fort and the 26th King of the Northern Crown is a man who has seen many long years as a soldier and Bleak Warden, serving as a ranger in the North keeping all who would harm the Bleak Fort far away from its borders. He was born Hadvar Jorvinsson of Clan Stjarna a second son to the former King, King Jorvin the Second. He spent the majority of his life never assuming that he would take the throne and so he did as was expected of him and led the men of the realm. He spent many years as a soldier crawling through the ranks just as any man would who enlists in the Bleak Guard, proving his might and valor many times over and ascending through the ranks by his merit alone. Eventually he was promoted into the Bleak Wardens whose job is to assess all threats within and without the region, putting an end to anything that even remotely could threaten the well being of the Bleak Fort. At the height of his time in the Bleak Wardens, rebellion struck home and the fall of Clan Kjloven occurred as the once noble and earnest warrior house attempted to rebel against the crown and the people of the Bleak Fort, believing that they and they alone held the right and power to the throne and the Northern Crown based purely on the fact that they had supplied and trained the Bleak Guards for generations. It was in this rebellion that King Jorvin and his first son were killed by the hands of Clan Kjloven and Hadvar began his war of revenge on the traitor clan. Bringing the might of the new blood and that of the Bleak Wardens with him, he stormed the Bleak Fort through the old tunnels that winded up through the prison mines and into the Black Gate. While the new blood forces distracted the main force of Clan Kjloven, Hadvar and his Bleak Wardens were able to take the heads of the rebellion and reclaim the keep. Knowing that their honor and what remained of their family status depended on it, all those who sided with the traitor clan ceased fighting and turned themselves in for summary judgement. Those that were the most complicit were banished in favor of keeping their families in good standing as they were forced to work in the mines far below the surface with the prisoners, forever helping the city with their repentant work. Those new blood families that contributed the most to the ending of the rebellion were given service years to their family lines, elevating them further. Hadvar took the thrown reluctantly and was crowned as King Tarvian the Third, taking the name of his great-grandfather. He has ruled for over twenty five years and his edge seemingly never wanes, as he looks upon his hold with love and a strong guiding hand.
Samair Ziev
Zeinav Desert, Human, Male
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Description | Personality | Samair's position as head of the Zeinav Corps has designated him among the nobles as the current heir to the throne till his brother has children and even in very particular circles is considered the heir even if the current king declares someone else. This has left him in a precarious position in regards to personal ambition and his devotion and loyalty to his brother. | Samair Ziev exemplifies the concepts of long term thinking and loyalty to a cause. He has modernized both the equipment and the tactics of the Zeinav Corp while establishing a flexible and adaptable military structure that is capable of improvisation and adjusting to a wide variety of situations with rapid and well thought out responses. He is a man who acknowledges his approaching mortality and seeks to instill a culture and way of thinking that is beyond any individual or societal institution to corrupt. |
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Post by Admin: Otto on Feb 5, 2023 0:00:11 GMT -5
{Sunday Lore Gazette} {2/5/23}
Charon's Official Hurcal League Hurcal is the national sport of Charon and is run by Charon's Official Hurcal League. Two teams each consisting of three players compete to pass a ball through the large metal hoops at either end of the sport field. The sport is highly competitive and dangerous, as it is not only full contact, but also permits the use of magic in the forms of items and spells. It is not uncommon for players to be seriously injured during the game, which is half of the entertainment for the spectators.
Hurcal fields can be found across Charon, though the most popular one is the Capitol Field found in Sol City. Professional games are always organized and refereed by members of Charon's Official Hurcal League and all participants are expected to follow the official rulesets set forth by the organizing body. To win an official Hurcal match is to prove oneself skilled, tactical, and reliable.
History
Legends abound in mythic mists of time immemorial that surround the birth of the greatest sport in Charon and the first team assembled to become the Grand Champions, the Magni Vinde, the Hurgalers. The first legends are rumored to date back to the Age of Wonder, the development of the game was apparently a hobby of the magus Maazeric as a way to hone the mind and the body of young mages who were just discovering their new found abilities while at the mage academy. The magus called the game, Applied Metaphysics and Spatial Geometry, the colloquial term especially among those who had side bets going on was called hurling, as it was common to find a few of the participants vomiting afterwards from the aerial acrobatics and strenuous physical activity that the game demanded for victory.
The Collapse saw the game disappear for those thousand years, only the occasional leather ball about the size of a volleyball or half of an odd looking stick with a netted circle at the end used in the game would be found amongst the ruins that would indicate the game was still alive somewhere being practiced and played during the conflict. One could even find a ball on the desk or on shelves of older mages who used to play during their school years.
The Age of Renewal saw the return and an evolution to the game from the ashes of the Collapse. The Fighter’s Guild brought the use of blunt instruments into the game and created the positions of midfielder and forward to further organize the game, still mostly known as Hurling at this point in its history. For the Fighter’s Guild, the game brought a huge dynamic to their training as it provided small unit tactics, discipline, and camaraderie all in one neat package. Through the coming millennium of straight conflict, the Fighter's Guild spread their form of the sport to all of their recruits instilling a culture across Charon of how to play Hurling as they return home from the wars.
The term Hurcal developed from the sticks that the Fighter’s Guild introduced to the sport. The sticks ended being called Hurcs from incident of lost in translation between the accent of a Dwarven sergeant from the Bleak Fort and the attempt to explain what they were used for to a clan of draconyhns, which turned Hurling into Hurcaling due to the pervasive existence of draconyhns in the underworld gambling scene of Charon.
The Age of Solemnity, may have been titled so but it might as well have been the age of gambling as the people of Charon sought ways to entertain, grieve, and distract themselves from the near millennium of conflict that saw so many pass away. Hurcal gambling swept the nation as the perfect distraction and an unofficial league began amongst the major cities of Charon.
The Age of Progression saw a major crackdown on gambling as the kings of Charon managed to reintroduce security and stability to the nation. This led to the official designation of Hurcal, “Charon’s Official Hurcal League” and the first official tournament was held as a celebration. Five teams formed from across Charon, the Hurgalers, a last minute entry from a tiny exotic island to the south, the Woolful Wonders, a name acquired after the tournament, the Pale City Hell Hounds, the Capitol Cockatrices, and the Howling Gaels. At the end of the two weeks of violence known as Hurcal, the Hurgalers found themselves as the first ever Magni Vinde.
There are more tales of Hurcal lost to time, but now we find ourselves in the current year and Hurcal season is fast approaching. What new legends shall be formed?
Hurcal Teams
The Hurgalers Coming from an exotic island where the locals tend to pineapples and rum is brewed, the original team were a group of abbey monks that came together to participate in the first Hurcal Tournament. At first, the team did not have an official name, but their style of play eventually lead to their name.
The abbey monks actually played through the entire tournament drunk off of their own supply of rum that they'd brought with them. Instead of the expected sluggish movements of being under the influence, the monks played with such grace and flash that they captivated the masses that gathered to watch them play.
Eventually the taverns all over Charon heard about the team's exploits in the sport of Hurcal. Learning that the team of monks actually played the whole tournament drunk. As such, a drink was made in their honor after they won the first Hurcal Tournament, becoming the sport's first ever Grand Champions.
The name of the drink was coined by one of the team's drunken members.
"Hurgal"
It was more of him slurring his attempt at saying the Hurcal, but it was noted, and thus the drink "Hurgal" was born.
The team of monks had won it all and had a drink made in their honor. So to keep with the hype they named their team "The Hurgalers."
The Woolful Wonders The Woolful Wonders formed at the conception of the first ever Hurcal tournament. Although the original first team did not have a name for themselves. In all honesty, the original team was a just a mix match of different individuals from King's Valley. These individuals, however, were among the more violent and devious kind in King's Valley.
They garnered a reputation for using devious tactics in game that eventually became illegal to the league, and looked down upon by the general populace of fans in Hurcal. The original team's successors came up with the name that they are now known by. As a way to throw off any suspicion that they would use the same tactics that the original team utilized. Of course, their reputation by the fans has lead to them also being known as the bad boys of Hurcal.
Pale City Hell Hounds Despite coming from the capital city of Frost Gale, the Hell Hounds are team consisting of laid back individuals. Preferring to sit and lounge around drinking hot cocoa and whatnot. Despite their team's namesake, they are the friendly to all parties. This has lead to the organizations of both the Hell Hounds and the Hurgalers to hold each other in high regard since the first ever Hurcal tournament.
Due to the teams' relationship with each other, the Hell Hounds and the Hurgalers hold friendly scrimmage matches against each other during the off seasons every so often. The Hell Hounds are not to be counted out though. As stated before, they have scrimmages against the Hurgalers during the off season. Playing against the best means you can only get better, and that is what propels them to the top of the charts along with the other premier Hurcal teams.
Capitol Cockatrices The Capitol Cockatrices are a legendary team from the capital of Charon, hence their team name. Favored by the masses of fans for their fancy gear and poise during talk before matches, just like the Howling Gaels, they were also favored to be the first grand champions of the League. However, just as the Howling Gaels, they were beaten by the Hurgalers. An embarrassment which fueled the animosity of the original team and every iteration thereafter towards the Hurgalers.
Out of all the teams, their rivalry with the Hurgalers is unmatched. The Hurgalers and The Cockatrices match the other in every way. The Hurgalers are known for their showmanship which the Cockatrices mirror in every match. Every flashy play is always followed by another flashy play. Fans fill the arena when the Hurgalers and the Cockatrices are scheduled to play.
Even with all the animosity the Cockatrices have for the Hurgalers, they cannot help but feel a modicum of respect for their rivals.
Howling Gaels The Howling Gaels are a team that comes from Dragon's Cradle. They're actually a very organized team. Ever since the first Hurcal tournament, their team organization was top tier. Naturally, in the first Hurcal tournament they were thought to be the first grand champions of the League. However, as history states, they were second to the Hurgalers. A team of drunks that won it all as opposed to a team of well organized athletes. Something that has been a running joke since then.
Every iteration of the Howling Gaels follows the foundation that the original team laid down; structured, organized, plays well together, executes plays effectively. However, they always seem to play second fiddle to the Hurgalers— a fact that upsets and haunts the team constantly.
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Post by Admin: Otto on Feb 12, 2023 0:00:04 GMT -5
{Sunday Lore Gazette} {2/12/23}
The Lesser Triumvirate Despite the common notion that The Lesser Triumvirate should strive to work together for the well-being of the people and the progress of Charon as a whole, the relationship between the three major guilds of Charon is far from peaceful. Marked by jealousy, intrigue, and internal strife, the full scale of the drama that unfolds between the guilds does so behind closed doors. It remains secret to the public as a result of the Crown and its spies smothering the root of the issue before it can be publicized.
The Fighter's Guild The Fighter’s Guild is the most robust of all the guilds. Their hierarchy is rigid, their connections are tight, and their members are known for bending over backwards to protect one another. It is widely known that they have an inner jury and justice system, which sometimes rises even above the law of the King.
Their strained relationship to the Crown relates to the guild’s origins and persists even to this day. It is said that during the Rune Wars, a prominent commander of the Sol City’s army, Belanor, grew tired of seeing the price paid by the common folk for King Darius’ recklessness. Soon, Belanor left the army after being tasked to sow distrust into a dark elves’ settlement. After swiftly being branded a traitor, Belanor was welcomed by the rebels opposing King Darius, and became an important figure among them due to his experience as a military leader.
After Belanor’s rebel group was nearly destroyed by an operation of mages working under the King’s influence, Belanor took the reins of the group - or, what was left of it. Belanor’s leadership shaped two important aspects of the rebellion: its military-like organization, and its distrust for mages. His commander’s skills were put to good use, as Belanor began gathering masters in their respective fields to train the rebels.
When Belanor managed to strike an alliance with the Venator, a famous family of monster hunters, things really took a turn. The Venator, a famous family of dark elves of the Dragon’s Cradle, has claimed its bloodlines can be traced back to the legendary figure of Alcaeus Venator, a powerful warrior who fought during The Collapse. Legends speak of Alcaeus as the first mage hunter in history, although little is known of the origin of his hatred for the arcane and its users. His name rose in prominence as a result of his success in slaying not only the godless mages, but the chimeras and horrid aberrations created by arcane users and alchemists who wished to put forth a front in the fight against the gods.
One by one; and with determination, strength, and strategy; Alcaeus defeated hundreds of monstrous aberrations, and those who had created them, throughout his lifetime. After being raised to a new height of political power and nobility, the Venator remained isolated and recluse, and did not take part in the political influence of Charon. Instead, the Venator remained hyper-focused on honing their abilities and skills, which had wielded an unbroken line of phenomenal warriors. Through mercenary work, monster slaying, and the assassination of mages, the Venator built their great wealth.
Even King Darius attempted to isolate the family in order to prevent them from taking sides during his rampage; and rumour states that King Davius, King Darius’ father, had once tried to subjugate the family by sending the royal army to their doorstep to no avail. Little is known about the incident, as the failure of the royal army was so spectacular, that the Crown has seen to it to erase such a humiliating chapter from the annals of Charon’s history.
Once the Venator family had finally stepped from its state of political neutrality - or apathy, some might say - the scales of the rebellion tipped. The head of the Venator at the time of King Darius’ rule, Tyliana Venator, was a dark elf woman rumoured to be at the head of the rebellion alongside Belanor. Under proper, experienced leadership, the group of rebels took up the name of The Crownbreaker, and actively contributed to the downfall of King Darius by arming and training civilians for war against the Crown. It is said that Belanor himself was the one who decapitated King Darius’ son, Dante, on the steps of the castle - but official sources state otherwise.
Some say King Emanious made a mistake for not dismantling The Crownbreakers immediately; instead, he allowed the remaining members, still under Belanor’s leadership, to be incorporated back into the kingdom under the Fighter’s Guild. In an attempt to atone for the sins of his father, King Emanious gave them a place to call home, and provided them funds to begin anew.
However, the Fighter’s Guild has always been at odds with the royal army: since the brotherhood of the guild often appears to have more to offer and less to ask compared to the servitude of the royal army, the guild often steals good fighters and commanders from the royal army’s ranks. More often than not, the members of the Fighter’s Guild distrust everything that royalty and nobility have laid their hands on… including the Golden Consortium, with its twisted and suspicious origins.
The rivalry between the Fighter’s Guild and the Mage’s Guild is legendary: but from the Fighter’s Guild’s perspective, it stems directly from their jealousy of the attention, care, and funds that the Mage’s Guild receives from the Crown. (And, of course, from the arrogance of the mages themselves.) Adding to their distrust and rivalry towards the Mage’s Guild is the fact that a large percentage of mages tend to come from noble families.
Since their officialization, the Fighter’s Guild rarely receives monetary help from the Crown; and many suspect that it is because the Crown fears its independence and its detachment from its duties to the realm… making the Fighter’s Guild a threat to the royal army itself. Because of this, a slight spin on the guild was needed for its survival during times of peace, causing the guild to turn to mercenary work.
The Fighter’s Guild is a community made by, for, and with the people’s best interest at heart: and this has never changed since its foundation. In numbers, it is the largest guild amongst the three, with fewer impediments to new members.
It was the least corruptible of the three guilds, given its military outlook, but recent years might have seen a change…
The Mage's Guild Scholars will debate of the origins of the Mage's Guild, saying it can be traced back to the Age of Wonders, and that they were the main source of innovative technologies that helped Charon become the powerful nation that it was at the time.
During the Age of Wonders, a man named Malaki Maazeric was the first one to start the long journey of studies and experimentations that shaped the understanding of magic Charon has to this day. Considered to be the Prime Mage of Charon, Malaki was told to be gifted with a sharp intellect and intuition, which made for his progress as pioneer in this new source of power that became so important for Charon.
It is said that, when Malaki started to understand how to manipulate this power, he took off on a pilgrimage to find other people who understood it or were said to be able to use it to some extent. Malaki documented all of his findings during his journey and was quick to associate this powers to each major deity. Some people whisper, however, that Malaki was somewhat of a dreamer, and had all of his work documented and organized by his wife, Faleena.
An ancient draft of an organization called The Archanum, some kind of ancient mage's guild was found, and the ranks of hierarchy were labeled as "Rings": there were seven rings in total, being the first reserved to who would Exalt in at least one aspect of magic, or "Domain"; the second for those who Exalted in two Domains, and so on. The seventh ring of power was reserved to Malaki himself, who had previously Exalted in all known Domains of magic and achieved a higher comprehension of the arcane powers, becoming, on top of it all, the First Archmage of Charon.
With his wife keeping him grounded, his bright insightful mind guiding and more than a bit of incentive from his peers, Malaki became a legend as the First Mage of Charon, said to be blessed by all the Gods of the pantheon. His work shapes the understanding of magic, the discovery of the different domains, how to draw into this power and how to alter reality with it.
Some say that the outlining of this guild was made by Faleena, not Malaki, and they both acted synergistically: him, at the forefront of the research of everything arcane, and she, at an organizational level. It was a great communing of the sharpest minds across the entire continent, all flocking together to create new technologies and discuss on the discoveries of this new source of power that was magic. If that is true, very little of The Archanum is left. Most of the relics and magical artifacts that are being found today are probably from this era, collected and kept by The Archanum.
The story of the guild that is known now actually begins during the Age of Renewal, when magic was an essential element to the rise of the new civilization, but still distrusted due to the conflicts with the gods that turned Charon into a pile of rubble. One of Mamadon Solarian's counselers tried to solve this impasse by trying to revive - or create for the first time, depending on which scholar to believe - the Mage's Guild under the seal and protection of the Crown. From the very start, the association between the Crown and the Mage's Guild has been tight: the Crown provides money and influence, and the Mage's Guild provide the monarchy with counselors, technologies and everything arcane. However, there was one modification to the organization of this guild in comparison to the old one: there were now Six Rings of power inside the guild, since teaching the Dark Domain was forbidden at this time.
Everything went well until the rule of King Darius. The guild had become elitist, subjugating and snobby under the cruel king's rule, being one of the main weapons of the Crown against his own people - a lot of the distrust and hatred the Fighter's Guild has for the Mage's Guild comes from this period of time. Doing the bidding of King Darius, the guild became rich and powerful like never before.
The problems started with the rise of a new threat: just as Darius proclaimed his holiness and imposed restrictions on the use of magic and religion, a group of mages suddenly resurfaced from the depths of Frost Gale. This group of mages claimed to belong to the organization The Archanum, the ancient Mage's Guild that was thought to be extinct. They claimed they followed a Seer, who supposedly had visions of the Collapse, and urged a small group of them to hide in Frost Gale with a few, important and powerful artifacts, scrolls and tomes, to protect the knowledge for the future. All this time they remained in a self imposed state of "time stasis": they were able to create an area around their hideout where effects of the passing of ages wouldn't apply, until it was time for them to bring their knowledge out in the world once again.
It is uncertain if their magic shield failed for another reasons or if they simply were found out, but once they were found, the King immediately ordered them to submit and give their tomes of ancient knowledge and powerful artifacts. They didn't, and while the Fighter's Guild went out in the field to challenge the royal army, a portion of the mages fought a smaller, silent war amongst themselves, adding to the resentment among the guilds. Eventually, the King's Mages won - and nobody knows what was done of the tomes The Archanum was protecting, or if they were destroyed by their fight.
With the end of the war and the death of King Darius, a shift was also needed in the Mage's guild. Most of the mages reverted back to a status of protector of knowledge, deeply ashamed and inspired by the conflict on Frost Gale and the lives and knowledge that was lost. Some of the ones that were more loyal to King Darius and vocal about their superiority disappeared under mysterious circumstances. The Fighter's Guild expressed their will of dismantling the Mage's Guild, but their plea went unheard.
Since then, the leadership of the Mage's Guild always fell under malleable, moderate hands, always in tune with the Crown's need - in exchange, the Crown would always give money and procure young new mages for the guild. With the thirsty for power and supporters of the late king gone, the guild assumed a much more academic approach to magic, turning away from the political intrigues and focusing on preserving, restoring and recuperating information and knowledge for the future generations.
The Mages, being much more individualists than the members of the Fighter's Guild, make up for a more dispersed group - it is often said that to put mages to work together is akin to herding cats. They rarely ever have the same sense of brotherhood of their fighter's counterparts, which leaves them prone to the manipulation of the Crown and of the Golden Consortium.
However, it is said that recent leaderships of the Mage's Guild have taken a great interest in standing up for themselves, instead of leaning on the Crown. A strong hand may band the mages together once again to have them become more than mere puppets of the nobility...
The Golden ConsortiumThe most calamitous chapter of Charon's history, The Collapse, was responsible for the breakdown of many organizations, structures and ancient orders that had flourished the eras prior to the war with the Gods. And curiously, amongst mayhem and chaos, a dubious organization was able to take root.
During times of strife and war, an alchemist known as Nikolay Flameweaver made his name known by helping those in need of healing with his potions. And when his name rose amongst people trying to find refugee and healing, it was bound for him to attract the wrong kind of attention: a sun elf named Nethelas Smoothsail saw the opportunity to put a spin to her business that would make her succeed where other have failed.
Behind the curtains, the spice merchant turned her attention to more profitable sources of revenue during times of war: weapons, both made of steal or chemicals. While still keeping her spice trading on the forefront of her business, Nethelas managed to unite several small blacksmithing organizations that had been popping up during such chaotic and trying times, supplying them with the resources and protection they needed. At the same time, she also stroke an alliance with Nikolay, funding him and the small sect of alchemists that had followed into his footsteps.
There was, however, always a lot of strife between Nethelas and Nikolay's right hand, a great alchemist on his own right and dashing adventurer, Gabriel Silverleaf. Gabriel was a generous soul and daring explorer, always wanting to research potions and discover new ingredients that would benefit mankind. Gabriel wanted to have a more charitable approach to the guild, giving potions away for free for those in need and living off of donations, which clashed with Nethela's point of view. There came a time when Gabriel went on a journey to find an Origin Matter that was supposedly around since the beginning of the universe - only to never come back. Being her strongest opposition among the alchemists, with him gone, Nethelas had an open path to do as she saw fit.
It is still unknown how many conflicts and wars Nethelas and her offspring after her were able to maneuver by changing the supply of arms, armor and potions to the warring factions - nor how much influence the Smoothsail family truly had or have. Officially, the formalization of the Alchemists Guild under the name of The Golden Consortium happened during the rule of King Davian, but it was during King Darius' rule that another side of the guild became known. As the cruel king plotted to divide the elven families, poison became one more weapon at his disposal. The research on the matter was, curiously, very advanced even before the King turned his attention to it...
The Golden Consortium's loyalties were always foggy for one who's paying attention: while at the surface level they were always in tune with the needs of the Crown and the people, trying to fit into the role of "intermediators", in truth it has always been a self serving entity. Always on friendly - enough - terms with both the Fighters and Mages guild, for the longest of times the Golden Consortium had managed to hold them both "hostages" to some extent. The Fighters guild was provided with armaments, and the Mages Guild with reagents.
It is thought that the inner conflict between the mages of both The Archanum and present Mage's Guild was instigated by the Golden Consortium; at the same time, some whisper about the insurgent Fighter rebels being armed by it, under the table. None of the other guilds truly trust the higher rank members of the Golden Consortium, but it has been proven hard to break from their influence. And since this distrust hasn't yet turned to hatred, the Golden Consortium still stands...
Unlike the other guilds, The Golden Consortium has kept their positions of power based on birth, rather than merit. Since the union of Nethelas' son with Nikolay' daughter, it has become tradition to train at least one successor to take up the mantle of leader of the guild. To this day, the Golden Consortium keeps a docile enough façade, welcoming researchers and alchemists and inventors under the pretense of "expanding horizons". A disturbing event during recent years had sent the guild into a quiet, subdued silence: just as Charon was starting to recover from the Elven Wars, a mysterious illness fell upon its people, noblemen and common folk alike. When the Consortium quickly whipped up a supposed cure for the illness, even the Crown started to suspect.
Other than that, recent years have found the Golden Consortium to have ties with some groups of spies, though it has been impossible to prove it. Some say this has been happening since the conceptualization of the organization, back to Nethelas' business. It is thought the guild had been twisting and turning the way information is carried out and how it reaches the ears of the common people, but it is fairly hard to trace it back to the head of the guild.
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Post by Admin: Otto on Feb 19, 2023 0:02:56 GMT -5
{Sunday Lore Gazette} {2/19/23}
The Stablemen - Continued THE CROWN COLT in THUNDERHOOF VILLAGE
Welcome to the Crown Colt! Nestled far beyond the wooden arches of Thunderhoof, between a maze of inns, shops, and smiths, sits the Crown Colt. The Crown Colt is a large establishment which accommodates the centaurs and minotaurs which often thrive amongst King’s Valley. It is often a rowdy place, where good-natured fights and brawls will take place on the outside deck behind the inn. Such friendly competition and duels are often encouraged by bar owner Tuilinn Stormheart, so long as it’s a “Good, clean fight!”
OWNERSHIP Kings' Valley District
Tuilinn Stormheart Owner of the Crown Colt
Gender | Age | Race | Male | 34
| Centaur |
Appearance | Tuilinn Stormheart is a massive draft-horse bodied centaur; he has chestnut-toned skin and a muscular build. He has curly black hair which falls over his eyes in waves, causing him to often need to brush his bangs out of his face while in conversation.
The horse-half of his body is a seal brown, with white stockings and feathered fur at his ankles. Tuilinn favors long tunics and occasionally wears patterned scarves as head scarves to keep his bangs from his eyes.
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Personality | A massive centaur with an even larger heart; Tuilinn is a kind but raucous soul with a stutter in his speech patterns. His laugh fills the interior of the tavern when he’s present. A very personable man, he can often be found mingling with guests at the Crown Colt— joining in on drinking contests, gambling games, or even hosting brawls out back during his shifts.
All-in-all, he seems like a good man having a good time running his tavern.
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Context | Administrative Operative
Tuilinn Stormheart is a kind soul who genuinely wants the best for Charon’s future; and what he believes is best is simply the reign of the crown. Why fix what isn’t broken? Although he is not much one for taking action himself, due to his highly personable nature, Tuilinn is able to step in and out of conversations with ease.
He is, however, not particularly ambitious— and seems to have some hesitant sympathy for turning in rebels— and more oft than not, needs to be pushed in order to go through with some investigations.
He only hopes to see Charon's peace well into the future.
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OPERATIVES IN HEADQUARTERS
Kings' Valley District Wela Stonehoof
Bartender at the Crown Colt
Gender | Age | Race | Female | 53
| Minotaur |
Appearance | A long-furred minotaur woman who stands at roughly 6’ 8”; she has fluffy, auburn fur; and her overall animalistic appearance seems similar to that of a bison. She possesses a small blunt snout, and short curved horns with golden rings decorating their base. Her hair is of a medium length and falls in tight ringlets and braids around her face.
She has a muscular and athletic build; and she prefers to wear loose, layered robes of pastel colors to allow for her freedom of movement. She wears a number of patterned waist-sashes, as well as woven jewelry, all across her person. |
Personality | Wela is a large, stern, but gentle soul. She will be found most often behind the bar, serving patrons and joking heartily with all who interact with her. Although she is not quite as approachable and personable as Tuilinn, Wela has a sort of grandmotherly personality that is warm, yet scolding to those who may take advantage of Tuilinn’s enthusiasm and leniency for rough-housing while in her presence.
Regardless, now and then Wela is known to put up a good fight herself— she is a champion at arm wrestling— and happy to show up any of the Crown Colt’s haughty patrons with a show of strength.
She is, admittedly though, a bit of a sore loser. |
Context |
Operational Operative
Tuilinn’s yes-man for the most part; Wela is arguably more in-charge of the Crown Colt’s sector for the Stablemen association due to her stronger ambition, and less sympathy for those in the rebellion. She often pushes Tuilinn when he sways in his decisions to follow through on investigations, and takes charge in her own observation and research through her position at the Crown Colt.
She tends to be the muscle of their operations; and will encourage patrons to gamble, or pay their tabs, with local gossip about the Crown whenever they’re low on coin. |
Aurigo Oh'vara
Bookkeeper at the Crown Colt
Appearance | A young man who stands at roughly 5’ 11”; he has a lean but muscular build, mid-length blonde hair shaved short on both sides, and vibrant green eyes. His facial features are sharp and narrow, and his cheek-bones are prominent in his appearance. He wears a number of traditional jewelries and piercings, with tattoos visible across the right side of his body in places where his uniform does not cover.
He most often wears clothing and colors favored by his home tribe, the Oh’mek— and favors autumn colors throughout the year.
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Personality | A rather humble and quiet man, Aurigo is a breath of fresh air in the otherwise rowdy atmosphere that belongs to the Crown Colt. While Tuilinn and Wela together form the life of the party at the Crown Colt, Aurigo appears more as a wallflower. He seems to be all quiet smiles and soft words; he’s not always present on the main floor, but performs a lot of the menial tasks around the Crown Colt, on top of keeping track of tabs and profit.
Despite his more isolated nature in comparison to Wela or Tuilinn, Aurigo is usually the first to lend a hand or approach an unwaited table when he’s present. |
Context |
Communications Operative
Aurigo hails from the Oh’mek, and has only recently joined the Crown Colt’s staff within the past few years. He appears to be close friends with the bar owner, Tuilinn, and in fact was recruited by the centaur when the latter was passing through the territory of his home. He’s a clever young man, and works well with the boisterous staff of the Crown Colt— able to take over where Wela or Tuilinn might forget.
Aurigo is, however, not always present on the ground floor; as a mage, he’s proficient in the arcane, and spends a great portion of his day and evening relaying, translating, and sending out messages and information to and from the Stablemen. |
Tiao Hai
Musician at the Crown Colt
Gender | Age | Race | Genderfluid | 38 | Human |
Appearance | An elegant individual who stands at about 5’ 6”; they have a warm hazel skin tone, grey-blue eyes with delicate facial features, and a soft body-type. Tiao has long, straight black hair which is often drawn into a half-bun; they wear neutral eyeshadows and eyeliners which highlight their features eloquently. They mostly prefer robes of natural and spring-like colors— most often pastel greens and pinks.
Tiao often decorates their hair with various flowers that are found in King’s Valley— either by braiding them into their hair, or creating accessories out of them.
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Personality | An enthusiastic individual whose appearance, personality, and music best embody the feeling of spring itself. Bouncy and energetic, Tiao Hai enhances the atmosphere of the Crown Colt with their various musical talents; the low thunder of the drum, or the spring-like twittering of the flute. Their pieces are often fast and energetic regardless, contributing to the lively atmosphere of the Crown Colt.
They do not take place in the rough-housing, but occasionally picks a favorite competitor during competitions from the stage, or offers their voice as an announcer in order to encourage the banter and competition.
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Context |
Operational Operative
Hailing from the Katua’pu Tribe, Tiao Hai presumably left when they felt out-of-place among their people as an energetic and less than spiritual musician. They were, however, eventually taken in and embraced wholeheartedly by Wela Thunderhoof, who would go on to employ her musical talents at the Crown Colt.
Tiao Hai doesn’t take part in much of the information gathering, unless otherwise instructed— but has come to believe that the crown is what is keeping Charon in the peaceful state that it is currently in— and are willing to follow instructions as a result.
They hope to see the peace forwards. |
Chomp
Server at the Crown Colt
Appearance | A chubby, 3’ 8” gnoll with speckled fur painted in splotches of grey, white, brown, and black. Chomp has large and rounded ears, a pointed snout, and an expression that seems to paint him as always smiling. His tail seems to have been cut or damaged at some point, resulting in a smaller nub in its place.
He prefers to wear tunics and a loose pair of pants that fit his digitigrade legs.
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Personality | A distractible, enthusiastic, and mischievous soul who does his best. Chomp seems to believe he’s much stronger than he is, because he will be the first person to challenge newcomers to the Crown Colt to a friendly duel, or arm wrestle— but probably not any of the gambling games, as he’s not the sharpest tool in the shed.
Chomp is a happy fellow, but is distracted from his duties pretty easily— resulting in most tables that he waits on going unserved— or with Aurigo picking up the slack while he goofs off. |
Context | Field Operative
Originally a native to the Zeinavian Desert, Chomp was rescued by a Stableman Agent named Saburra, who would eventually suggest he take up residence with Tuilinn at the Crown Colt upon a visit from the centaur. Chomp lives permanently in one of the inn’s upper rooms, and is close companions with the staff of the Crown Colt as a result of his excited, genuine, and somewhat innocent nature.
He doesn’t seem to have much to do with the Stablemen, but he’s loyal to them as a result of his history with Saburra, and has no issue throwing rebels or rebel information under the wagon for his family when he comes across it. Chomp also occasionally runs deliveries and messages to the local members in Thunderhoof. |
THE MIDNIGHT MARE in DARKVEIL CITY
Welcome to the Midnight Mare.
Hidden amongst the maze of buildings and alleyways that make up the labyrinth of Darkveil City sits an old but charming tavern. With latticed windows, hanging lanterns, and aged by time, the Midnight Mare is admittedly not as popular as the more-charming Dancer’s Den. They have a small but friendly and well-loved group of staff, as well as a speakeasy in the back— where patrons may gamble, drink, and bicker to their liking— especially if they have information to offer in turn.
OWNERSHIP Ash Lands District "Mama" Majorna Mog
Owner of the Midnight Mare
Appearance | Majorna Mog, otherwise known affectionately as “Mama” is a brash, bold, and muscular orcish woman. She stands at a respectable 6’ 5”, and is the most intimidating of the staff at the Midnight Mare— but also one of the most well-loved when one gets to know her.
Her skin a hue of olive green; and her raven hair is often braided back and let to fall over one shoulder. She has a slight underbite, with one large fang that peeks between her lips, and plenty of old scars of a rough past beneath her cloak.
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Personality | A bold and confident woman; Majorna initially appears to be the intimidating figure that her appearance paints her at first; but stay or visit the Midnight Mare long enough to get past the shallow introductions, and one will realize that Majorna is a rather kind and gentle woman. Once a mercenary, she has since set down the sword to settle down with her fellow ex-mercenary, Meric Devrim.
She seems quite happy and content with her job; she has an endless breadth of stories after her many years of mercenary work; and she would never turn down a drinking contest or friendly competition.
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Context | Administrative Operative
Majorna Mog has since retired to settle down with her husband, Meric Devrim, after twenty or so years of mercenary work under the name of the Crown. Majorna bears all the scars and battle wounds that come from her line of work; but her passion for a peaceful Charon has never dulled. After retirement, although she considered returning home to the Marsh Flats with Meric, she ultimately found the Stablemen.
With her mercenary experience, she uses Darkveil’s own back-alley tactics, speakeasies, and energies to lull locals into a false sense of security— enough to share information that could be critical for apprehending rebels. |
OPERATIVES IN HEADQUARTERS
Ash Lands District Meric Devrim
Bartender at the Midnight Mare
Appearance | A human man who stands at about 5’ 9”; Meric is an intimidating looking man with a natural scowl, and many scars that came with a life of past mercenary work. He has a muscular, athletic build, warm-toned skin, and dirty-blonde hair that is kept back in a ponytail. He has a large, kempt, but busy beard that extends past his collarbone.
Meric prefers to wear layers in darker colors; often tucking in a dark tunic beneath darker slacks and covering the scars on his arms in a dark jacket or cloak. |
Personality | A quiet and cold individual; but much like his wife, Meric is not quite what he appears at first. Although Meric is friendly— often excusing tabs or offering free drinks at times— he’s a rather shy man. Although he doesn’t speak much, he appears fully happy to listen to those who return to the bar.
Though he doesn’t talk often, Meric is more than happy to tell you everything you didn’t ask for about his wife and their three beautiful children if you give him the chance. |
Context |
Operational Operative
An ex-mercenary who has since retired to settle down with his wife, Majorna Mog, after fifteen or so years of mercenary work under the name of the Crown. Similar to his wife, he bears all the scars and battle wounds that come from his line of work; and similarly, his passion for a peaceful Charon never quite died. In fact, it only grew stronger after the arrival of their three children.
He runs the Midnight Mare alongside Majorna; although still relatively new to Darkveil, the duo have proved to be trusted faces by most of the regulars who enter their establishment. |
Shahiri Beloise
Musician at the Midnight Mare
Gender | Age | Race | Female | 26
| Tiefling
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Appearance | A tiefling with ash-toned skin who stands at about 5’ 5”; she has a lean, athletic build and auburn-colored eyes. Beneath her eyes, she has a spattering of darker freckles which dot her cheeks. She has obsidian horns which curl in a waving motion and hug around her head. Her hair is black and white, split down the middle, and curled in loose ringlets which fall to her shoulders.
She often wears half-tops with sheer sleeves, and long flowing skirts upon her performances.
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Personality | A charismatic and playful young woman who works as a musician at the Midnight Mare every evening. As a native to Darkveil, she’s rather familiar with the musical style and energy of the city, and she matches it well. She’s quite a show-woman, and infuses each of her shows with her personal flamboyance and charm. Shahiri is talkative but flighty, often mingling with patrons after performances when she’s on her breaks.
A talented musician, and a bard, Shahiri is able to play her lute without the use of her hands— freeing her up for dance and verbal song. |
Context |
Communications Operative
A talented musician who plays the lute and sings with a small accompaniment of other musicians every evening at the Midnight Mare; she prefers jaunty tunes for the oft-rowdy atmosphere, and greatly enjoys the music and company. As a bard, she is efficient with magic, and helps the Midnight Mare with decoding, managing, and sending out messages during the mornings and afternoons when she’s not performing.
During evenings, Shahiri will occasionally use her popularity among patrons to gather information from individuals of interest. |
Nimu Ashclaw
Speakeasy Bookkeeper at the Midnight Mare
Gender | Age | Race | Female | 19
| Aviankin |
Appearance | A tiny horned owl with large amber eyes; Nimu stands at about 3’ 4” and has lovely, light ashen feathers dappled with hues of grey and white. She has a plump body frame thanks to the amount of feathered down on her body, which often sticks out at silly angles at the hems of her clothing.
Nimu tends to wear light-colored clothing, paired with colorful bangles at her talons and wrists.
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Personality | A quiet and dutiful bird, who is almost always behind the bar in the speakeasy. She doesn’t bother Olb, nor does she bother the patrons who come in— as sometimes, no questions and no interaction is the best way to build trust with certain Darkveil folk. She leaves people to their whims, only engaging with them when conversation is started with her.
Upon speaking to Nimu, one would find that she’s soft-spoken, but keen; and she always knows what kind of questions to ask to avoid angering patrons. |
Context |
Operational Operative
The bartender in the speakeasy behind the Midnight Mare; she and Olb make a dynamic duo— whereas Olb is able to swindle patrons and visitors with ease with their wit and quick-talking, Nimu is able to hear the goings on of the Speakeasy without needing to leave the counter unattended due to her keen sense of hearing.
Sometimes she may be seen writing in a journal at the back of the bar— this is where she keeps most of her information— hidden amongst the book-keeping of the Speakeasy. |
Olb
Speakeasy Card Dealer at the Midnight Mare
Gender | Age | Race | Non-Binary | 24 | Goblin |
Appearance | A scrawny goblin with a steel-grey skin tone who stands at about 3’ 4”. Olb has light grey hair, which they slick back— but which still sticks out at odd angles despite the fact. Their ears are large and pierced with several pieces of silver, copper, and gold jewelries; and they wear a hoop piercing in their rather pointed nose. Olb has sharp teeth and a high-pitched wheezing voice; they can often be found with a cigar between their lips while they deal cards.
They most often wear a simple vest and slacks layered with a tattered jacket, which they claim was a gift from someone important. |
Personality | A charismatic individual who is proficient at scams, and makes a name for themselves as a quick-talker with a quicker card-draw. Olb has the kind of charisma that draws patrons in, and encourages them to continue spending coin on drinks, gambling, and the like until their pocket is nearly empty.
They know how to work a room, and use the combination of alcohol, quick-talk, and gambling to get patrons talking.
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Context | Operational Operative
A master of sleight of hand and manipulation; while they are either a hit or miss to the general patrons of the Midnight Mare (depending on how much you lose from playing their games), Olb knows the many ins and outs of Darkveil like the backs of their hands... and they certainly know how to work over a patron at the gambling table. Olb uses the combination of drink, gambling, and never-ending strings of conversation to squeeze information out of people... and once a patron runs out of money, information is always an acceptable payment.
Olb works closely with Nimu, who keeps track of the information they can get out of patrons so that Olb can focus on what they do best.
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THE BASKING BRONCO in PALE CITY
Welcome to the Basking Bronco!
As weather-beaten travelers stumble across the border into Frost Gale, they may stumble upon a small cottage out in the snow. The Basking Bronco, with its warm candle-lit windows, is a miracle to weary and frozen travelers coming in through the main road. Run more like an inn, or a bed-and-breakfast, than a tavern— Zifrah and her staff will ensure that travelers have a welcome and comfortable experience before heading back out into the tundra. OWNERSHIP Frost Gale District Zifrah Snowcrest
Owner of the Basking Bronco
Gender | Age | Race | Female | 69 | Human |
Appearance | A senior woman who stands at about 5’ 4” with a hunched posture; she has long silver hair drawn into a bun, and a cool fawn complexion to her skin. Zifrah has soft and drowsy features punctuated by the wrinkles of her age, rosy cheeks, and cold blue eyes.
She walks with a cane, which may open to become a sword in the most tense circumstances; and most often wears fluffy coats, slacks, and furred boots in order to keep warm in the frigid climate of the Frost Gale. |
Personality | A kind and grandmotherly woman who is well-loved by both her patrons and her wife, Yaru, who works alongside her at the Basking Bronco. She is quite lenient with her patrons— often waiving away tabs for weary travelers— and she is plenty happy to cook and care for them after long journeys through the Dragon’s Cradle to arrive at her establishment.
She prefers to keep her inn cozy and homely— plenty warm by firelight for chilly travelers and locals alike. She tends to dote and attend to her customers quite closely, making her very personable. |
Context | Administrative Operative
Zifrah was once a minstrel who traveled the lands of Charon; and after seeing so much violence throughout her days, she has a distaste for rebels she’s witnessed first-hand, who disturb the peace of what she views as an otherwise peaceful nation.
Although many of her years were spent in inaction; now that she’s in her twilight years with her small family, she has settled down with the Stablemen— hoping that she can help keep Charon a safe place beneath the rule of the crown for not only herself, but for her loved ones as well. |
OPERATIVES IN HEADQUARTERS Frost Gale District Yaru Snowcrest
Bookkeeper at the Basking Bronco
Gender | Age | Race | Female
| 67 | Human |
Appearance | A senior woman who stands at about 5’9”; evidence of her athletic build remains even in her older age; and she sports a number of scars from her past as a mercenary. She has sharp, but softening features as she moves forwards in her years; and soft hazel eyes with an umber skin tone. Her hair falls in tight black ringlets around her face.
She wears a layered undershirt and fur-lined jacket with slacks and fur-laced boots to keep warm within the frigid climate of the Frost Gale. |
Personality | A stern woman who holds an expression that could is best described as cold; in contrast to Zifrah, Yaru will not be seen interacting with many patrons of the Basking Bronco. She is not easy to talk with, often cutting individuals short or uncomfortably waiting to leave most conversations that she’s pulled into.
While her presence can be chilly, Yaru brightens up around Zifrah and Iri— showing a much warmer side of herself when she’s accompanied by either her wife or adopted child. |
Context | Communications Operative
Yaru met Zifrah years ago when the latter was still a traveling minstrel; head over heels upon witnessing her first performance, Yaru would become Zifrah’s traveling companion, and eventually her wife. They would travel to Charon for a time together, witnessing all that the land had to offer— some good, and some bad; and as a mercenary, she’s seen the worst of the worst.
She shares her wife’s belief that Charon is most peaceful beneath the crown, and that the rebels are causing trouble where it is not needed.
Although she is not proficient with the arcane, Yaru has a great deal of knowledge of the Crown Jewel— and is the primary messenger for Frost Gale’s district— and currently mentoring Drifa on the use of the Jewel.
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Iri Snowcrest
Part-Time Musician at the Basking Bronco
Gender | Age | Race | Non-Binary
| 7 | Catfolk |
Appearance | A small, plump catfolk with lush and fluffy fur. They stand at about 3’ 8” and have bright yellow eyes. Iri has grey and tan dappled fur with a lighter grey hue notable around their neck and muzzle above their collar line. Their paws are almost comically large in comparison to their size, and their tail is long, poofy, and patterned with rings of black.
They tend to prefer lighter clothing in comparison to most— running around in a tunic and simple slacks without the use of shoes. |
Personality | A cheerful but shy catfolk; they learned to play their instruments from Zifrah; and prove to be extremely talented in the musical arts. They’re not exactly one for talking— preferring to point people towards either of their mothers— or any of the staff if they have questions.
Occasionally, Iri will choose to hide behind her mothers when approached instead of simply conversing with another soul; but a different side of Iri, a more playful and cheerful side, comes out when they play for the patrons of the Basking Bronco.
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Context | Field Operative
Adopted very young by Zifrah and Yaru; Iri was found in the storeroom gnawing on dried meats. After their inability to find where they came from, the couple adopted them, and treat Iri as their child. Iri learned everything that they know from Zifrah and Yaru; and found their joy in music from Zifrah even after the woman lost her ability to play with an early onset of arthritis.
They are not necessarily as passionate about the Stablemen as their parents, but Iri values their opinions greatly— and so they happily will use their cat-like stealth and senses to pick up information that comes in around the Basking Bronco to deliver to their mothers... Or whatever other chores they might have for them.
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Krislin Hollyheart
Bartender at the Basking Bronco
Gender | Age | Race | Male | Unknown | Gnome
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Appearance | A tiny, elder gnomish man who stands at about 2’ 6” and has a jolly, round appearance. His pale features are softened by his old age; and his eyes are a soft but vibrant green. He sports a large beard which falls just past his belly, rosy-cheeks, and a pair of small spectacles that sit on his large, rose-dusted nose.
He wears a great big, red furred coat and a furred hat; but on warmer days, he will shed his coat for a simple cream-colored shirt and black suspenders. |
Personality | A good-mannered old gnome with a lifetime’s worth of experience and advice to give to patrons whether they asked for it or not. He claims to have lived long enough to witness the last war in Charon; which made a once-bitter young gnome believe that life is worth living happily and to its best potential; and he wishes to spread that kind of joy with others as a result of living through such dour times.
He always seems to be in a jolly mood, and is as happy to listen to his patrons as he is to talk to them.
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Context | Operational Operative
Krislin has worked as the bartender to the Basking Bronco for some time; as such, the entirety of the bar is completely accommodated to his small stature to allow him access to all the shelves and bottles. Behind the bar is a labyrinth of step ladders, stools, and ladders on wheels which he uses with great efficiency and normalcy.
Though not necessarily able to be proven, Krislin claims to have lived through the last war in Charon— and he says this often with convincing conviction. He wishes to never see another, and will not hesitate to turn over rebel information, or coordinate investigations on behalf of Charon’s peace beneath the crown. |
Drifa Olwen
Server at the Basking Bronco
Gender | Age | Race | Female | 32
| Tiefling |
Appearance | A young tiefling woman who stands at about 5’ 9” and sports a twisted pair of horns which almost appear like branches. Her skin is an opalescent white, resembling snow, and her straight hair falls just past her shoulders— stark black in contrast. Her eyes are a pupiless blue, and she wears a number of dangling silver piercings in her pointed ears. Her tail transitions into a narrow point, and is decorated with silver bangles.
She tends to prefer layered clothing— a blouse which drapes just past her shoulders, and a long skirt which falls overtop slacks, with fur-lined boots for trudging through the snow.
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Personality | Calm and elegant; Drifa drifts from patron to patron with an almost ethereal glow about her. She is a welcome face for patrons who have just stepped into the Basking Bronco, and is often the first to settle them near the fire to thaw out, or bring them a hot drink.
She’s a rather friendly and personable woman, happy to talk about herself, and happy to make small-talk with those willing.
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Context | Operational/Communications Operative
A recent hire, and server for the Basking Bronco; she seems to have come from the Moonglade originally.
Drifa makes herself quite personable— a motherly figure to Zifrah’s grandmotherly visage— and helps those entering the Basking Bronco get comfortable and warm. She seems to dote on many of their patrons, ensuring that she will have their favor and trust when it comes to small talk and idle conversation at later points during their stay.
Drifa is also a member of the Mage’s Guild, and is efficient with the arcane; when she is off-duty, she is an apprentice to Yaru— and often takes over decoding and sending messages to the Stablemen.
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Avianbear Everywhere Power Level | Alignment | Low - Extreme | Varies
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Description | A half-bear, half-bird hybrid beast; the Avianbear is a highly evolutionary species who have taken on multiple forms across the lands of Charon to survive. So much so, that different subspecies of Avianbear are still in discovery: from the tiny, docile Finchbear of the Marsh Flats to the gargantuan, territorial Aukbear of the Luna Sea, Avianbears often range in size, shape, and temperament— with the smallest being the most docile, and most likely to group— and the largest being the most hostile, and most isolationist in nature. Their hybrid origins give them varying abilities and strengths depending on the environments that they have adapted to.
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Abilities
| Crafting Material | - Small — Gargantuan Size Variation - Pack Tactics (Small Sizes Only) - Vicious Talons - Powerful Bite - Piercing Beak - Keen Senses - Flight (Land-Dwelling) - High Swimspeed (Sea-Dwelling) - Deep Diving (Sea-Dwelling)
| - Claws - Feathers - Hide - Fangs |
VARIATION EXAMPLES: PARIBEAR (Crescent Isle)
AUKBEAR (Luna Sea)
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Global Moderator
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Post by Admin: Otto on Feb 19, 2023 21:45:24 GMT -5
{Special Edition Sunday Lore Gazette} {2/19/23}
The Truth of the Collapse As told by Scern During his imprisoned travel from the Arid Mesa back to Sol City in Capitol Landing, Scern had plenty of solitary time to write down his version of the events of the Collapse, what follows is his portrayal of the incident. For a master of subterfuge, having his version sneaked out into the public was simply a matter of giving a copy to a sailor within his network who promptly spread the news across Charon.
Statement from the Crown Delivered by the Minister of Public Affairs
Over the last few months a series of treasure hunters have ventured north to find a rare and probably mythical artifact. They claimed it was a relic from the collapse used to seal away the gods, before finally killing them. What those hunters actually discovered was a nefarious plot concocted by a known criminal, Scern Vega. Who was a wanted man for plethora of crimes against Charon and the Crown. His plan was foiled and the adventurers have delivered Scern into Royal custody.
The Crown understands there are many questions, fears about what is to come next. You can rest easy at night knowing King Solarian will stop at nothing to protect you, your families and all of Charon. We want to ensure every citizen of Charon that these rumors are nothing but lies and slander, a devious scheme enacted to turn Charon against the crown. The gods have been with us since the dawn of time, they bring us love and life and have forgiven us for our ancestors faults.
There is no reason to be concerned about Scern or his fairy tales of gods and usurpers. He will remain under the watchful eye of the crown and remain in prison until his final days. We ask that you continue to live your lives as if nothing has changed, putting your faith in the gods and dismissing any nasty rumors that would wish to pitch you against your neighbors.
Chaos in Charon Pandemonium ravages Charon as news and rumors from Sol City have been leaked, informants from multiple networks have been releasing detailed accounts about the recent events in Arid Mesa. Known mass murderer Scern was recently discovered to be the orchestrator of a intricate plot, one that has both sides of Charon confused and up in arms. Over the last week rumors have been slowly trickling out, stories about the gods being killed long ago, and everything we have come to know, a lie.
Many people are simply dismissing this as the mad ravings of a lunatic, but with the Crown's recent announcement, it's hard to believe that something sinister is not at play here. Major cities seem to be mostly uninfluenced, with city leaders and officials doing everything they can to sweep potentially dangerous information under the rug. Life continues to move on as it always has, with people attending religious services, visiting the temples and even continuing to give offerings to their patrons.
The more rural areas, due to extensive networking by supposed agents of Scern, are experiencing a much more complicated reaction to the news however. Panic, unrest, mayhem, have become commonplace amongst the smaller villages. Churches and temples have closed, relics are being destroyed and people are lashing out, unsure of what the future holds. Regardless of how true these rumors are, notable cults and organizations have been using this news to fuel their own agenda, with raids and attacks on small villages increasing in frequency.
The truth seems to no longer be the main concern, as people all across the continent are twisting and using these rumors to their advantage. From notable political leaders, all the way down to simple bandit lords, everyone is capitalizing on the revelations.
If things were not already bad, massive large scale earthquakes and tremors are being reported throughout the Ash Lands.
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Post by Admin: Otto on Feb 26, 2023 0:12:59 GMT -5
{Sunday Lore Gazette} {2/26/23}
The Palugen Dominant Religion: Animism, Emphasis on Ginma as the Spirit of the Earth Preferred Colors: Dark, Earthy Hues & Shades — Olive, Fern, Soil-Tones Main Art Focus: Leatherwork, Bone carving, Pottery, Weaving, Alchemy Way of Recording Events: Oral General Appearance: The gremlin of Palugen are a small and lithe people who have adapted to the marsh over many years of specialized living. The skin tones of the Palugen vary from a neutral moss-tone, to warm charcoal-tones, with hair colors varying just as much. They are thick-skinned— with clawed webbed fingers and toes— curved noses, and a long, knobbed tail which juts from their lower back similar to that of a crocodile. Palugen are excellent swimmers, and often use their tail to propel them beneath the murky waters, or hold them steady when climbing the deadwood trees. Sharp teeth often jut from between the Palugen's lips, and their eyes are cat-like in appearance; with thin, narrowed pupils and wide irises that are often amber in tone. They stand anywhere from three to four feet tall; although, half-Palugen individuals sometimes tower over their counterparts, and sport a various number of different traits from each side of their bloodlines. Preferred Weapons: Javelins, Spears, Slings, Bows & Arrows, Shortswords Amongst the tangled mangroves of the Hauntwood lies a village full of the Palugen— gremlins who have long since adapted to the humid wetlands of the Marsh Flats. The Palugen are a large community who have long settled in their homes among the deadwood trees; oral histories of the town date back to when the Marsh Flats was once a lush and beautiful land; before the Luna Sea threatened to swallow it whole. Stories tell of a time when the Palugen occupied the Moonglade as fae and fairies— but when the wars came to their home— they fled in search of peace. They found it in the groves of what would become the Hauntwood in time; and as centuries passed, as the land drowned and the environment changed; the fae and the faeries which made up the population of the Palugen changed as well. Now the gremlins of the Hauntwood, the Palugen still hold fast to their fae roots; their evidence of such comes in the birth of mana-wielding gremlins who may harness the earth and the water; the remnants of knobs on their shoulder blades which they believe once were wings; and their unique connection to the spirits and nature of the Hauntwood itself that goes beyond the usual respect and admiration that comes with their beliefs. The Palugen of the Hauntwood believe that from the earth they have come, and from the earth they will return. While ancestor worship and respect is prevalent among them; it often takes form in the worship of nature itself with the belief that the dead have become spirits of the earth. Many gremlin believed to have considerable fae heritage partake in training from the Storyteller in their youths in order to master the art of calling upon the spirits themselves for guidance; not all gremlins are able to do so, but there is a considerable number of heavily spiritual gremlin who hold the ability to call upon their ancestors for help and guidance— manifesting their appearances physically from the earth itself. Those who have this ability are titled Spirit Callers among their community— and they are often those who lead and take part in burial rituals, funeral rites, and festivals dedicated to those who have passed. One unique concept from the Palugen comes from their belief in “lost fae blood”; and while the Palugen community consists largely of gremlins, it is not necessarily abnormal to find other individuals among them— those of who the Palugen consider “lost fae”, or those faeries who separated from the Palugen fae long ago during the war, and who have adapted and evolved differently than they had over time. Many Palugen believe that the “lost fae” will find their way back home, and are very accepting of them once they have passed a number of tests from the Palugen’s Storyteller to prove their bloodline— as such, it's not uncommon to find orphans, spouses, or individuals living amongst the Palugen of varying other races. They care for their own, and are an extremely community-based civilization. The Palugen live in homes built within the hollowed interior of the deadwood trees of the Hauntwood which often house multiple families; whereas the first floor of the tree is unoccupied to leave room for flood waters to rise and fall without damage to the interior, families of Palugen can be found past spiraling staircases, up to the very tops of the mangroves. Hearthmoss — a type of moss which releases both heat and light, and grows exclusively within the Hauntwood’s depths— is used prominently over fire within the Palugen community due to its ability to retain its light and heat even beneath the swampy water of the marsh. Hearthmoss, one of Palugen’s few intriguing plant exports, may be bound and hung from branches or ceilings; tied to sticks to create torches; or used in multiple other ways to create both heat and light without risk of extinguishing. Because of their location, the Palugen are forced to barter for most goods not naturally found within the swamp; and while the Palugen are talented hunters and excellent fishers; they must obtain most seeds, nuts, fruit, and vegetables from outside sources. Luckily, the Palugen have a great amount of trinkets, exports, and arts to trade: ranging from exotic animal hides, fish or vegetation located only in the Hauntwood, fine wetland potteries, along with intricately woven rugs, baskets, and even armor created from reeds and linens. Most importantly, however, is a trade secret that lies exclusively with their Storyteller— their leader, archivist, healer, and alchemist— in an alchemical treatment which prevents the rusting of metals in humid environments like their own. The Palugen leader refuses to explain, teach, or pass on the treatment to anyone save the next training Storyteller— making this one of their rarest and most unique bargaining tools. The Palugen are not necessarily hostile gremlins— but they can be defensive and protective of their own, in addition to their land, and the way that outsiders may treat it. Everything— from the earth, to the sky, to the spirits themselves— are considered under the umbrella term of "Ginma". Warriors of the Palugen come armed with bows & arrows, and slings; with the most talented fighters amongst them often wielding spears and short swords in addition. Their armor is woven by reeds and linens, ensuring that the Palugen are nimble and will not sink into the bog. Occasionally, the Palugen can be seen riding Bogskippers— insects which can zip across water and moss as though it is dry land— as mounts. Mana-wielding gremlins are not uncommon, with the most prominent domain seen amongst them being earth and water.
Bogskipper Marsh Flats Power Level | Alignment | Low | Docile
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Description | A large, pony-sized beetle with long, hydro-phobic legs able to hold their light and durable frames above the thick swamp water of the Marsh Flats, which allows them to propel themselves through the bog at alarming speeds. The Bogskipper is a docile creature who cloaks itself in a moss-covered carapace before ambushing; it feeds primarily on fish and small swamp organisms during colder seasons, making them extremely easy to care for and nearly harmless to most. They are sometimes used as mounts for smaller races and individuals, allowing navigation of the Marsh Flats easier on them. There has recently been some interest in attempting to breed larger varieties of Bogskipper-like creatures.
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Abilities
| Crafting Material | - Mandibles - Piercing Legs - Bite - Camouflage
| - Hide - Bogskipper Leafplate |
The Eruton Dominant Religion: Animism; Keeper of the Flame (Unpopular, but Present) Preferred Colors: Natural, Sand, Tans | Olive, Crimson, Gold, Dark Main Art Focus: Stone/Rock-Carving, Architecture, Pottery/Ceramics; Textiles, Poetry, Song, Blacksmithing, Armory Way of Recording Events: Written Word, Pictorial (Outdated, but Archived) General Appearance: The Eruton stand tall at an average height of 7’ 3” — and unlike the elves of Charon’s mainland — are born taller and heftier than their elven counterparts. Yet, the Eruton still holds the very same elven grace and agility. Pictorial scriptures of old, archived from what the Eruton describe as, “The Era of Giants”, depict the creation of the Eruton elves from the sands of the Arid Mesa by the Giants of long ago.Eruton outfits vary, but are most often ornate and robe-like; headdresses, veils, and scarves are common practices with the heat of the Arid Mesa. Decorative masks may be worn out in the sandstorms of the Arid Mesa, to protect Eruton from the sands; warriors will most often wear natural tans and sandy reds while out in the field— while colors will vary within the city itself. While the ancient mainland of Charon warred, thrived, and grew in and of itself; an isolated city of elves formed far from prying eyes. Nestled in the heart of Giant’s Avenue, and hidden behind their practiced illusionary magic, the homeland of the Eruton sits. This isolated civilization of elves hail from the Arid Mesa; and much like the land itself, their homelands have remained largely undiscovered. The Eruton do believe themselves to be descendants or reincarnations of the long-lost giants; of which, the belief could be backed up by their unusually tall statures. As generations upon generations of Eruton pass, the belief that the Eruton remains in the Arid Mesa to preserve what the giant’s once built stands strong amongst them. Because of their isolation from the mainland, the Eruton have little knowledge of what Charonians would consider the Main Pantheon; instead, they worship the spirit of the universe itself— believing that everything holds a certain “spirit of life” to it, and that all things should be treated with respect. However, the most recent Masgala— a seer believed to have special connections to the voices of the land— has gained a particular interest in the Temple of the Fire Keepers, and has introduced them to the Eruton. The home of the Eruton is a curious and unique place, carved directly from the red sandstone of the Arid Mesa by geomancers. As a result, Eruton architecture is incredibly geometric in shape and style, with some buildings and homes bleeding and tunneling directly into the stone itself. A massive trench separates the lower and upper halves of their homeland, with jutting sandstone architecture — including the tower of the Masagala — emerging from a natural oasis which lies hidden deep beneath the earth inside of the canyon, providing the Eruton with water and farmland. With their long lifespans, the Eruton elves may not be technologically advanced in the sense, but their multiple generations have had time to develop and organize an impressive, pseudo-utopian lifestyle that works for them. Magical advancements in this area are unique to the Eruton; and they place great importance on magi-infused members of their civilization, who are expected to hone and master their respective crafts in part for their homeland. The organization of the Eruton elves places users of magi in a work order which best benefits the city: ie. Geomancers may focus on architecture or maintain the city; Hydromancers may maintain the sanctity of the oasis or farmlands, and may be expected to; Pyromancers may be warriors and blacksmiths, and etc.; Spacemancers may be illusionary masters, maintaining the illusion that hides the Eruton homeland, or the Giant’s Remnants, from outside sources. Such duties are often carried through families, inherited by the next generations as time passes; which often results in a strong mastery of their unique talents, trades, or focuses. Eruton born without innate magi tend to have more freedom within their community— becoming warriors, weapon masters, artists, poets, merchants, or whatever they desire— without expectation of taking over a position in which they are considered “not fit for”. They are, however, valued within the community due to their ability to “fill in the gaps” left behind by the magi. The Eruton are led by the Masagala — an “Oracle of Delphi”-type seer — who is believed to hold a special connection to the spirits of the many planes that the Eruton revere. While the Masagala is a respected individual— the most recent Masagala is often escorted by talented warriors when out in the homeland; but otherwise, may be found in her tower looking out far above the oasis. Many festivals, rituals, and sacrificial offerings are lead and attended by the Masagala. Some internal strife and upset has arisen to the usual lifestyle of the Eruton by introducing the Keepers of the Flame to the Eruton homeland; otherwise, the Eruton are a mostly wise and peaceful sort of peoples— but with their only experiences of the "mainland" being criminals, pirates, and smugglers— the Eruton are often hostile to outsiders who they believe would not respect their ways, or the treasures left behind by what they believe are their origins.
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Post by Admin: Otto on Mar 5, 2023 0:26:18 GMT -5
{Sunday Lore Gazette} {3/5/23}
Darkveil Militia
The Darkveil Militias of the Ash Lands are more reminiscent of a Jackson Pollock painting than a true military organization. Their numbers and equipment are entirely dependent on who has the money and power or what internal city organization is funding their existence, so there's a constant ebb and flow as businesses fail and new ones start. The two biggest and longest lasting militias are the Officers of the Count, currently headed by Count Mallock, and the Chimney Sweepers, a militia organized by the Ash Cleaning Union.
Personal Militias These can be anything from the local bakery employing a few citizens to protect his business, to highly trained and funded entourages for nobility. They make up the bulk of the Darkveil Militias and due to their nebulous nature, they are also the ones least counted to show up when called upon.
Chimney Sweepers The current tally for the Chimney Sweepers is around a thousand individuals. Their uniform is a leather hauberk, armored gloves, and a steel helmet. Their main weapon is a billhook, with a sidearm of a rondel dagger to puncture heavily armored foes. The Chimney Sweepers are funded by the Ash Cleaning Union which is currently the largest workers' union in the entirety of the Ash Lands as they provide the essential service of cleaning off all the accumulated ash, soot, and debris from roofs and chimneys so that businesses and homes don't collapse from the weight or their occupants suffocate from the same buildup blocking air passages.
Officers of the CountNumbering only around 500, the Officers of the Count are entirely made of heavily armored knights. Their horses are an imported bloodline from King's Valley, a giant breed of warhorses whose caretakers are all Ash Land Dvoryanin. Their armor and weapons are forged from the cores of meteorites by the dwarves of Bleak Fort. Outside of the knight orders, the Officers of the Count are the premier heavy cavalry force in Charon.
Plants of Charon With the advent of spring, here are some different kinds of plant life to look out for on your journeys. From the Botanical Index of Kvasir Sigurros as part of the Golden Consortium's Dissertations on the Nature of Charon. Angel LeavesLocation: Found in the Arid Mesa, namely on the cliff faces of the Giant’s Avenue Angel Leaves fit their namesake quite well; they’re a stark white color and grow in clusters, with frayed edges that resemble feathers, clinging to winding vines that slip through crevices in stones. They’re very pretty, and fully grown and primed, they tend to vaguely look like a dove’s wing sprouting off a cliffside. It’s a fascinating phenomenon, really. These beautiful leaves have some very interesting mystical properties; research has shown they can counter the worst effects of gravity, and lighten the force from a fall when applied to an object. They’ve caught the Consortium’s eye because of potential for a potion that could ease the impact from a jump, but they also have their use in various Light-based potions, at the moment. I’m convinced there’s more to them, still… They’re just so hard to get your hands on. Oh, not much medical worth, though– they’re surprisingly bad for you, actually. Toxicity: Moderate– eating them raw will cause some severe nausea and perhaps some hallucinations and delusions. Really, I’d avoid eating them at all– they have to be specifically processed in order to be used alchemically, after all. I don’t even think they’d taste good. Additional Notes: If you fancy getting your hands on these, you’d best pack climbing gear– much like their namesake, they aim high. You have to be… very careful, and I do not recommend going for these by yourself. Hell, use magical precautions– that’s the safest thing, in my humble opinion, really. Ash RosesLocation: Found in the Ash Lands, on island platforms at the heart of the Lava Pits of Mount Drakolt A surprisingly beautiful ebony flower that blooms on stone islands, sustained by the blistering heat of lava around them. The petals are ink-black and curl in a spiral, much like a traditional rose, with a bit of an ashy finish to them from which they derive their name. The stems are a similar black color, but they have little specks of gold working through them. All in all, very pretty flowers. Individual petals, surprisingly, crumble quite easily only when plucked from their source– this makes it very easy to turn them into powder, or to mix them with water. They do not have a great deal of medicinal worth, but their properties make them viable as a component for potions of invisibility and silencing. Toxicity: Surprisingly, I don’t actually think they’re poisonous, they just don’t taste very good– putting a petal on your tongue would really just be like taking in a mouthful of ash. Nasty, maybe slightly harmful, but not as bad as drinking straight poison. Still, I don’t recommend it. Additional Notes: No medicinal merit whatsoever– they’re purely viable as a potion component… and as a fine aesthetic choice, if you’re. You know. Willing to go gallivanting into lava pits for them. Just don’t shatter your legs. *cough*
The Ribbinynh Dominant Religion: Charonian Pantheon, with Emphasis on Salina Preferred Colors: Bright colors— vibrant blues, reds, purples— with embroidery and patterns inspired by the Crescent Isles Main Art Focus: Instrument Craft, Song, Dance, Poetry, Textiles & Fabrics Way of Recording Events: Oral, Poetry, Song, Story General Appearance: Entities who seem to have evolved from frogs and toads over the years; the entirety of the Ribbinynh sport a wide variety of frames, colors, and textures greatly resembling their origin creatures. While some Ribbinynh may be short and stout, others are tall and lithe; some Ribbinynh may have smooth skin, while others may have textured. The Ribbinynh truly come in as much diversity as any frog and toad would; with their colors ranging from pastel greens to woody browns and vibrant blues and oranges. The Ribbinynh stand between three to four feet tall on average; and their eyes tend to be, or appear, black in tone more often than not— with rare exceptions throughout. Ribbinynh often wear a variety of natural hats— ranging from flowers, to acorn caps, to literal snails— and prefer fashions that seem similar, but slightly different, to that of Crescent Isle.
Preferred Weapons: Throwing Knives, Bladed Fans, Spears, Javelins, Shield Hidden within the canopy of the Lantern Light Woods of Moonglade lies the home of the Ribbinynh— a group of frog and toad entities whose everyday consists of perfecting their arts, living their highly commutative lives, and protecting their little grotto of peace within the Woods. The home of the Ribbinynh is a treasure trove of the arts; song, dance, poetry, and the like are practiced here regularly; a lifestyle which often produces unique trends that ripple from travelers of the Moonglade out to the world of the arts. Oral history, mythology, and poetry produced in the past by Ribbinynh of old once told of a small civilization off the coast of the Crescent Isles who boarded the back of a great sea turtle to escape when the war between the gods moved onto the coasts. The Ribbinynh once called the great turtle “Uminohashi” and revered it as a god; but as the Ribbinynh began to adapt to Charon’s pantheon and culture, the name “Salina” began to meld into their translations of poems, tales, and songs of the past; until most Ribbinynh of the present find Uminohashi and Salina interchangeable names— gods who they consider to be the very same. Now, most Ribbinynh believe that Uminohashi was Salina who took pity on their ill situation and brought them to safer lands in the form of a great sea turtle before returning to her war. Salina and Uminohashi, the great sea turtle, can be found interchangeably throughout much of Ribbinynh culture as a result of this belief: with Salina often taking the form of a sea turtle in jewelries, paintings, poetry, and song. With their history steeped in the Crescent Isle of the past, the influence of the Isle can indeed be seen throughout the Ribbinynh’s home: in their architecture, in their language, in their cuisine, in their fashion, and most notably, in their arts and music. Upon setting foot in the home of the Ribbinynh, one will be graced with the visage of what appears to be multiple islands — each with massive, gargantuan swaths of trees which will be layered with both the homes of the Ribbinynh, as well as Lantern Flowers, from top to bottom. Gnarled and twisted vines, with bioluminescent moss and mushrooms growing from their widths, serve as bridges across ravines of water, swirling into a whirlpool beneath the flow of layered pools and waterfalls that flow all around the islands. Shallow and isolated pools within their communities may be used for rice paddies, moss gardening, fish husbandry, and hatching nurseries. The Ribbinynh have an intriguing sense of arrangement; they like to use as much space as they can without harming too much of the earth— choosing to live alongside the nature that naturally grows within Moonglade. Upon the first island upon entry to the Ribbinynh’s home, individuals will find a massive and gargantuan Lantern Wood used as a community center— its interior has been partially hollowed out for use as a marketplace; its massive branches are utilized as hanging community gardens; and the space between its roots hold multiple utility and leisure architectures— ranging from taverns to clubs. With their immediate island serving as a community locale, the rest of the waterfall speckled islands seem to be more focused on locale and family; with nurseries found on one of each island, where multiple Ribbinynh can be found guarding and monitoring the health of Ribbinynh eggs as they hatch; separate pools can be found for tadpoles of Ribbinynh, who often are taught the arts, combat, and education they will need before becoming fully grown Ribbinynh. As a result of this, many Ribbinynh are not fully aware of who their biological parents are— they are all family, and have all pitched in to help one another grow and thrive. By the time a Ribbinynh leaves their nursing pools, they will be considered an adult: free to roam, find their home, and find their passions amongst the rest of the Ribbinynh; most often with aide of the community, itself. From the outside, this can seem like a complicated process: but it has long worked for the Ribbinynh. The Ribbinynh people believe in living a life full of joy and passion— resulting in their great love of the arts. Many Ribbinynh have come and gone, causing ripples in the timeline of Charon’s artistic evolution. Calligraphy, poetry, dance, and jewelry are some favorite art forms of the community— and many festivals are thrown simply to celebrate life, art, and story— as well as draw in tourists to support their rather strong tourist-reliant economy. The Ribbinynh do delight in festivals, and strongly encourage tourism— where the Ribbinynh are happy to introduce, perform, and share their culture with the outsiders who come to visit. One of their most popular festivals comes in the form of the “Blooming Lantern Wood Festival”, a month-long festival dedicated to the coming of the spring season: the festival features the admiration and appreciation of the great Lantern Wood which serves as the centerpiece to their home. The bioluminescent flowers which begin to bloom from it after the first warm spell during the spring make the community home of the Ribbinynh a popular locale during the night in spring seasons— a hotspot for marriage ceremonies— and many Ribbinynh love to use the opportunity of the festivals to introduce tourists to other aspects of their arts and culture. While the Ribbinynh are extremely peaceful, welcoming, and friendly within their community— they do not lack ferocious warriors in times of need or protection. These warriors can often be picked out from the locale by their incredibly tall flower hats which sets them apart from the community at large. These flower hats, often ranging from bright blues, to vibrant pinks, are used to draw attention to themselves— and work as a hierarchy within the Ribbinynh’s small militia. Those with the tallest flower hats tend to be the strongest, fastest, and brightest amongst the entirety of the Ribbinynh’s warriors. The Ribbinynh’s combat abilities are unrivaled, unique, and incredibly strange to most outsiders: techniques and tactics often feature a Ribbinynh, usually the Ribbinynh with the tallest flower hat, who will draw attention to itself while the others leap about, disorienting their target, and peppering them with attacks. Ribbinynh weapons are often ranged— slings, javelins, spears, and bows and arrows are most often used in addition to their great dexterity— while captains of the Ribbinynhs are often armed with iron bladed fans which may double as a shield while they distract an opponent. This incredibly odd form of gymnastics, dance, and combat have earned the Ribbinynh militia the fond title of “Frog Dancers”. Other types of natural hats can be found amongst the Ribbinynh, often declaring their status or point of focus within the community: farmers may wear large acorn caps , dancers may use butterflies or moths, while bards may use flowering lily pads or feathers. One of the most unique natural hats among the Ribbinynh can be found with the alchemists and druids: which takes form in a snail local to the Moonglade— which the Ribbinynh call the Hanakara. This snail is used as a popular familiar due to their abilities to produce a natural, alchemical reagent in their slime; as well as housing natural ecosystems on their swirled shells, which Ribbinynh can harmlessly harness for alchemic, druidic, or ritual purposes. Many Ribbinynh are not proficient in the arcane; so much so, that the birth of a mana-wielding Ribbinynh is often met with surprise, uncertainty, and sometimes hostility. Many mana-wielding Ribbinynh will have trouble finding their place amongst their home: if not simply due to the fact that so many Ribbinynh simply do not understand the arcane, or how to teach wielders to wield it. Many mana-wielding Ribbinynh will be encouraged to leave home to find teachers in the arcane, or learn to weave their magic into an art from some of the few mana-wielding teachers who have returned to the large community of Ribbinynh after their pilgrimage.
Hanakara "Flowering Snail"
Moonglade
Power Level | Alignment | Low | Docile
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Description | Cat-sized snails whose hard spiral shells are rich in nutrients that plants can thrive on; these snails move so slowly that moss will grow on their backs; and seedlings or spores which latch onto the moss will root on the surface of the shell beneath the moss; sapping nutrients from the shell to grow into full plants. These snails are utterly harmless, and are sometimes considered pets or valuable alchemist familiars.
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Abilities
| Crafting Material | - Grow Plants
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Post by Admin: Otto on Mar 12, 2023 0:00:33 GMT -5
{Sunday Lore Gazette} {3/12/23}
Ashland Jackals Ashland Jackals, sometimes known as the “Ashen Death”, are native to the gloomy and charred plains of the Ash Lands. This canine appears in a semi-illusory state, as if its very form is broken between two planes of existence; and while this canine has a physical body with which to hunt, the appearance of its true physical state has never been fully witnessed or documented. This can be attributed to the fact that, upon death, it appears the Ashland Jackal dissipates back into ash— or perhaps, returns to the other plane of existence it appears to be stuck between— leaving no evidence of its physical state remaining.
The Ashland Jackal is a species of canine which travels in isolation unless it has taken a mate; and for a time, the illusory state of the Ashland Jackal caused researchers to believe that the Jackals were pack animals of at minimum four members; but this has since been proven wrong. Solitary and stray jackals have been known to wander Darkveil’s streets at night, targeting lone travelers or drunkards, and earning them the title of “Ashen Death”. With a quick speed, a strong bite, and their ability to seem as if it is in two places at once, the Ashland Jackal is a lethal creature to stumble across for the unprepared or unaware.
Urban legends have formed around the Ashland Jackals as a result of their usual hostile and dangerous reputation; with more superstitious residents of Darkveil titling them as harbingers of doom and ill luck. Some individuals believe the Ashland Jackals to be the souls of hostile spirits, murdered mobsters, or ghosts with unfinished business who wander the streets at night searching for their vengeance— or take it out on anyone in their path.
While these urban legends are arguably untrue, they remain popular among Darkveil citizens due to the widespread presence of Ashland Jackals in their streets and land. As partial scavengers, it is not unlikely to find Ashland Jackals in the presence of tragedy: picking what they can from the remnants to survive in the harsh landscape.
Although domesticating the Ashland Jackal seems an improbability, or an invitation to disasters to most— it’s not impossible: some Ashen Fathers have mastered the training technique, forming nigh-inescapable hunting hounds of the omnipresent jackals, and furthering urban legend and mythology related to their ill will and relation to death. Tamed Ashland Jackals are still early in their domestication; but prove to be mischievous and highly energetic. Extremely protective and territorial of those they are fond of, they are loyal to the end of their, or their master's, lifespans.
Ashland Jackal
Ash Lands, Darkveil City
Power Level | Alignment | High | Hostile |
Description | A canine native to the gloomy and peril-wrought city of Darkveil. This magical creature exists in a semi-illusory state; its movements appear shaky and broken. Unlucky individuals on Darkveil's abandoned streets find the jackal to be much faster than the average dog, with expertise in quickly pouncing and biting at vital locations often before it is even seen by its prey. Coupled with the shifting image it projects that makes it hard to accurately target, it is a nasty encounter in an alley.
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Abilities
| Crafting Material | - Small Size - Swift, Agile - Strong Bite - Claws - Shifting Imagery
| - Claws - Fangs |
Plants of Charon With the advent of spring, here are some different kinds of plant life to look out for on your journeys. From the Botanical Index of Kvasir Sigurros as part of the Golden Consortium's Dissertations on the Nature of Charon.Dust MelonsLocation: Found in Zeinav Desert, anywhere the cacti may grow, though they’re most common in the land where the White Sand Sea starts to meet the Oasis
Dust Melons are a bit tricky to identify, considering you literally have to carve them out of the heart of a cactus before you can get a look at them, but they’re unmistakable when you find them. Unripe Dust Melons are a sandy yellow color, but ripe ones are a brilliant red, striped with gold, and the interior is a pale pink with a bit of a grainy, but still moist texture. Pale pink blossoms tend to grow on cacti containing melons– the darker the flower, the riper the melon inside.
Above all, Dust Melons really just make for a lovely snack– they’re rich in water content, which is vital out in the desert, and other significant nutrients. They’re not so much something I’d use in medicine as they are something you’d use as a healthy snack, but when you crush the shell on the exterior, the powder produced is exceptionally useful in earth-resistance and weakness potions. We’re still trying to figure out a use for the fruit on the inside, but for now… snack.
Toxicity: Very little– the exterior skin is… bound to make you feel a little ill if you try to consume it, unless you’re reptilian, but the interior fruit is harmless. It can make a good snack if you know how to cut it properly! I’m fond of them, myself.
Additional Notes: The shell on the exterior will turn to dust in your hands once it’s pulled apart, giving the fruit its namesake– you have to handle the fruit a little carefully, in this case.Static RootsLocation: Found in Dragon’s Cradle, namely in Dragon’s Spine or the Lightning Fields, where the storms rage at their wildest
Static Roots are a bit tricky to catch sight of on their own, as they usually look like normal, charred saplings, springs, or other such things above ground, but when uprooted, the roots are a brilliant, glowing indigo, with branches of shining violet thrumming through them. They’re a bit dangerous to handle, considering the electricity, but they’re astoundingly beautiful– just admire them when you’re safely out of the danger of being struck by lightning. And handle with gloves. Protective ones.
These plants are… lacking in medicinal worth– it’s not very easy to make medicine out of charred residue and electric roots, after all. However, they are chock-full of magic power, and therefore are especially useful in a lot of potions, especially Consortium potions that give you temporary access to certain spells– its key use is in the Chaos Bolt potion, for example.
Toxicity: Why would you eat a plant that’s been struck by lightning? If you want to take your chances, be my guest, but it isn’t going to go well.
Additional Notes: Come prepared with protective gear, namely gloves that are electric-resistant in some way, and tools that can help you uproot them– the charred, above-ground part of the plant may crumble if you handle it too roughly. It’ll be smooth sailing if you come prepared.
Race List UpdateThe following information is replacing old content as part of an ongoing effort to update information which was originally based on copywritten material from other intellectual properties. These entries below are replacing the Tiefling and Aasimar descriptions found in the Character Race List with additional world lore specific to Charon. These terms and attached lore are considered canon to the world, but you do not need to retroactively change anything from your old or ongoing threads to reflect this change. We do ask that in threads started after this update that these terms are used instead of the old ones and that your character sheets are updated with the canon terminology as necessary. If you have any questions, concerns, or comments, please reach out to Staff team. Elderblood Elderblood is a term used to describe denizens of Charon with otherworldly heritage. Elderblood often have strange features shared with the otherworldly beings their heritage derives from such as strangely colored skin, horns, wings, tails, unsettling eyes and any number of other unique features.
Fellblood The Fellblood are a more diverse race and less common in Charon, mostly found near the Ash Lands. They have often been compared to demons due to their various skin tones, horns, tails and other otherworldly features. While they are intimidating to look at, they are not necessarily evil. They struggle with the prejudice and bad reputation bestowed on their kind by those that misunderstand them. Fellblood can live anywhere from 100 to 150 years old and mature at the same rate as humans do.
Astralblood Astralblood are considered to be celestial cousins to the Fellblood, appearing as angelic beings with luminescent or metallic skin. While it is unknown if they truly descended from the heavens, the large wings they are born with lead many people to believe they have divinity in their bloodline. They are not commonly seen in the world, with many concealing their heritage out of fear of exploitation. They can live to be 100 to 150 years old and mature at the same rate as humans.
Fellblood “We are a broken people. We reached for the stars, but fell onto this land, shattering and scattering across time itself.”
The Fellbloods are an iconic race of people in Charon, with their distinct features often associated with fiendish entities such as demons and devils. Fellbloods are native to the realm of Charon, presumably having originated from the fires and ashes that created the continent of Charon long before The Collapse.
Over the millenia, Fellbloods have been born and transformed by other Elder powers, diversifying the traits which are passed throughout the generations. While some appear more demonic, others have traits which suggest ancestral diversification with other races such as Astralbloods, Elves, Dwarves, and even Aviankin.
There is debate amongst the academic community of Charon as to at what point exactly the Fellblood became distinct from demons and other fiendish entities with few avenues to actually find any conclusive evidence which would put the debate to rest. Research into the Fellbloods has been wrought with controversy with some dire consequences for those considered Fellblood themselves.
Ostracization, discrimination, and displacement has been ingrained in Fellblood culture for as along as any generation can remember. Darkveil City and the Ash Lands are the closest Fellbloods have come in recent history to having a place of their own where they are the dominant people and their culture can flourish. Even so, hundreds of years of displacement has seen the degradation of Fellblood traditions and the influence of cultural pressure of other more stable societies is evident in the almost melting-pot of customs seen today.
Recent research into the ruins of the Ash Lands has revealed that there may have been a clan of Fellblood ages ago which had a thriving society even in the harsh environment surrounding Mount Drakolt. Immaculately preserved pieces of early glasswork suggest that these people had the knowledge, time, and resources necessary to create art, suggesting that they were able to meet their basic needs amongst the falling ash. Remnants of what could be irrigation systems and farmland in the Deadwood support these theories.
There are many theories as to what led to the eventual collapse of the Fellblood civilization, including volcanic eruptions and earthquakes, infighting, disputes with other clans over resources, and crop failure. Any one of these theories could be correct, but the lack of oral or written history kept amongst the Fellblood descendants of this long forgotten people have made it very difficult to come to any definitive conclusions.
Current day Fellbloods do not seem to lament what has been lost of their peoples history, instead choosing to focus on the present and the future. Many feel wanderlust and few ties to any specific place or culture, making them excellent at adapting and fitting into wherever they go should the locals accept them.
The Fellblood who have chosen to keep their roots in the Ash Lands are deeply ingrained in Darkveil City and all its notoriety as a den for criminals from across Charon. This has done no favors for the Fellbloods as a people, further exacerbating the prejudice towards them and the unfair presumptions that all Fellbloods are innately untrustworthy and violent.
Astralblood "Unlike our fell brethren who failed to reach the stars, we have been embraced by the cosmos and carry starlight in our veins."
Astralbloods are an angelic appearing people who are almost considered mythological within the realm of Charon for a number of reasons. Much like their Fellblood counterparts, they have historically suffered from prejudice, but have the unique problem of also being revered for their connections to the divine. What one would think as a blessing, has long been revealed to be more of a curse.
Throughout the current monarchy's reign, the claim that someone carried divinity in their blood has been considered taboo and blasphemous and many Astralbloods were either forced to deny their lineage, or hide out of fear of being persecuted. This has led there to be a complete lack of Astralblood dominated cultures or settlements. Even the history of Astralbloods as a people is severely lacking, and there are only a few publicized individual cases wherein an Astralblood, or someone claiming to be one, was put in a position of religious or political power.
One of the greatest threats that Astralbloods face due to their ties to the divine is exploitation. Those who carry divinity in their veins, if they aren't seen as threats, are seen as precious assets to political and religious causes, potentially adding a level of validity to whatever messages, beliefs, or agendas are being pushed. This can put a lot of pressure on Astralbloods who find themselves being put in positions of power as figureheads or mouthpieces for the gods.
With such positions, there is a massive risk that should the Astralblood not do what is expected of them by either those who put them in power, or those whose faith they hold, that they would face dire consequences. One historical text from the Arcane Academy archives tells the tale of an Astralblood who was revered as an oracle of Ginma. When a terrible drought ravaged King's Valley, the Astralblood was blamed for incurring the wrath of the god and was sacrificed in an attempt to appease him. Other texts mention cases of presumed Astralbloods becoming martyrs for various sects of faith. It is unclear if they were willingly making such sacrifices or not.
False Astralbloods, people who pretend to carry divine blessings from the gods in their veins, have not helped the situation for true Astralbloods. These scam artists, regardless of if they get away with their crimes or not, have soured the perception of the public towards true Astralbloods. Some people, including those in academic circles, have become increasingly skeptical of anyone who would claim to be an Astralblood, often coming to the assumption that the individual is simply lying in order to potentially gain for power or riches by using their celestial heritage.
Despite sharing similar heritages and persecution, Astralbloods and Fellbloods do not necessarily get along. There is an almost instinctual tension between what are essentially sub races under the Elderblood umbrella. The popular speculation about why this is in the current age is that there is still a strong tether to the otherworldly influence on both sub races, pitting them against one another by nature as they are derived from the opposing forces of the Elder Realm. Nurture, however, can overcome this predisposition for animosity, and it is possible for there to even be unions between Astralbloods and Fellbloods.
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Post by Admin: Otto on Mar 18, 2023 23:00:21 GMT -5
{Sunday Lore Gazette} {3/19/23}
Plants of Charon With the advent of spring, here are some different kinds of plant life to look out for on your journeys. From the Botanical Index of Kvasir Sigurros as part of the Golden Consortium's Dissertations on the Nature of Charon.Ice BeansLocation: Found in the Frost Gale, generally growing in the frozen lakes of the World Crown and Coldwood, where Girallons tend to linger Ice Beans are an accursed little set of black seeds found just beneath the surface of lakes in the Frost Gale, meaning they are almost always frozen over and difficult to obtain. They’re small in size, growing within larger black pods, and grow in abundant clusters underwater. They don’t look particularly special and derive their name from their location, not necessarily their aesthetics, though frost does cling to them for abnormally long. Working with Ice Beans is a bit tricky, to tell the truth; they work excellently as a paste to ease various cuts, gashes, and otherwise, aiding in stopping bleeding and easing irritation, but getting enough of them for a substantial amount is… hard. However, they’re easier to work with in potions, working well in heat-resistance potions and even in numbing poison– I’ve heard talk that they may have their use in a calming potion, as well. Toxicity: None, whatsoever– in fact, I think it’s a cruel trick of nature that they’re remarkably nutritious and can provide a decent amount of energy when consumed. Shame that they’re so difficult to obtain, and if you’re desperate enough to eat them, then you’re likely knocking at Death’s doorstep as is. The Gods are all pranksters, not just Salina, I swear by it. Additional Notes: If you intend to go looking for Ice Beans, you had best over-prepare. However prepared you think you are, you are not prepared enough. Girallons adore these pesky things and flock to the lakes they grow in, so you had best be prepared to either obtain the beans very quickly and flee, or come ready to fight a hungry Girallon or three. You’re in for a wretched time, either way. Horse HeartLocation: Found in King's Valley, anywhere a horse happens to feel like taking a shit For a plant that grows from horse dung, it’s actually surprisingly pretty in terms of appearance– it looks like a small sapling of sorts with three golden leaves, each one of them taking a bit of a distended heart shape, with little red flecks woven through. It tends to build shallow roots into the earth, making it a bit of a hassle to actually uproot. Horse Heart is a remarkably potent healing plant, thus why it has such deep value to surrounding tribes in King’s Valley; it’s considered sacred due to its utility in myriad types of tonics and medications. The root can be set aside, cleaned up, and chewed on for a while in order to ease aches. In terms of alchemy, it tends to be especially useful as a core component in major healing potions. Toxicity: None, but I’d recommend cleaning it off before using it for anything. Also, I don’t understand why you’d just… completely eat it instead of using it for medicine or potions, but… suit yourself. Additional Notes: It is remarkably potent and very valuable in healing, but please be respectful when obtaining it. It is sacred for a reason, and you should take great care in handling it. Also, uh… remember where exactly you’re obtaining it from.
Race List UpdateThe following information is expanding on old content as part of an ongoing effort to update information which was originally based on copywritten material from other intellectual properties. These entries below are expanding on the Elven sub races found in the Character Race List with additional world lore specific to Charon. The attached lore is considered canon to the world, but you do not need to retroactively change anything from your old or ongoing threads to reflect this change. If you have any questions, concerns, or comments, please reach out to Staff team.
Sun Elves“Chosen by Solaria himself, we are the inheritors and guardians of this world he created. The others do not understand, and for that, they may hate us. In spite of that, we carry on as we always have, consistent as the rising sun.”Sun Elf history has long been intertwined with Charon as a whole since they maintained political control throughout the ages. As such, much of history has been dictated by and recorded from the viewpoint of the Sun Elves. It has been a long held belief that Sun Elves were some of the first elves to exist in Charon and have been blessed by Solaria himself. Mathias Solarian, a self proclaimed descendant of Solaria, is credited as being the first Sun Elf to build a structured society which encouraged civilization to flourish across Charon at the later end of the First Years. During the Age of Renewal, Mamadon Solarian, united the people and created Sol City, the main hub of the region in an attempt to help the world recover from the destruction of the Collapse. Thistle Solarian united the Sun, Moon, and Dark elves for a time by granting them Eclipse City and the Pale City to rule over respectively while the Sun Elves remained the undisputed rulers of Sol City and Charon at large. Sun Elf rule went unchallenged up until the Elven and Rune Wars during Davian Solarian, and his son Darius Solarian's tyrannical reigns. Davian Solarian was assassinated while Darius was executed by his own council after he allowed his son, Dante, to be killed by a rebel army in favor of continuing the conflict and bloodshed. These several significant deaths finally put an end to nearly 800 years of warring between the elven nobility as Darius' other son, Emanious Solarian took the throne and began the long arduous journey to fix the trust between the public and the government. Currently, Emanious' youngest son, King Eldenwar Solarian sits on the Charonian throne in Sol City. The animosity between Sun Elves and their fellow elves is complicated, and ingrained in thousands of years of competition and violence. Unsurprisingly, this has made unions between Sun Elves and other elves fairly rare, even more so than unions between Sun Elves and other races. Sun Elves have long lived the luxurious life having societal privilege across most of the nation and especially in Capitol Landing. Their claims of being descendants of Solaria have made many conflicts religiously charged, and the recent news of the death of the pantheon has only called the claims of the Sun Elves into question even more. Firm deniers of the new revelations, the Sun Elves are now in one of the most vulnerable positions they have been in as a people since the end of the Rune Wars. Partly due to their positions of privilege and their worship of Solaria, Sun Elves covet things made of gold and precious gems that are yellow in color. Sun Elves often incorporate these into their outfits if they can afford such luxuries. This has pushed the Sun Elves to work closely with dwarves in order to have first access to these rare ores and minerals. Sun Elves hold a high regard for those who practice Light Domain magic, even if they are not elves themselves. The highest ranking Sun Elves in civilized society are encouraged to learn at least a little Light Domain magic, if only to be able to heal themselves should they sustain any injuries. Moon Elves"Blessed by the moon, we shine when the sun must rest. Though we may not always be seen, our presence is always felt, a comfort in even the darkest times."Besides the Sun Elves, Moon Elves hold significant political power within Charon which has long been tied to their claims of being descendants of Lunala. Though they share much of their history and origins with Sun Elves, Moon Elves have not always had the same comforts. Time and time again they have had to fight for their privileged position within Charon, even going to bloody war with their fellow elves. During the rule of Thistle Solarian, the Moon Elves were granted Eclipse City as the center of their control over the region known as Moonglade today. Though not as technologically advanced as many other regions, Moonglade was peaceful under Moon Elf governance for most of the Age of Renewal. Sustainable agriculture was wildly practiced and to this day remains the most lucrative export from the region in addition to lumber. The peace would not last, however, as the Elven and Rune Wars saw the Moon Elves alongside the Dark Elves pitted against the Sun Elves in a bloody war that spread across all of Charon. It was during this time that the Moon Elves were treated as lesser by Sun Elves, and an attitude of continued complacency ultimately resulted in the fracturing of Moon Elves internally. In the current age, the Moon Elves have found themselves less at odds with the Crown and more at odds with themselves. The Moon Elves that have chosen to stand along side the Sun Elves as equals after millennia of abuse and mistreatment are seen as complacent traitors to those demanding justice for the historical wrongs committed against them. Currently, Maylin Nimia is the leader of Eclipse City, and while she is respected for her swordsmanship, her stance in this matter has often been called into question as to where her allegiances actually lie. The most radical group of dissenters amongst the Moon Elves call themselves the Lunar Rebels and they mainly operate out of Moonglade. The group has been pretty quiet aside from a recent attempt to poison Lady Lillia Marrowvine in her home during a high profile social gathering in Sol City. The possible assassination attempt was witnessed and ultimately prevented by a number of Charonian adventurers present at the event. Despite generally being seen as a peaceful people, Moon Elves are not to be underestimated when it comes to combat with blades. Forced to stand their ground time and time again throughout history, Moon Elves have developed many swordsmanship styles and have a staggering number of blade masters in their collected history. Appreciators of dedication to training, the arts, and food, Moon Elves have played an important part in the overall culture of Moonglade. Their influence over the Crescent Isles, however, has lessened over the years as the region has started to favor isolationism and independence from the greater Moonglade Conclave. Oddly enough, despite their affiliation with Lunala, few Moon Elves practice Dark Domain magic and even fewer practice more powerful Necromancy. Undeath or the illusion of undeath is viewed as a power wholly Lunala's, and as such, practicing it is viewed as an affront to her. One of the most notorious Moon Elf criminals is a a practitioner of the Dark and Necromancy arts. The witch known as Lieasa, or the Moon Mother, leads the Lunar Disciples, a cult of Lunala worshippers hiding somewhere deep within the Marsh Flats. Dark Elves"We do not fear the dark. We embrace it as it has embraced us while the gods have turned their backs to us. Shunned by those who walk under the light of the sun and moon, we endure."Unlike the Sun and Moon Elves, the Dark Elves do not claim to be descendants of any divinity. The true origins of Dark Elves has long since been lost to the sands of time, though there are speculations that Dark Elves were Moon Elves who were forsaken by Lunala who robbed them of her divine light, casting them into darkness. Though they lack the same claims to divinity as other elves, the Dark Elves were still respected as one of the three main elven superpowers of the civilized world, lending their cunning and calculating minds to increasing nation security across Charon. When Thistle Solarian set out to unite all elves under one banner, the Dark Elves were offered sole rulership over the Pale City in Frost Gale, a location that would serve as a major trading hub and gateway to the north and its difficult to access resources. During the Elven Wars, the Dark Elves joined forces with the Moon Elves to stand up to the tyrannical rule of Davian Solarian. It was the Dark Elves who hired an assassin to kill King Davian Solarian. The assassination attempt was successful, which at the time seemed to have resolved the Elven Wars. This would not come to pass though, as King Darius Solarian continued in his father's footsteps and led a religious uprising against the remaining elves in power. The Dark Elves were hit the hardest by this turn of events, already having been considered tossed aside by the gods for one reason or another. Rumors spread quickly and the ruling Dark Elves of the Pale City barely maintained control. It wasn't until after the Rune Wars that the Dark Elves regained their foothold and started to move towards growing the Pale City exponentially. It was a momentous task, the Pale City was sea bound, but it also was in a region perpetually plagued by cold weather and unrelenting blizzards. Dark Elves had the advantage that they were seen as the more relatable of the three most powerful elven sub races, often facing prejudice from their fellow elves the same way non-elves were treated during the Rune Wars. As such, this made it easier for the Dark Elves to build comradery with the more rustic locals of Frost Gale. Several successful expeditions into the hazardous World's Crown in search of rare beasts and precious minerals, as well as a few lucrative negotiations with the dwarves of the region, the Dark Elves were able to prove the value of Frost Gale to the Crown and secure a shocking amount of funding to support future expeditions into the frigid north. As much success the Dark Elves have had in the recent age, they still have their shortcomings and challenges to overcome. Currently, Zalen Marrowvine, son of Lillia and Zaden Marrowvine, is the leader of the Pale City and the general public opinion of him is less than ideal. His brother, the previous leader of the region, was beloved by the people, and it is unclear if Zalen will be able to carry on in his absence. The recent attempt on Lady Lillia Marrowvine's life during a high profile social gathering in Sol City has raised tensions between the Dark Elves and the Moon Elves since the assassin was revealed to be a member of the Lunar Rebels, a Moon Elf led group opposing the Crown based out of Moonglade. Dark Elves tend to prefer living in regions that see less sunlight compared to other kinds of elves. They can be more sensitive to light, but it does not impede their abilities in any significant way. There is speculation that this preference for darkened environments was a motivator for the Dark Elves to become the perfecters of the Shadow Dancer arts which allows those highly trained in stealth to become one with the shadows and even bend them to their will.
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