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Thread: Boundless Isles OOC
- Join Date
- Feb 2012
- Sinister Intent
Boundless Isles OOC
The sharks are out
There’s blood in the water
It’s Total War
Some rules and clarifications.
Your armies and fleets cannot be everywhere--hell, they can’t even get everywhere. If the path that your fleet or army will need to pass through to get where you have ordered them to be would pass through another faction’s territory, they will be asked if they want to let you through. The answer may be yes, or no, and unexpected battles may be fought as events warrant.
That said, it is certainly possible to slip fleets through sea spaces and around islands. Unless someone has dedicated Fleet units to actively patrolling the waters you’re going through, you’re probably in the clear.
All messages between players and NPCs will take place in the thread, in spoiler boxes. You cannot read another faction’s messages except under specific circumstances (see Espionage, below, for details), though there is no real way to stop you if you do. This is an honor system, and I will expect you to abide by this simple rule.
Private Messages may be held in the thread by each side committing a VIP action to the conversation. These conversations should be marked with a [PM] tag, and can only be read by the players involved and the GM.
As an added note, I know there is a tendency during these games to negotiate by private message on the site, or by Skype or other IM services. If you do something like that, please roleplay out the results in the thread, as it’s not exactly fair to people who paid for high Intelligence if you don’t.
If you want your communications to remain completely private, so that you aren’t even seen talking with someone, you may hold a VIP PM conversation and have your agents conceal the meeting. Just let me know that's what you're doing.
Message Reading: You can read any message in the thread sent by someone with a lower defensive espionage than your Intelligence stat (lower than, not equal to). This does not include Private Messages, and does not include any replies from factions with higher defensive espionage stats, so you might end up only reading half of a conversation.
Defensive Espionage: Your defensive espionage score for the turn is your current Loyalty, modified by any Agents you committed to counterintelligence duties during the last turn. All espionage activities, including message reading for the next turn, are automatically defended against by defensive espionage (ESP-D).
Mid-Turn: Agents can do some things for you during the turn rather than at EoT. Your Agent stats can be dedicated to spying on another faction, thus increasing your Intelligence against that faction--and only that faction--for the rest of the turn for every Agent you dedicated to the task. This does not let you read mail they sent previously in the turn, just from now on. Agents sent spying during the turn cannot be used during EoT.
False Flags: Agents can be used during EoT to try and hide your actions from other players, and from the news post that will come up during the new turn. Generally speaking, the better your enemy’s Intelligence and the larger the operation you’re trying to hide, the more difficult it will be to make everything work properly.
Your VIP characters have a number of actions equal to their level +1. They can use these actions to either 1) Take part in a PM conversation, or 2) Undertake some action on your behalf during EoT. The more actions you dedicate to a single task, the greater attention it will receive from your VIP (consider each "action" to be like a stat point and you'll have the general idea).
- Only one VIP can be declared "in command" of a particular group of unit stats for the purposes of any leadership bonuses granted by the VIP's traits, unless the specific trait says otherwise.
- If you want to have one VIP performing actions in two separate regions (Buronian Territories and Arypsian Territories, for example) you must spend 1 Action from that VIP in travel time per region that you would need to travel through. For example, if you wanted to have your spy VIP sabotage water farms in Sunken Baskor and also infiltrate a meeting in Arypso on the same turn, you would need to spend six actions to travel through the Lomaran Territories and Buronian Territories to Arypso.
- VIPs can become casualties in combat through sheer random chance, so be careful with them.
Example VIP Abilities
Military VIP: Inspiring, Bloodthirsty, Tactician
Merchant VIP: Sound Investments, An Eye for Quality
Mage VIP: Sage, Battlemage
Medical VIP: Organized Triage
Diplomat VIP: Likable
If you lose a fight, the unit stats you had involved might break. Broken stats cannot attack and defend at half strength. The threshold is set by how many casualties you have taken during the fight, and how badly you were beaten. Better Morale means your units will break less often.
You do not start out with full knowledge of the map, unless you take 5 levels in every Regional Lore stat. Which you can’t do. So you’re going to be doing some exploring.
The thing is, everyone else is going to be exploring as well. There are going to be people following your ships to see what you might find, and people asking pointed questions of your sailors while they’re drinking back in port, and rumors getting spread when you return with treasure in your hold and no indication of where you got it. As such, unless you go to great pains to try and hide your discoveries (using a combination of Loyalty and Agents, most likely), any discoveries any player (or at least any player in the Water, or any player in an area that the Water factions have expanded to) makes will be posted in the main thread. The map will be expanded, descriptions will be added, and the cartographers’ guilds will be pleased.
Speaking of the cartographers’ guilds, they will pay good money for latitude, longitude and sketches for their maps, so make sure to take notes while you’re out exploring. If you choose to keep your discoveries to yourself, then obviously you can’t cash in on this bounty, but otherwise every new discovered territory or city is worth 2 Coin from the people who make the maps. If multiple people discover a territory in the same turn (which might happen), the bounty is dropped to 1 Coin per faction, as you unfortunately can’t sell information to the same cartographer’s guild twice.
or Where the GM Reveals His Obsession With Fantasy Capitalism
You need trade ships to run trade routes. You get commodities from the islands and ship them to market to make mad cash. The longer the trade route is, the more money you will have to pay to maintain it, modified by the specific route you take and by the supply your ship is able to carry.
You do not have to read further if you don’t want to.
Trade Routes: Wealth is all well and good, but the real money in the Merchant’s Water comes from trade routes, bringing in commodities from everywhere in the world and shipping them to places where they cost far more than they do here.
As you explore the Boundless Isles, you will find territories which can provide you with commodities, ranging from spices to gold to furs. You can then load those commodities onto your trade ships and bring them to market for a massive profit. Here’s how the system works.
Step One: Acquire the Commodity: First, you need to get your hands on something valuable to sell. The Trade and Markets Lore stat will tell you what everything is worth in each market, and you will automatically know the prices of commodities in every market where you hold territory (for this reason, it may be advantageous for merchant-based factions to start in a city district rather than an overland territory). Acting in a non-invasive manner and acquiring resources from the locals or without disturbing the environment will net you 1 cargo unit of a commodity per turn. Establishing firmer control over the area, bringing in overseers and setting up plantations or mines will allow you to generate more, but will also turn the local population against you, thus necessitating a larger investment in soldiers to guard your source of gold, spices, or whatever other resource you are extracting.
Step Two: Plan Your Route: Every type of trade ship has a Supply stat, indicating how many territories it can move through for free. Supply is decreased when the ship enters an open sea space. For every space that the trade route moves into that the ship does not have Supply for, the route owner must pay 1 Coin to maintain the route.
Entering an unclaimed island space refreshes 1 point of Supply.
Entering an island space claimed by your faction refreshes 2 points of Supply.
Entering a port refreshes 2 points of Supply.
Entering a port controlled entirely by your faction refreshes supply completely.
Hostile islands or ports do not refresh any supply, and require you to pay in Supply or Coin as though they were empty sea spaces. Also, your vessel may be attacked and seized.
At no point do any of these mechanics refresh a ship’s Supply above it’s maximum.
At this point, your vessel is considered to be en route to wherever you have directed it to go. By default, they will deliver the commodity to your home base, and on the next turn you will have 1 (or more) unit(s) of the commodity it shipped, to sell or use as you so desire. Please note that you cannot receive a shipment of a commodity and sell it in the same turn: for this reason, a working knowledge of market fluctuations may come in handy (that is, Trade and Markets Lore).
If you direct your ship to instead go straight to a market that is not your home base and sell the commodity, it will do so, which will take the same amount of time but possibly net you more money.
1 cargo capacity can carry 10 Coin (links), which are the easily transported trade currency of the Merchant’s Water, or 5 Coin (plats), which are larger and heavier coins used exclusively for very expensive purchases. You will, by default, be paid in links, but if some of a shipment needs to be paid in plats, the conversion will be made by the purchasing parties.
Step Three: Make Some Money/Curse the Pirates: If your ship reaches port, or you sell your commodities successfully, congratulations, all that investment paid off and you made a substantial profit. A lot of things can happen to a ship out in the Boundless Isles, however, from storm to monsters to pirates, and your ship might not make it back. In most cases, you might never even know why. The money to be made is great, but so are the risks, and always remember that there are others besides yourself playing the markets.
Links and Plats (or, A Note on Currency): Waterman gold and silver links are the standard trade currency of the Merchant’s Water, and are accepted across the civilized world. They are designed so that the thin coins can be hooked together, usually in chains of ten. This makes them easy to transport and hard to counterfeit, both of which are excellent features in a trade currency. Waterman plats, on the other hand, are large, heavy coins without the perforations that allow links to be chained together, made of a white gold/platinum alloy. 1 Coin (plats) is worth 5 Coin (links).
Caravel: 1 Capacity, 1 Supply
Clipper: 1 Capacity, 2 Supply, Fast
Carrack: 2 Capacity, 2 Supply
Galleon: 3 Capacity, 3 Supply
Treasure Fleet Galleon: 4 Capacity, 2 Supply, Defenseless
In game, trade ships can be bought outright (most expensive option, but it happens immediately), commissioned from shipbuilders (less expensive, but takes time to build) or built by the faction (must have the necessary resources, takes time to build).
Trade ships may also be converted into Fleet, if needed, generally at a 1:1 ratio. You may also convert 1 Fleet into 1 Caravel, or 2 Fleet into 1 Carrack or 3 Fleet into 1 Galleon, if necessary. Do note that the conversion either way will cost you a small amount of Coin.
Some Notes on Lore
You may trade your Lore stats with other factions, with some restrictions. You can explain the theories or introduce your trade contacts to someone else, after all, but that doesn't give them the inherent knowledge that you have worked so hard to obtain. Because of that, you may trade other players Lore stats equal to one less than your current stat, and you must have a unit or VIP take actions to justify it fluff-wise (merchant VIP making important introductions, mage unit explaining theory to someone, etc).
Raising a Lore stat to each successive level gets exponentially harder. Getting Lore 5 in any subject is the sort of thing that requires a lengthy and dramatic quest of some kind.
Player Faction Starting Territory D-ESP Reputation Imperial Psycho The Dread Pirate Constance Vreskelli Isles 4 8 Feared UntrainedMonkey The Unspoken Ollam (unknown district) 11 4 Feared Bromate The Crow Syndicate Paved, Arypso 5 3 Loved, 1 Feared ArcaneStomper The Silver Mage Arcadia Docks, Arypso 0 0 Eldan Étalienne d'Ombrey ??? 5 2 Feared Guineas The Rothschild Labor Company Crossroads Markets, Buron 4 4 Feared razovor Leviathan ??? 0 0 thekazooist Breakvale Breakvale 3 0 Nyrt The Sea Queen Trading Company Tock 5 3 Feared Jormengand The Ordo Libra Dwyr Mountain 5 1 Feared HerbieRAI New Verdan Carpish Isles 6 3 Loved Cognimancer The Diver's Guild Fallen District, Sunken Baskor 8 1 Feared Murska Horizon Exodus Markets, Buron 5 1 Loved Nemesis67 Blackmoor Uplands 5 4 Loved, 5 Feared Jaerug XI Baskor Darkhouse Wavelost, Sunken Baskor 8 4 Feared Ascaloth West Trading Company Edge Docks, Tyb 11 0 BoVinE Whitestone Dock Whiteside Cliffs, Tyb 4 4 Loved A_Dinosaur Quick Keel Trading Company Spicer Markets, Tyb 6 0 Lost Demiurge Arcana Expeditions The Masked King's Court, Buron 5 5 Loved oblivion6 Bonse Bonse 3 0 Filius Caesaris The Caravanserai Nomad 3 4 Loved Pahvimato The Lewis Company Company Town, Tyb 4 2 Loved Gentleman The Grove Tiawani Islands 6 2 Loved Forum Explorer The Great Dragon Valos Lair Unknown 0 0 Exthalion Magnum Opus Landed, Sunken Baskor 8 6 Loved, 1 Feared Copper8642 The Unburdened Gods Own, Lomar 4 1 Feared Thelonius The Fleet of Chains House of the Unknown Gods 3 5 Feared
Last edited by Zemalac; 2014-11-09 at 05:25 PM.
- Join Date
- Feb 2012
- Sinister Intent
Re: Boundless Isles OOC
Map Turn 1
Map Turn 2
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Map Turn 5
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Map Turn 7
Map Turn 8
Cities marked on the map are split up into districts on the sideboard in the lower-left of the image.
The World At Large
This is the world that the game takes place in. Not all of these places are on the map, of course--we’re sticking to the Boundless Isles, or trying to--but they exert a palpable influence over the game nonetheless.
History in Brief
A very, very long time ago, the world was ruled by gods who walked the earth and used the realms of mortals as playthings. These were ancient and unfathomable divinities, worshiped by fools who did not know better. They were beings called Earthquake and Storm, and they did not think as mortals do.
Seven swords were crafted by the Forge God's hand, and seven swords rose up to slay the gods. Thus came the Godswar, man against his own faith, and a new pantheon. The new gods were more mortal than their predecessors, more quarrelsome and emotional, and mortals, seeing themselves reflected in their gods, accepted and worshiped them.
During the period after the Godswar, when the new gods were still rising and the shape of the world had not yet been set, there arose in the land of elves a great conqueror. He gathered his people together and laid waste to his enemies and, when he had forged an empire, he called it Zanchar. It took many years for the Zancharian Empire to cross the sea to the continent of Lorin, where our story begins, but when they came they came with a vengeance. Their original mission, that of educating and uplifting those they saw as lesser races, was forgotten in the wake of the conquest. They burned through what is now the Merchant's Water and the lands that would become the Kingdom of Merdallan and built palaces of white marble on the bones of the slain. Out of all the races living on Lorin, only the original desert tribes that would become the Illarym were not at any point ruled by the elves of Zanchar, a fact that they remain proud of to this day. Zanchar itself became fat with the loot of an empire that stretched across the known world, a continent living high off the riches of entire races. It was during this time that the races of the orcs and beastmen was created by the elves, for use as manual labor.
And then one day the sky turned black and the temperature of the entire world dropped several degrees as ash blotted out the sun. Supply ships stopped arriving from Zanchar, and refugees started coming instead, fleeing a cataclysmic event that came to be known as Old Jack’s War. The slaves of Lorin, when they realized what was happening, staged a series of successful and extremely bloody revolutions, bringing an end to the Zancharian Empire in ten years of grudge-fueled fighting.
When explorers from the former slave races finally reached the coast of old Zanchar, they found a blasted wasteland, an entire continent cracked in two by an enraged hand. Zanchar had been destroyed, and over time the name itself fell into disuse. Most people these days call it the Dead Continent, and steer well-clear, for it is known by all that necromancers fight bitter and strange wars on the plains of ash, attracted to the place by all the death that occurred there.
After Zanchar the elves faded from the historical scene. These past thousand years have seen the rise of human empires and human kingdoms. Those elves that remain live in far-off places where there were no slaves to rebel, far beyond the touch of Old Jack, whoever he might have been..
When Zanchar fell, the area now known as the Merchant’s Water predictably fell apart. This region had been the part of the continent longest held by the elves, and a combination of generational indoctrination and old hatred of the oppressors from across the sea led to a series of brutal civil wars, with those elves still in the area trying to hold onto their power with their brainwashed servants in the face of a massive army of former slaves who knew that backup for their enemy was, for once, not coming. Once the last of the elves were gone, however, the bloodlust had not abated, and the region fell into factionalism, different groups accusing each other of secretly hiding their elven masters, or having elfblood in their ancestry, or for working a little too eagerly for the Zancharian overseers back in the day. Some of the blood feuds that started in this period still live on today, in the back alleys of Tyb and the mountain forests of the Buronian Uplands.
There was a time after that when the Water was unified, when the Masked King ruled from Buron-on-the-Water, and his grip stretched all along the coast and into the Boundless Isles themselves: but it should not surprise a student of Waterman history that, upon his vanishing and presumed death, the Water once again fell apart into its constituent feuding city-states. This has always been a land of old grudges, and not even a charismatic conqueror so potent as the Masked King could change that.
At various points in history different city-states have been considered the most prominent rulers of the Water, but at present time there are really only four: Arypso, the Gateway to the Continent and City of Golden Towers; Buron-on-the-Water, where all adventures start and no one ever forgets a grudge; Lomar, where laborers and hardscrabble merchant princes step lightly in fear of the Craftsmen’s Guild; and Tyb, the Edge of the World, where all the wealth of the isles passes through.
The Great Powers
The Kingdom of Merdallan and the Illarym Empire have hated each other for centuries, and no one really remembers why. Seventeen major (declared) wars have been fought between the Empire and the Kingdom, each one eventually resulting in a stalemate--Imperial Legions overrunning Kingdom militias, only to be mowed down in turn by Merdallan knights. The one usable pass through the mountains, Riven Pass, is the single most heavily-guarded location in the world, or at least it was until Imperial Commander Feyls punched his personal Soulless Legion through the surprised defenses of the Merdallan Winterborne Guard, thus beginning the current time of troubles.
The Lesser Powers
The Shattered Lands: Heavily forested, somewhat mountainous and full of warlords. Every village bully-boy thinks he's the rightful King of Talidor, Desperante or Maltin, or possibly all three, despite those kingdoms not existing for a thousand years. In these lands you are either a cowering villager just trying to make a living or you are the strongman extorting the livelihood of those weaker than yourself. There is no middle ground. Those who live under the rule of one of the larger warlords might have a better time of it, but barely. It is a common joke in the south that the main exports of the Shattered Lands are "Refugees, plagues and counterfeit coins," and it cannot be said that there isn't some truth to that.
Sav Altulas: A major sign of the oncoming political storm now enveloping the continent, the Shattered Lands city of Sav Altulas became an expansionist power over the course of two years following the death of its previous ruler, the sorceress Bugravet Desoui. The armies of its Wardens launched a series of lightning strikes against the warlords Sakel-Doge, Maxamillian Greeves and Cord Witchbrother, and infiltrated the court of the fourth major warlord, Agia Witchcutter, in an attempt to replace her with her nephew, who was loyal to Sav Altulas. This swiftly kicked off one of the cluster**** wars that the Shattered Lands are very much known for, which posed a problem for the Empire and the Kingdom to the south, who had both been using the warlords as proxies to sate their hatred of each other. The addition of a third, sovereign power to the mix upset the balance, bringing both sides’ meddling in the Shattered Lands to a level that neither could ignore, and bringing underground intrigue very much to the surface.
Sav Altulas itself, meanwhile, is not a bad place to live nowadays, though travel through the area is ill-advised if you are a fit, military-aged individual, as the Altulan Wardens are growing increasingly aggressive in their recruiting habits. Word has it that their carefully-planned campaign against Sakel-Doge was recently disrupted by the efforts of the Black-Eyed Doge’s court wizard, Logos the Dreamer, and by a series of preemptive attacks from Maximillian Greeves by troops sporting the latest tech from Verdan. Whatever the reason, they’re not exactly running press gangs yet, but the situation isn’t too far from it.
The Protectorate of the Blood: This land is isolationist in the extreme: all that you will have heard of them is that their elite troops, the Heartless, actually have their hearts torn out of them in some sort of vile ritual. Whether this is true or not you do not know.
Ver Arcana: This is a city of impossible architecture, built around the campus of the University Arcana, where every day unsettlingly-focused men and women pick apart the secrets of reality. It is also the origin of the society of criminal mages known as the Mages Ubiquitous, who have a tendency to steal powerful artifacts, libraries, and occasionally people.
Sunset Jungles: To the south of both the Empire and the Kingdom, these brightly-colored rainforests are the home of the painted elves. It is theorized that these elves started off as a deviant cult in the Zancharian Empire, living in the wilderness and altering their bodies with magic; whatever the reason, the fact that they were living in an inhospitable jungle saved them when Old Jack's War and the resulting revolutions came around. Their skin and hair come in a psychedelic rainbow of shades, their tribal tattoos cover every inch of skin, and their "ancient and honored traditions" change every day. Painted elves view the world as a joke, and they're the only ones who get it.
Elsinier: This is where the ice elves dwell. These are the old stock, the elves who believe they are the heirs of Zanchar and thus rightful rulers of the world. No matter that their bodies have been changed so much by the environment that they cannot stand to go too far south any more: they are convinced that one day they will conquer the world again, and rebuild the Dead Continent. They are, for the most part, overconfident in their own abilities. The rest of the world moved on without them, and found gunpowder and newer, more dangerous magics, while they slowly crystallized at the top of the world.
Verdan: Off the southwest coast of the Empire is the island of Verdan, home to Science and Magic in equal measure. Here is the monastery of the Monks of the Ascension, that science-cult devoted to becoming gods through alchemy and mechanical works. They are very willing to sell you their weapons--for a modest fee, of course. On the opposite side of the island is the city of Veras, where mage-tinkers of questionable sanity take the Monks' inventions and add liberal doses of enchantment before selling them for a huge profit. This is, naturally, viewed as the basest sort of heresy by the Monks, who have a habit of shelling the city whenever they think they can slip a mortar team through the City Guard's perimeter. The city endures, though, feeding off of and being slowly killed by the Order of Ascension.
Arun: To the south of Verdan, this is a large island or small continent, depending on who you ask. It is a land of masks and poisoned needles and men who bend time around themselves. It is a strange place.
Brekelind: To the north of the Kingdom of Merdallan, Brekelind is the dominion of the Everkragg lords and their stone-faced courts. A place of serious highland people and serious highland issues.
These are the territories of the game area. While you can, technically, travel to areas outside of the game map, this is where the main content of Boundless Isles is going to be focused.
The most-explored section of the map, and thus the one with the most detail at game start.
Rich and proud, Arypso stands between the Merchant’s Water and the powers of the continent, self-titled nobles ruling from its towers of yellow stone.
Golden Towers: Arypso is known as the City of Golden Towers after this district, where the rich spend every day getting richer, or so they like to tell everyone. The truth is that many of the nobles in these towers are dead broke, but you would never get any of them to admit that.
Arcadia Docks: This is where the magic happens, where the wealth of the Merchant’s Water passes from the sea to the continent. The offices of the Arypso Tariff Authority may be found in this district, overlooking the harbor with a supposedly eagle eye.
Lorchveldt Markets: The fortunes won and lost in the Lorchvelt Markets on a daily basis make the riches of kings seem paltry by comparison.
Paved: The story goes that no one is poor in Arypso. Those that are get paved over, living far beneath the golden towers and, in many cases, beneath the ground.
Retreats: When the rich and powerful tire of the political games and want to take a step back, they build themselves a wilderness retreat and begin a life of leisure in their own little kingdom. These are the people who made it, who are content in their wealth and power, and who own more than all the rest of the city put together.
Bokerbread: All those rich folk in the city need to eat, and Bokerbread is the basket that feeds them.
Mercer’s Isle: This island was, in ages past, used as a base for smugglers and occasionally pirates, but expansion of the city’s power in the past century or so has put an end to that. The island is now owned in its entirety by merchant-princes and mercantile consortiums, and is dotted with secluded resorts and estates with lofty names and titles attached.
Ellips: Home of the hard rock quarries that feed Arypso’s ever-expanding ambitions.
Heuphasn: Bordering Ver Arcana to the northwest, Heuphasn is a province of deep forests, with rumors of goblins and stranger, more fae things lurking beneath its shadowed eaves.
Dwyr Mountain: A mountain crowned by the airship docks of the dwarven fastness built beneath its slopes, the other mountains and foothills surrounding Dwyr proper are dotted with spies for various trading concerns with telescopes, marking the comings and goings of the air traffic utilized by only the richest of merchants, and even then only for the most valuable of cargos.
The people of this city have a storied history of nursing long grudges, and for working hard for every coin. The Guild Council rules in Buron, with occasional “advice” from Ambassador Kempthorne and his Foreign Affairs Office, which--considering how much of Buron’s prosperity relies on foreign trade--is a much more powerful entity than might be expected.
The Masked King’s Court: Formerly the central authority of an empire that spanned the Water at its height, the Masked King’s Court is the remains of that ancient monarch’s palace, split up into separate buildings by centuries of demolition and reconstruction to make way for the manors of the Guild Council and other dignified individuals.
Crossroad Markets: The center of the city, urban sprawl spreading out from the crossroads between the coastal and river high roads. The Crossroad Markets are the beating heart of Buron-on-the-Water.
Exodus Markets: When the Masked King ruled in Buron, he started a tradition of barring merchants from the Crossroad Markets if they slighted him in some way--worshipping the wrong gods, supporting his political enemies, anything that couldn’t rightly be called a crime but which he still wanted to punish someone for. Nowadays such mercantile interdictions are rarer, for instead of one king issuing the edict it has to be the full Guild Council, but there were enough disaffected merchants in the days of the Masked King to see the creation of the Exodus Markets, which have since gained a reputation for being the place to buy things that are, technically speaking, not legal to purchase.
Narrows: Down where the buildings are built tight over every scrap of land, where the people are as hard and thin as the alleys they live in. Nothing good ever clawed its way out of the Narrows.
Silver District: Most of the silver and gold links that make up the coinage of the Merchant’s Water were minted here, from gold plucked out of the Far Isles and silver brought in from Elsinier. The Silver District also contains the only minters still making Waterman plats, the heavy platinum coins used for the most expensive purchases across the Water.
Shackleton’s Passage: This semi-mythical pass through the northern mountains on the edge of the Water was supposedly how the famed merchant-prince Shackleton made his fortune. Despite being haunted by bandits and elven radicalists from Elsinier, it remains the best way for Waterman merchants to trade with the north.
Aldren Asylum: Famous (infamous, some would say) as the first of a radical new movement for “moral treatment” of the insane, Aldren Asylum is set on a pleasant island of gardens and small farms, where those with mental disorders may still be productive members of society--or be confined in the halls of the Asylum itself, and be subjected to various devices and techniques meant to try and cure them.
Uplands: Home to hardy mountaineers, profitable mines, and ancient blood feuds.
Darrows: The farms that feed Buron are expansive, tucked away in the lowland hollow known as Darrows. Seawalls hold back the water, keeping the whole place from flooding.
Noctan: Quiet farms and villages, stereotyped as all having some dark secret or another.
Other cities are places where things go to begin. Lomar isn’t like that. Lomar is where things go to end. The city is falling apart, buildings rotting and slowly sinking into the bay and the swamp. That said, the city does have some things to recommend it--after all, it wouldn’t be considered one of the greats of the Water if it were lacking entirely in trade goods. Lomaran knives and other metalwork, especially, are considered to be among the best in the world, and the city also supplies many of the components necessary for shipbuilding.
The Ropewalks: Long, thin buildings and streets define this district, where fibers from plants grown on the swamp farms are turned into the thick corded rope used in ships across the Merchant’s Water.
Gods’ Own: Those who cannot pay their own way are put in the care of the gods in this poor and deeply religious district.
The Low Markets: Continually being built up as the lower portions give in to the mud and the steady erosion of the bay, the Low Markets are where the ebb and flow of commerce in Lomar is most evident.
Kiting: Built on the only high, rocky ground in the city, Kiting skirts the edge of the swamp and the muddy bay to provide a solid foundation for both the city’s metalworks and the homes of the rich.
Foster’s Quarter: Mostly residential areas, with quite a few gardens of surprising beauty.
Jelt Marches: Filled with quicksand and rare plants, the Jelt Marches supply Lomar with most of its more valuable commodities, from medicinal drugs and rope fibers to poisons and clay.
Blood Crags: Old wrecks and live pirate cutters both litter the hidden coves and rocky shores at the base of the red cliffs along the coast.
Guildlands: The more prosperous guilds of Lomar aren’t actually in the city. Instead they have their own lands and estates in the Guildlands to the north.
House of the Unknown Gods: This island was dedicated in ages past to dark gods by the Infinitim Nihil, or so the story goes. It is a mountain of barren rock and bad anchorage thrusting itself out of the water like a blade through a back. So far as anyone knows, no one lives there, though the lights that can be seen from the mountain by passing ships might say otherwise.
Breakvale: Just a quiet little seaside town, perpetually shrouded in mist.
A city of hot-tempered folk blown in off the islands, of company soldiers and voodoo doctors and corpse-smugglers all trying to survive in a town where the laws that apply depend on where you’re standing. Every trading concern, guild and noble has their own police force sanctioned by the Guild Council, with the poor bastard in the Lord Protector’s chair charged with making it all work somehow.
Whiteside Cliffs: The white marble cliffs of Tyb are edged with the white marble palaces that the elves left behind, decorated now with silk awnings, gardens and other frippery by their current inhabitants, a crown of riotous colors perched on a regal albino.
Company Town: Every notable trading concern, guild and merchant-prince in the Water has an office in the company town, and every one of them has their own Council-sanctioned police force--which makes enforcing any sort of consistent law in the district something of an impossibility.
Spicer Markets: Spices that elsewhere would be worth a fortune in gold, spices that have been the cause of small and not-so-small wars further west, are sold here for a pittance and a smile.
Lowtown: Here are the islanders who have been driven out of their profitable homes by the trading companies, the witch-doctors they brought with them, and those who turned out to be wrong when they thought they could make it in the city.
Edge Docks: Famously called “the edge of the world” by mainlanders who don’t know any better, this district is company territory, where the sweat of honest laborers and smugglers both keeps the ships of the Darrigan East Exports Company and the other trading concerns moving. The commodities that flow through Tyb daily are so valuable that it is said that even if two out of three ships sent forth from the Edge Docks sink or are seized by pirates, the third one that gets through will pay for both of the others, and more besides.
Carpish Isles: These islands have been the site of many a clash between traders and companies who view them as part of the Merchant’s Water, and the islander natives who view the Waterman trading companies as interlopers. Nowadays most of the islanders work for those same companies, providing points for ships to stop on their way to the Far Isles--or providing handy lairs for privateers bent on making sure the competition doesn’t make it back.
Dammerlin Hills: The island upon which rests the city of Tyb is mostly forest, leaning towards jungle. It supplies the trading concerns with rare woods to craft into exquisite furniture, and it also gives any islander rebels with a grudge against those trading concerns somewhere to hide.
Tock: Tock is the large island directly across the strait from Tyb. It is much less settled than Dammerlin, the main Tybish island, but it does support the large township/small city of Bonse.
Bonse: Once upon a time, Bonse was a major player in Water politics, one of the big city-states whose names everyone knows. That was a long time ago, however, and now its sister city Tyb has almost completely eclipsed it in power and importance, and Bonse is a small township squatting in the midst of its own overgrown ruins.
Vreskelli Isles: Painted elf raiders in brightly-colored ships regularly make the sojourn north to plunder Waterman shipping, setting up camp in these islands before getting pushed out again by retaliatory merchant marine fleets.
Formerly one of the greats, and a major power center for the Masked King during his reign in the Water. That was before the earthquake, of course, and the waves that laid the city low. That would have been the end of any other city, but not Baskor. Despite the island not being there anymore, the location was still good, and people still survived and, in some cases, thrived, in the water-logged ruins. The population has been on a steady decline and there’s never really enough to eat, but a trade in pearls, rare seaweed and fish still manages to keep the city afloat--for now, at least.
Canals: The majority of Sunken Baskor is canals, winding stretches of water with houses and businesses beside them. Most of them are fragmentary, however. Not so in Canals. This district is the only place in the city where a gondolier can push his boat anywhere he chooses, and as such it is one of the more prosperous areas. Merchant skiffs sell anything you might want to buy as they drift through the district.
Fallen: This district was considered stable for many years after the earthquake, until a hurricane destroyed key supports and collapsed many of the main thoroughfares. Even now the canals are too clogged with rubble from the collapse to move safely, making Fallen difficult to traverse at the best of times and giving people who do not want to be found a place to ensure they won’t be.
First Hope: The bastion of Sunken Baskor, First Hope is where all of the city’s non-imported dirt-grown food comes from. Farms raised above the waves supplement the steady and omnipresent diet of seafood with something resembling mainlander cuisine, an industry that only remains profitable due to how expensive things like grains or beef are in Baskor.
Landed: The last remaining scrap of land in Sunken Baskor is not where you will find the best houses--that would be First Hope--but it is where you will find the most powerful members of the city, those who can afford and defend the solidity of earth beneath their feet.
Wavelost: This is more a collection of wrecked ships than it is a city district. The actual buildings are far below the waves, ready and waiting to catch at the undersides of ships trying to make an approach to what remains of the harbor. It is a district of scavengers, said to be haunted by cultists who have made pacts with things from deep beneath the waves.
The Far Isles
The vast, partially-explored islands that make up the bulk of the vaguely-defined territory called the Boundless Isles. Quite a lot of information about the Far Isles is unknown at game start, with only a few bastions of civilization and rumors known.
The following places are known to exist in the Far Isles, though the maps you have do not agree on where they are placed.
The Sharkspine Islands are an unfortunate combination of a perfect trade ship resupply point and plentiful sheltered coves, treacherous reefs and hidden currents that pirates are known to take great advantage of.
The Republic of Massau and its Kastos Freeport are known to be somewhere in the Sharkspine, as is the infamous city called Port Noire.
This is a city of smugglers, pirates and thieves, the rotten jewel at the heart of the Sharkspine Islands. It is a place beyond the reach of gods and kings, ruled by none and loved by few.
The corpse-smugglers speak of islands of unsurpassed beauty passed by on their way to the Dead Continent. They spin fanciful tales of atolls overgrown with brilliantly-colored plants, or islands where silver can be plucked from the sand on the shore like a common rock, or cities of blue stone and ships manned by men in wooden armor who will come with spear and arrow if you should pull too close to their shores.
These cold islands are said to be sacred to Orsag the Guardian, he who is said to have stepped in to protect the slave races of Zanchar from the indiscriminate destruction of Old Jack’s War. This was Orsag’s homeland, it is said, once upon a time, and pilgrims still try to find their way here from Lorin from time to time. Questioning the pilgrims does not reveal much, save to “Follow the legions to their general.”
Watermen sailors know many strange stories of Nomad, the City Under Sail. One might almost call the floating city a sailor’s superstition, if there weren’t so many tales of it and they weren’t all so consistent in every detail except where the city can be found.
The Dead Continent. Not much is known about this land, though I’m sure the corpse smugglers might answer a few questions if the right person were to ask them.
The one Dead Continent port that long-venturing ships from Lorin are known to put in at. Ollam is a small bastion of civilization on an island off the northern shore of the blasted wasteland that is Zanchar, though the form that civilization takes is rather strange and rough to those used to the Water. Take great care to abide by the laws of the Lord Regent while in the city, for he/she/it will brook no transgression and accept no excuse.
Once the capital city of the Zancharian Empire, Zan is a place surrounded by so much fearful legend that it is hard to determine anything about the place for truth. It was a city of libraries and arenas and palaces, the beauty of which was beyond anything that the crude hands and machines of the modern age can reproduce, and it was a city of blood and tears and unimaginable, thoughtless cruelty done in the name of helping the lesser races. It was the place that all the brainwashed slaves of the Empire wanted to see with their own eyes, and the place that they feared above all else in this world. Whatever secrets the city might hold are now locked away behind walls of time and distance; waiting, perhaps, for some poor fool to stumble upon them once again.
The following NPCs are known to all players (or at least enough that I feel justified in posting them here). The location of their headquarters is listed immediately after the name.
Uncle Ata, Arcadia Docks
The Arypso Tariff Authority, fondly known as "Uncle Ata" to the smugglers who dedicate their lives to avoiding it, collects the city's cut of all the treasure that passes through Arypso, the Gateway to the Continent.
Duke Likeay, Golden Towers
Duke Likeay runs one of the most profitable trading empires the world has ever seen, with contacts from Verdan to Elsinier, though not so much in the Far Isles due to competition from the DEEC. He is a vain man prone to bouts of uneven temper and a wrath unmatched in the city.
Viscount Yorlen, the new head of the Foreign Affairs Council, is not quite as effective as his predecessor, though the previous head spent so long getting his ass handed to him by the Buron Foreign Office that no one can really tell the difference.
The Heladuit family also makes their home in the Golden Towers, dictating the city’s high fashion.
Major merchant-princes of Lorchvelt include Baron Wilsler, who deals mostly in rare wine and liquors, and Duke Edal, who has a broad spread of trading concerns but isn’t as well known as the longer-established Likeay.
Arypsian Territorial NPCs
SpoilerThe harvests of most of the farms in Bokerbread are managed by landowners who lease the land to sharecroppers who do all the actual work. No one landowner controls a majority of the farms.
SpoilerMercer’s Isle is home to Javier Heladuit, the only member of the Heladuit family who remains solvent. He does his best to make sure the family doesn’t collapse entirely, but he’d really rather consider himself in retirement.
The biggest quarries are owned by Mellisson and Berklade, a pair of entrepreneurs who bought them with other people’s money and haven’t looked back since. Rumors of them being in debt constantly circulate, but they do not seem to have any creditors.
The woods of Heuphasn are jointly patrolled by Arcanan warders and Arypsian guardsmen. There are several companies with logging charters for the province, the most prominent of which is the Old Growth Logging Company.
Dwyr Mountain is, of course, home to the dwarven city of Dwyr, which opens to the outside world only on its peak. Airships come and go from the mountain with a regularity that is astonishing, given the rarity and expense of such craft. Dealing with them is difficult: you must either make the trek up the mountain with your goods and/or money, which also involves getting past the Ordo Libra and their fortress lower on the slopes, or have an airship.
SpoilerThe Buron Foreign Office, Masked King's Court
Are you a merchant in Buron-on-the-Water? Tired of those self-titled Arypsian nobles getting money for free as it passes through the hands of Uncle Ata, or the companies in Tyb getting the best crop of the commodities from the Far Isles? Ambassador Kempthorne and the Buron Foreign Office are here to help, keeping Buronian merchants competitive by any means necessary.
Masked King's Court
The high officers of the Guild Council live in this district. The most important guilds in the city at the moment are the Minters Guild, the Sheriff’s Guild, and the Guild of High Mercers.
SpoilerMost merchants in this area belong to either the Guild of High Mercers, the Commerce Guild or the United Traders Guild.
The upscale-but-low-class club owned by Bom Relling, the Undercity Dragon, self-proclaimed thief-king of Buron, may be found in this district. The vast alliance of minor criminal groups across the city, called by most the Two-and-Twenty Gangs, pay allegiance to him.
Independent merchants who aren’t part of the trade guilds may also be found here, selling things not approved by Guild charter.
SpoilerThe Narrows is home to several of Bom Relling’s Two-and-Twenty, as well as the brutal, silent gang known as Skinner’s Bloody Boys, which is one of the few criminal groups in the city who don’t owe allegiance to the Undercity Dragon.
The Silver District
The Minter's Guild controls the Silver District. If they catch you trying to counterfeit their coinage, not even the gods will save you.
Buronian Territorial NPCs
Shackleton’s Passage, or at least the Water side of it, is owned by a consortium comprised of some of Shackleton’s descendants and a few other notable rich backers, including Ambassador Kempthorne. They charge for caravan passage through to Elsinier, and in turn keep the pass relatively safe from bandits.
SpoilerThe head doctor, Issen Golmeller, funds the asylum with charitable donations from various religious orders and also with money sent from relatives of inmates for the proper care of their family members.
SpoilerThe Maphoor and Deillnc mountaineer clans have a long and bitter history in Uplands.
SpoilerLike Bokerbread, Darrows is controlled by landowners who rent out to sharecroppers, though Darrows landowners tend to be a bit more fair about things than their Arypsian counterparts, mainly due to the fact that dissidents could flood the entire area by breaching the seawalls.
The Craftsman's Guild
Lomar, if for no other reason, is famous for the Craftsman's Guild. Waterman assassins are already considered to be the best in the world, but the Craftsmen go one step beyond that, into the realm of legend.
Their base of operations in the city is unknown. If you want to hire them, they will find you.
Most of the owners of the various ropewalks belong to the Guild of Shipwrights and Breakers, which oversees construction of ships and shipbuilding materials in the city. The common joke is that one of the biggest industries in Lomar is building the ships for people to leave the city on.
Orsag the Guardian, Taborin the Uncaring Judge and the Scholar Dominarin all have major temples in this district, each caring for the dispossessed in their own way. A traveller’s shrine to the Patchwork Man can be found on every main avenue out.
The Low Markets
The Ko Essing Trading Concern, a company with a reputation for less-than-honest dealing, is based out of the Low Markets. The DEEC also has a small office here, as does the Eastern Water Shipping and Escort Company, which makes a decent profit moving other peoples’ goods and couriers.
SpoilerThe Knife Grinders’ Guild and the Kettle Hill Watch Association have split control of this district. The Knife Grinders are, essentially, an alliance of various metalworking guilds, while the Watch Association is a local police force funded by the richer citizens to keep Kiting safe for them to live in.
Lomaran Territorial NPCs
SpoilerThere are a few swamp farms in the marshes, growing the plants that produce the strong, resilient fibers that are woven into corded rope in the Ropewalks, but no real overarching authority. The Guild of Medicinal Apothecaries employs a lot of swamp walkers to look for rare plants, or to try and grow them, but that’s pretty much it. The Knife Grinders also have a couple clay pits they run up here, in complete disregard of the fact that they’re a metalworking guild.
SpoilerThe Knife Grinders Guild, the Guild of Medicinal Apothecaries, and the Ko Essing Trading Concern all have estates in the Guildlands.
SpoilerThe Darrigan East Exports Company, Company Town
One of the great (some might say the greatest) trading companies in Tyb, the Darrigan East Exports Company has made its business to sink its hooks into the Boundless Isles as far as they can go. How successful they are depends on who you ask.
The Lord Protector lives atop these cliffs, as does the rest of the City Council, which is mostly comprised of lobbyists for the various trading companies. Many of the richer merchants of the city also have mansions (or at least townhouses that used to be part of a larger mansion) here.
The Darrigan East Exports company has their main offices in this district, as does the Lewis Company. Duke Likeay of Arypso and the Lomaran Ko Essing Trading Concern also have small offices here.
The Lord Protector's men patrol all of the Spicer Markets, though there are some areas where company guardsmen have authority over them.
Madame Vontri is a name only whispered in Lowtown. She is voodoo, witchcraft and shadows that strangle, and is treated with a reverence usually reserved for major devils or gods. She keeps the worst of the company thugs away, true, but she also demands her little prices…
Also in Lowtown are the Twin Loops Gang, the Vasdineradin (a gang mostly composed of orcs and Far Isles beastmen), and the Stairway Men, who have a tendency to lynch people they don’t like.
Tybish Territorial NPCs
There are a lot of little rocks in the Carpish Isles, heavy with forests, enough that factions who would normally be in direct conflict with each other can go for months without seeing hide nor hair of each other, which is how New Verdan's fortified compound can coexist with the islander terrorists called the Tamm and the DEEC's Far Isles Route resupply fort.
The Dread Pirate Constance has been spotted off the coast of one of these islands. Rumor has it that the painted-elf pirate commonly called the Bloody Smiler is a common sight here as well.
Sunken Baskor NPCs
SpoilerThe Canal Runners are the people to talk to in Canals, despite appearing to be just a courier service. A lot of independent merchants drift through the district, and plenty of people live here, but the Runners are the ones who know what’s really going on.
Bente Vos Calloum, Earthmage Extraordinaire, runs the largest of the farms in First Hope, using careful elemental magic to encourage his plants to grow. Rumors of bizarre and unsettling biological experiments on his (very expensive) cows and other animals are, of course, unfounded.
Landed supports the towers of the clockwork technomagic organization called Magnum Opus, which is either a guild of artificers or a cult, depending on who you ask. The district also is home to the Denta and Fe Nasr families, who own nearby seaweed and pearl farms in the case of the Denta, and a local shipping business in the case of Fe Nasr.
Last edited by Zemalac; 2015-05-30 at 06:49 PM.
- Join Date
- Jun 2010
- Great Britain
Re: Boundless Isles OOC
The Dread Pirate Constance
Territory: The Vreskelli Isles
They say she burns men alive for looking at her overly long. They say she killed her own family, because they tried to stop her cruel ways. They say she had a mad lust for gold, and married a demon to give her the power to steal it. .. If half the things they say about the Dread Pirate Constance are true, she is a most formidable woman.
The Pirate and outlaw known as 'Constance' appeared several years previous. A Mage of considerable power, she attacked a trade ship alone, wielding great columns of flame as her weapons. It was not flame, but fear, that won her that prize, and the captain surrendered upon seeing the terrifying display. Since then, the attacks only increased. She took a ship for her own, known as the 'Black Dread' for the charred colour of its hull. She is able to make half a ship burst into flames... and then make them disappear almost as easily. Oftentimes, a man caught alight would leap into the water trying to put them out, only to realise that he was still burning.
Now she has a veritable fleet, and a small army of pirates to crew them, bound to her as much by the fear of what would happen to them if they deserted as by greed. They say a dozen fleets have been sent to scourge the girl's fleet from the sea, and not a single ship of those fleets survive, unless it sails with the Pirate Queen now.
[Terror of the Seas]: The fleet of the Dread Pirate Constance is more feared than most, and many ships strike their sails at the first sight of her black ship. The Dread Pirate Constance's crew finds it easy to scare others into doing what they want, especially when it comes to giving up the booty without a fight.
[Black Market Contacts]: Selling goods on the open market is not really an option for someone with as large a bounty as Constance. So, she makes sure she has people she can trust to give her a good price for any 'found' goods.
[Outlaw]: A Pirate Fleet is welcome in few ports. Outside of Port Noire and other pirate havens, the Dread Fleet have few places to dock.
- Join Date
- Dec 2007
Re: Boundless Isles OOC
Background: For years, the Uplands has been the stage for dozens of bloody skirmishes between various feuding families, many of whom have long forgotten the quibble or wrong that began it all. In recent times, a new firm calling itself Blackmoor Goods and Services has stepped into the role of arming these clans with weapons, armor, ships, repair services... Whatever they required could be provided, for the right price. Profiting from the continual arms buildup of the locals, Blackmoor rapidly expanded its capabilities and reach, soon beginning to offer their equipment throughout the Waters. They have earned a reputation for themselves as high quality wrights and enchanters, forging closer ties with the city states of the region they now provide with the occasional shipment of gear. Now the company has begun mount their own expeditions into the Far Isles, hoping to lay claim to the vast resources scattered in their reaches.
Spoiler: StatsUnit Stats (14)
-1 Expeditionary Marines : The explorers and ground troops of Blackmoor, the marines are company men who serve to protect and project Blackmoor interests through the Far Isles, alongside the Magewrights.
-1 Blackmoor Guardsmen : Whereas the marines delve deep into the Far Isles, the Guardsmen serve to protect the Uplands and Blackmoor shipments in the Waters. As few are foolish enough to target said shipments, these troops have seen little combat, but have been given suitable training by the firm for basic duties.
-1 Expeditionary Sloops "New Horizons" : Light ships designed to transport a division of marines and magewrights into the Far Isles, these exploration vessels are only armed and armored well enough to survive until they can flee to safer waters.
-1 Heavy Frigate "Dauntless" : Designed to operate within the Waters, the Dauntless serves as the war ship and transport for much of the affairs of Blackmoor within the civilized regions. Despite it's imposing size, it is actually not particularly well armed or armored, relying more on the reputation of the company to ward off pirates or raiders.
-3 Blackcoats : Part lobbyist, part diplomat, and part spy, the Blackcoats ensure that the interests of Blackmoor are of foremost concern to the local powers, and serve as the public relations and salesmen of the firm. There are few who would dare to close their doors on them, and fewer still who would bring them overt harm.
-6 Artificers : Gifted enchanters and craftsmen, the artificers are the core of Blackmoor. Some came along with Kervos in his initial immigration to the Water, from the city of Veras, but others have flocked to the arms dealers in the hopes of furthering science and magic, free of persecution of the Monks of Ascension or those who'd seek to curtail their experiments.
-1 Expeditionary Magewrights : Any ship crew worth its salt brings a mage or two along for expeditions to provide arcane support in battles or as general utility in more mundane times, in addition to some men capable of repairing the ship. Blackmoor has a squad combining the two roles, some of their artificers with more of a taste for danger and adventure. Off the water, they serve as experts on science and magic for the explorers, disarming traps or deciphering wards left in some of the ruins of the Isles.
Abstract Stats (24)
Lore Stats (16)
Magic Theory 4 (8)
Scientific Theory 4 (8)
Trade and Markets 0
Foreign Relations 0
Merchant's Water 0
Far Isles 0
VIP/Asset Stats (6)
Kervos: Artificer 3 - The founder and head of Blackmoor, Kervos is a mechanical genius and a natural mage, with a specialty in enchantment.
[The Cutting Edge] Make no mistake, Blackmoor is first and foremost an arms manufacturer. They craft some of the best equipment this side of Veras, offering arcane, mechanical, or magitech depending upon the customer's specifications. The fact that they sell this gear to the powers that be has bought them cordial ties with practically all factions of the Waters, and closer unions with the city states of the Waters in particular. There are very few factions who won't do dealings with the firm, out of a coupled fear of being left behind in the arms race with their foes and Blackmoor offering said enemies discount prices if they feel their interests are threatened, and many will gladly offer the firm the odd favor in hopes of beneficial treatment.
[Natural Aptitude] After tinkering with various artifacts, enchantments, gadgets, and warmachines, the people of Blackmoor have a very good grasp of how such mechanisms work and are triggered. With this knowledge, they have the ability to utilize unfinished projects or not completely reverse engineered items at partial effectiveness, with reduced potential of catastrophic failure.
[The Price of Progress] There are a number of groups that do not wish to see the edge of science and magic pushed in the manner that Blackmoor practices. The Monks of Ascension view the integration of the arcane as heresy, many commoners view all aspects of their research as black magic, and more traditional mages would rather the mystic remain apart from the meddling of engineers. As such, the firm has seen protests, boycotts, sabotage... While few move openly against them, there are many who operate in the shadows to protect their ways of life.
Last edited by Nemesis67; 2014-08-07 at 06:57 PM.
- Join Date
- Apr 2009
Re: Boundless Isles OOC
The Silver Mage
Spoiler: BackgroundThe Silver Mage is kind and wise being. He travels the land dispensing wisdom and helping the poor and downtrodden at no cost to them. The only payment he takes is knowledge as he often visits the local scholars, be they mages, monks, or simple librarians. He will usually spend several weeks in one area traveling to the local sights, learning folklore, possibly exchanging spells with the local wizards, and if asked helping to right various wrong whether that be through the application of spell fire on a local werewolf den or helping peasants state their legal case to a liege lord.
The Silver Mage is also instantly recognizable even though no one has ever seen his face. For he wears a silver mask in the shape of a blank mirrored oval. The rest of him is covered in a long brown wizard's cloak and cowl. And his outfit is completed with the addition of his legendary staff Fearbinder, which he carved himself from an ancient black oak and has carried through more adventures than most heroes ever see.
For several decades the Silver Mage has been travelling in the kingdom of Merdallan righting wrongs and studying local magic. This culminated in his adventure in the city of Chadrais. A few months previously a local demonologist managed to find a Name that he shouldn't have, and due to ambition then made the mistake of actually calling it. Once the demon finished showing the mage the price of such idiocy it proceeded to terrorize the local mage's guild.
It was Tolxiel the Sagemaggot, and it ate people's memories making it especially fearsome to the practitioner's of magic. It would in time have turned to the other parts of the populace, but the Chadraisian mage's guild was extensive and the demon liked toying with it's prey before consuming them. Then the demon made it's own mistake when it devoured the mind of the Silver Mage's latest apprentice. Who was in town for supplies.
Now the Silver Mage was already planning to bind the Sagemaggot, make no mistake, but the death of his apprentice of a dozen years made things personal. What followed was a game of cat and mouse, with each party thinking they were the cat. After a week long chase across the roofs and through the sewers of the city the final battle commenced at the city limits. By sheerest coincidence it happened on the local dueling grounds, which had the unhappy effect of drawing a crowd of civilian onlookers.
The battle was long and hard, and made harder by the fact that the Silver Mage had to keep wards up for the onlookers even as he was fighting a major demon while said demon had no such limitations. Sure they were cheering him on in his fight with the four winged gibbering monstrosity, but it would really have helped more if they had just left so he could pull out his major spells of destruction. Unfortunately warning off the populace was what apprentices were for, and he didn't have one any more. That thought prompted another round of fireballs into the demon's many mouths.
After a long hard fought battle the Silver Mage rebound the demon and banished it once more. Then the exhausted mage dealt with a crowd of well wishers and people cheering his name, especially the other mages. Frankly the Silver Mage was just tired of it, and he didn't even take the mages up on their offer of free access to their libraries, something he would normally always accept. Instead the mage made his goodbyes and waved away offers of gold and gems. Then he trekked out of the city and continued on his way.
Although he didn't trek far. In a quiet forest glad the Silver Mage considered his options. Studying an ethereal map of the nearby lands he contemplated his next destination. He was still in Merdallan, he didn't want to go to Illarym, those imperials were annoying. He could go to Ver Arcana or Verdan, but they always tried to pry magical secrets out of him and he wasn't in the mood for it. What he wanted was vacation. Somewhere sunny and with a beach. Ah yes the Merchant's Water. Full of unexplored islands, ancient magical relics, and more sandy beaches than you could shake a stick at. And he hadn't been back in oh it must be going on two centuries now. That was perfect.
And so the Silver Mage made his way to the city of Arypso in search of magical lore, a ship to venture further, and the hopes of a relaxing vacation away from the woes of the world. For some reason he felt compelled to make one of those pictograph devices the Veras tinkerers had shown him last time he visited and take pictures of everything, but he fought down the compulsion.
Those tinkerers had questionable sanity for a reason.
The Silver Mage does not hire people to accompany him with swords. Sure most mages have bodyguards, but the Silver Mage isn't most mages. Most swordsmen would just get slaughtered fighting the things he encounters on a regular basis, and he'd have to go out of his way to protect them. He tried making his own protector with flesh shaping and golemcraft that could actually keep up with him once. It worked out fairly well and the Silver Mage had a few decades of happy adventuring with his "progeny," but eventually his golem wanted to retire. The last the Silver Mage heard his golem was a happy butcher in some city in the middle of nowhere. All the fun of carving up large animals, and none of the danger.
The Silver Mage isn't sure he wants to trust some rickety wooden ship to travel on the open seas. He's still looking for an appropriate vessel that actually looks seaworthy. Honestly he's considering just summoning a leviathen or kraken to carry him around, but he doesn't want to make a scene.
The Silver Mage had agents in Merchant's Water once. They're all dead now. Of old age. It's been a long time since he was here last.
The Silver Mage rcently had an apprentice named Eric the Exuberant. They traveled together for a dozen years and the Silver Mage taught his apprentice many things. Then the Sagemaggot tormented Eric and sucked his memories and emotions out through one of its many mouths. The Silver mage doesn't really like to talk about it, but Tolxiel has an even greater aversion to talking about the ensuing fight.
The Silver Mage is new to the region. And he hasn't time to listen to the local rumors and gossip. Not that he really wants to. He's on vacation.
The Silver Mage never accepts payment for services rendered. At least not in coin.
The Silver Mage has no hirelings. Ergo he has no one who owes loyalty to him.
Everyone knows the story of the Silver Mage. That champion of the innocent, defender of the weak. The mage who helps everyone and only asks for knowledge in return. His staff and mask make him instantly recognizable across the continent. Of course this also means that Silver Mage pretenders are both common and have an easy time of it, what with the concealing robes and face mask. This makes most people skeptical that they are actually dealing with the real Silver Mage.
Magic Theory: 4
The Silver Mage has been collecting magical lore for a long time. He doesn't know everything of course. That is why he is out journeying the world instead of locking himself away in a tower somewhere. In fact he never expects to know everything. New magical lore is being discovered all the time by diligent research wizards, and the Silver Mage can only be in one place at a time. Still the Silver Mage knows quite a large fraction of that magical lore for a single individual.
Scientific Theory: 4
The Silver Mage takes the same approach to science as he does to magic. It's part of the world and he wants to understand it. He sees little distinction between manipulating realty through physical means and doing so through magical energy. Both methods direct natural forces to do what the practitioner wants them to do. And when the Silver Mage takes an interest in something he can usually find out all about it.
Trade and Markets: 0
The Silver Mage does not deal in material goods.
Foreign Relations: 0
The Silver Mage has specifically come to the ocean to get away from the business in the continent. He's taking a vacation and he doesn't want to hear about what the Merdallans and Illaryms are getting up to.
Merchant's Water: 0
It's been a few centuries since the Silver Mage was in Merchant's Water. Cities change, dynasties rise and fall. The Silver Mage will have to update his notes on the region.
Far Isles: 0
The primary reason the silver mage is exploring the Isles is precisely because he doesn't know anything about them.
The Silver Mage has never been to Zanchar. What an oversight for one who collects magical knowledge. He plans to correct this during his stay in the area.
The Silver Mage, a living legend and a walking magical arsenal. The silver mage is one of, if not the most, powerful archmages in the world. He's also one of the few mages of that power willing to actually help the common man, or other races. Versed in all manner of arcane lore he has fought demons, werewolves, power hungry nobles, rival mages, armies, and things which have no name. He has also developed entire schools of magic, taught farmers advanced agriculture, and constructed some of the world's most wondrous buildings.
Frankly he's getting tired of it. He wants to get back to his roots for a few decades. Explore strange new lands, and seek out new civilizations. Go where no wizard has gone before, at least not since Zanchar fell.
Sadly his trusty staff, Fearbinder was damaged in the fight against Tolxiel. Something he would have given the demon a few more kicks for if he had known at the time. One of the Silver Mage's goals in the Isles is to spend a bit of time repairing the ancient staff.
- Join Date
- Mar 2012
- All over the floor
Re: Boundless Isles OOC
Sea Queen Trading Company
Spoiler: FluffThe old man sits calmly in his tiny fishing boat. He can tell a storm is coming, but he also knows that he will have time for one more catch before he returns to shore- a catch he desperately needs. The last few months have been hard, and the coming winter will only be harder for him and his young son.
The line jerks, and the old man sits bolt upright. He braces his feet against the inside walls of the boat as the line begins to pull. Muscles still powerful despite his age strain to pull in the line, and inch by inch the boat begins to move. Picking up speed now, the boat is dragged farther out to sea.
"A fine catch!" The old man roars. "Must be a great fish indeed."
Faster now, the boat is almost skipping across the water. The old man's knees shake, but he keeps his feet planted on either side of the bow of the ship, standing nearly upright against the tremendous force from the line, which as if by fate has still not snapped.
The waves begin to grow around him, and the sky darkens. He has reached the storm front. Wind whips his hair and makes his eyes water, and within moments, a stinging rain is pouring down from the sky, but the old man is nothing if not stubborn. He continues to hold the line.
A great breaker wave looms above him, many stories high. It will crash on top of him, he knows, and he will be swallowed up by the sea. He is realizing this, when the wave falters and folds in on itself, a path clearing in front of him. He watches in awe as the wave passes on either side of him, and the sea he coasts across is smooth and clear as glass. For the first time, he glimpses what has been pulling him, and his heart nearly stops- or so it feels.
"My Queen," he says with reverence in his voice. He had heard the stories, and always believed them to some extent, as a good, superstitious fisherman, but they were still only legends.
The Sea Queen, as if she could feel him looking, rose up out of the sea. A mountainous creature, the type upon whose back settlers would camp unawares. The type stories of which would regale and enthrall inlanders. The kind of creature which gained the fishermen their superstitious reputation.
He looked into its eyes and saw a fierce intelligence which rivaled any he had seen in his days ashore.
Unit Stats: 6
Trader Escort x4
Shore team x2
Sea Queen's Acolytes x0
Abstract Stats: 13
Reputation: 3 (feared)
Lore Stats: 4
Magic Theory: 0
Scientific Theory: 0
Trade and Markets: 2
They've figured out some basic trading.
Foreign Relations: 0
Merchant’s Water: 0
Far Isles: 0
Still workin' on it!
The Sea Queen: Level 12
The Sea Queen was born deep in the ocean, far beyond land. After many years, her attention was drawn to the tiny folk that lived on the surface and traversed above her kingdom. Fascinated by them, she grew attached to one in particular who displayed a reverence for the sea beyond mere profit.
[Queen of the Sea]: The Sea Queen cannot survive on land, but moves very quickly through water when unhindered, and therefore ignores movement cost/faces a significantly reduced movement cost. Further, the Sea Queen moves beneath the water, and can therefore pass unnoticed by most if unhindered.
[Terror of the Deep]: The Sea Queen is massive, and moves very quickly. She is good at sinking ships, and nigh impossible to damage.
[Clear Waters]: The Sea Queen can pull ships if there is no wind, or through opposing ocean currents, therefore trade and fleet ships escorted by the Sea Queen can move faster, though she can't make PM conversations (except maybe with the Leviathan.)
[Staggering Intellect]: The Sea Queen is quite intelligent, but her mind works differently than human minds, and is thus resistant to magical manipulation.
Old Man Kyle: Level 2
[Fisher Fleet]: The Sea Queen Trading Company is really just a band of fishermen who decided they'd had enough of being looked down on by the rich trader snobs and formed a trading company after Old Man Kyle tamed the Sea Queen. As such, they know how to fish, and therefore their ships can resupply easier in island spaces.
[Common folk]: Since the Sea Queen Trading Company are mostly common fisher folk, they have an easier time recruiting their fellows.
[Sea of Troubles]: The Sea QUeen Trading company, being made mostly of fishermen, doesn't really have much experience in naval combat or trading- and thus raising volunteers for this purpose is less effective.
Total War factions
SpoilerTW: Broken City
Lord Founder needs no pants to face the beasts of the world, to descend into the darkest pits of the Earth and ascend above the divine clouds!
Image to come
Peoples Syndicalist Federation of China
Buy my music here
- Join Date
- May 2008
- Vienna, Austria
Re: Boundless Isles OOC
Fleet of Chains
(Will edit tomorrow)
In the tavern, sailors gathered to drink, while rain beat the dirt outside. One ship was set to sail by dawn and it’s crew were busy getting as drunk as they could, before returning to duty. As daylight begun to fade, one man spoke of a ship he’s seen - with a flag of Chain and Skull.
- It’s the Fleet of Chains. Came to the seas to claim the souls of the sailors.
- You’ll be sailing soon, poor sods? The wind has a taste of storm on it and that’s when the Fleet of Chains hunts.
- Never heard of it. What be this Fleet of Chains?
- Ah… Let me tell you.
There’s little story to the Fleet of Chains. There once was a pirate, vicious and murderous. He sunk ships, plundered cities and slaughtered all without mercy. Because of his ceaseless raids, the pirate soon gained name Blood Shark. Nobody could stop him, but the more people he killed the close his doom grew. Because the spirits of the dead, couldn’t rest in peace, while their murderer lived and so they followed the ship, cursing his name. Until one stormy night their combine curses grew strong enough to reach their target. And through their will the Blood Shark died with his crew - taking the place of the dead spirits, that followed his ship. Now the Ship of Chains sails - with the dead spirits of the dread pirate chained to it. In death Blood Shark continues to inflict his hatred on the living.
- Ha, them ghost ships stories with vicious pirates are as many as rats. I heard the same tale told of many ghost ships, but Fleet of Chains ain’t one of them.
- How so?
- Well, let me tell ye.
The Fleet of Chains has been sailing this waters for many years. My grandfather said, that his grandfather saw it. And there were stories of it yet before. It was from the time of the Elves. From the Dead Continent they have come, elves vengeful and bitter of their fall, transformed by the dark magic. The Fleet of Chains aren’t ghosts. It’s elf ghouls! They sail and hunt to fill their bellies with the flesh of men. Now the most they like the landlubbers. Us sailors they can’t eat right away, as we are soaked in the salt water and that they dislike. So the sailors they leave to dry in the chains, until it’s just bones. And them bones they gnaw.
- So, your story is just ghouls instead of ghosts? I heard better tall tales from me kids.
- Well lads. I waited to get drunk proper, before telling the true story of the Fleet of Chains. It’s not a tale one shares sober.
Silver Chain Story
There was a man, who left his town to seek fortune in the sea. But it wasn’t greed that drove him, but love, for only with wealth could he marry his sweetheart. In his travels he became a captain of a mighty ship and earned much riches. So he returned to his town, presented his love with silver chains and gem as blue as her eyes. Fast they were married. But a young and pretty thing she was - and in his heart fear and jealousy awoke, for he had to leave on a long journey. So he asked her to follow him to the sea. Hearing that his wife grew pale and told him that her mother, of which they said, that she knew things, normal woman couldn’t, warned her against stepping on a ship. Much she pleaded and entreated, but captain’s heart grew hard and unrelenting.
So they sailed the sea. None of the crew spoke with young wife, warned off by the jealous captain, save for one boy, too young yet for women. He was her only companion and friend on the ship. Then one day the storm came and from the depths of the ocean a beast awoke. The great Kraken emerged from the water, entwining the ship in its mighty tentacles. The sailors cried in fear, but the monster wished for one life only. He caught the captain’s wife and dragged her to its giant maw. The Captain rushed to her and caught the silver chain, that she wore, in his hand. Unthinking in his fear he pulled it as hard as he could. By all rights it couldn’t have held, yet maybe there was magic in it or maybe some other force intervened, but the chain held - and as the Kraken pulled the woman, it cut through flesh and bone. The Kraken sunk back into the sea, leaving bloody head of the captain’s beloved staring at him with dead eyes.
Now the Captain, he swore revenge against the beast that very moment. But even mad with rage, he knew, that he could not do anything against such power. He needed power himself. In his travels he heard the story of a demon, bound beneath the ocean waves. It was in a dark place, no good man would sail, so he plotted a journey as close to the place as he could without his crew suspecting and in the night changed the course to arrive to the demon’s place. And the evil one spoke to him. ''Your desire I shall grant, but sacrifice you must make. Give me your crew, yet spill no blood. Thrice damned is the Captain that spills the blood of his men, and I am Kathrax Twice Damned.'' The Captain he listened and though on how he could accomplish such thing. Then his eyes fell on the chain, that he gifted his beloved and by which she died. So he went to the cabins, where his sailors slumbered and strangled them one by one with the silver chain. And when he returned to the demon, the gem that was once blue as his wife’s eyes was now like a skull. And demon granted him power enough to kill the Kraken.
But Captain, he didn’t held to his bargain - one of his crew he spared. The boy, that was friend to his wife and who grieved for her as much as he. That boy, once he awoke and found what the captain has wrought, decided to flee the ship. And knowing he would need coin to survive, he stole the silver chain, to sell it in the first port he’d find. And demon laughed as the power he gave to the Captain was in that silver chain with skull gem. The captain held some of the foul power, but without chain in his possession he couldn’t hope to defeat the Kraken and so he sails the seas now, seeking the chain, and the head of his wife keeps him company in his cabin.
- A good tale. I recall, mayhap my nephew, a learned man read it in one of the books they sell to fancy ladies.
- You say I lie, you senile bag of fleas?
- Ah, cause I know the true story.
- Let’s hear it.
-Bah, you’ll just waste time with this drunk’s blabbering.
- Well, the story is about Golden Parrot.
Golden Parrot Story
Now there was one Captain Rudgard, sometimes merchant, sometimes pirate. He was a rough and powerful man, his own crew feared him, but they also loved the coin he brought and that he did bring a lot, for he was cunning and brutal. Many times Rudgard sailed into the unknown waters and one day he found a large city of savages. Many were their people and though primitive, they also possessed the ferocity of beasts. Captain Rudgard, brought kegs of rum as gift to their king and the savages respecting his brutish ways drunk and treated him as favored guest. At the celebration, he saw that large dishes of fruit were brought before a large, golden feathered parrot. Naked girls of exotic beauty surrounded it and the brutish savaged pampered him, like he was a noble. Curious he asked the chief of savages, whom they called Pahanu, ''Why do you treat this bird such?''. And Pahanu answered: ''It is a god-bird. Once I die it shall carry my spirit.'' Long lasted the celebration and soon the savages were fast asleep, unused to the strong rum. And thus Rudgard ordered his men to fill the ship with many treasures of the city. As the chests with gold and exotic goods were loaded onto the ship, he saw the Golden Parrot and laughing ordered it taken as well, as a final insult to the stupid savages he saw outwitted.
Rudgard returned to the Merchant’s Water with riches untold. His crew, though long suffered from his temper, drank to his name for good fortune he brought them. And Rudgard laughed and promised them that the next voyage would be even more profitable. The Golden Parrot stayed with him - many times the bird tried to fly away, until Rudgard chained it to his shoulder. He taught it to cuss and sing sailor songs, treating it as a favored trophy.
Time passed and gold flowed into the drink and pockets of whores, until it was time to sail again. The ship left again and Rudgar as ever thunderous in his insults and bad in his temper locked himself in the cabin. Some said he was cheated badly by the cunning traders of the city, some that his favorite girl gave him more than kisses. So they sailed for days, which turned weeks and months. The captain staying in his cabin and giving orders that sent them sailing all four directions. As time passed his orders grew stranger and stranger, yet none dared to confront him, such was the fear he inspired in his sailors and for hope of fortune he promised. So they sailed deeper and deeper into the uncharted waters, as their provisions fell lower and lower. But even fear and greed have their limits and driven to their limits, in desperation the mutiny was hatched. The sailors came to Captain’s cabin and broke the door to confront him. Inside, the dead body greeted them - Captain Rudgard, choked on a chicken bone. And on his shoulder, the chained Golden Parrot laughed in his voice. The sailors stood stunned as the bird gripped the lock with its claws and the chain came loose from the captain’s body. Then it flew away. The Rudgar’s ship never returned from that voyage. And the Golden Parrot has joined many ships since then - sailing them all to ruin.
- So what does this have to do with Fleet of Chains?
- The Fleet is run by the Parrot, possessed by the spirit of the ol’Rudgard. It’s an evil bird of strange powers.
- You’re daft man.
-Told ya. Now I don’t claim this story is true, but I heard it from sailor I trust.
The Tree Story
Now it all started with a nobleman, called Roderick Spode. A rightly rich bastard he caught the dream of seas and adventure. Spode poured piles and piles of gold to build the biggest ship to ever sail the sea. Tis was nobleman’s pride that drove him and for his ship he wished only the best, importing the wood for it across the entire continent. ''Dauntless'' he called it, claiming it shall never be claimed by sea. Now strangely for a noble he had a bit of brains in his head to hire good crew and listen to them more often then not, so his voyage didn’t end in the first month. They sailed the seas, braving currents, storms and pirates, the ship withstanding all of them with nay a scratch. The nobleman grew more and more proud of it and even his crew started to believe it was unsinkable. So when the winds started to change, they sailed on, thinking they’d pass the storm like those before it. But sea, she likes the prideful man not and so the storm was stronger than they ever seen - it caught the ship and sent it against the rocks. The Dountless survived, but was severely damaged - no more the proud vessel, but a pitiful wreck, barely keeping afloat. Now a wiser man may have realized the lesson the sea taught and was thankful it did not claim more than that.
But Spode as all nobleman was proud and he wished to beat the sea, have his ship restored - stronger than it was, so no storm could break it. He paid scholars to find stronger wood for his ship and one smart fellow told him of an ancient tree grove growing on an island, since before the Zanchar Empire. Spode and his crew sailed to that island and saw the trees - ancient, powerful, as thick as house. It took his men a week to fell just one, as steel of the axes grew dull at the strikes against the wood. But fell the tree they did and nobleman had his ship made. And that was his doom as the men came, the tree worshippers. In the night as Spode and his sailors drunk in celebration, they preformed dark magic, spilling blood into the earth and calling on the savage power of nature to avenge the ancient tree, to punish the man, who cut trees to make ships. The next day the nobleman and his crew sailed into the sea. And then the ship awoke, possessed of spirit of primal vengeance and it killed and drank the blood of the sailors. Some of them it spared - so they would sail it to hunt other ships and kill their crews. So they sail till now…
-Wait. So why is it called Fleet of Chains then?
- Ah… well, the blood that the ship drinks, it’s by thorns that bind men, like chains.
- Sounds like a load of bull you just made up.
- I just tells what that fellow told me.
- Well, what I tell you many people know. It’s the strory of Babadge Island.
Babadge Island Story
Letter to His Lordship
''I have told you all as I’ve heard that night in the tavern. With the first light the Galleon ''Big Buke'' sailed despite the poor weather. I can only describe it as fate, that just a day later, they have run into the Fleet of Chains. The Buke had no chance to run and their captain realized their futility of fighting. My own small vessel remained concealed, though it is possible that I was simply too small of a prey to interest them. I have managed to spy on the conversation between Fleet's Captain and the captured sailors through the charm, that your Lordship so graciously provided to help my endeavors. He had ordered them to recount all that they've heard of the Fleet and the terrified men spilled all the wild stories that were spoken in the tavern. The Captain then asked them, which story they believed to be true. It was to my great dismay that at this point the charm stopped to function for I have hoped that based on Captain’s reaction I could divine the truth for myself. The weather grew worse at that point and I was unable to ascertain the final fate of the crew. I hope that my account would help you determine the truth of the matter and I enclose the locked journal with seal of Chain and Skull, that I’ve purchased off a merchant in Ollam. The lock should be easy to pick, but there’s a magical aura on the book, that may be a trap.''
Location: House of the Unknown Gods/Lomar
Swords: Very Low
Navy: Very High
Galleon ''Big Buke''
Ship of Chains
Last edited by Thelonius; 2014-07-31 at 04:36 PM.I saw humans get on fine without power for millennia. You used to hunt and gather, what happened to that?
- Join Date
- Oct 2012
- In the Playground, duh.
Re: Boundless Isles OOCSpoiler: Faction repostThe Ordo Libra
The Equalisers, the Exemplars, the Seven Swords.
1* Knights Exemplar (10)
Knights Exemplar are the last thing that their foes want to see, and often the last thing they will see. While there are only seven of them, this just makes it all the easier to equip them with the greatest armour and weapons known to man, and each one is wholly capable of defeating many lesser men, or anything else that gets in their way.
2*Disciples Apparent (3 each)
Disciples apparent are those who one day hope to be the next of the Knights Exemplar. Armoured in plate mail, and wielding longsword and heavy shield, they are, while not quite as impervious as their idols, quite hard to kill. Each squad numbers 15, and is lead by a Paragon Militant. Paragons Militant are, de jure, the Exemplars' replacements, and will be given the honour of taking up one's role should one fall. De facto, this has never actually had cause to happen.
4*Libra Cultists (1 each)
Libra cultists worship the seven knights exemplar as gods on earth, and are tolerated due to their vague utility in battle. Armed with anything from proper swords and shields or bows, accompanied by real armour, to makeshift weapons and even thrown rocks, the Cultists do not even attempt to resemble a cohesive fighting force. In units of 100, one can often find a couple of self-appointed priests, and a few cultists wielding crude symbols.
It is not uncommon for Libra cultists to set themselves alight.
A destroyer is a large ship designed for the movement of numerous knights. It also has large ballistae on it for sea combat, which begin battle by firing numerous small, burning bolts rather than single shots, though the latter is done to finish such ships off.
2*Cultist drifter (1 each)
Drifters are paragonal examples of desperation in craftsmanship. Barely seaworthy, but absolutely massive, they resemble prison hulks. They are armed only with the personal armaments of those within, armoured with superfluous planks and pieces of metal stuck together with forks and hope.
1*The Hunter (4)
The Exemplars recognise the value of killing, burning, and stealing away from the battlefield. The Hunter can be counted on to get the job done, but no-one's actually sure who it is...
While the Knights Exemplar do use magic, the effects are self-limited and only relevant in combat. The Ordo has no dedicated Magi.
The Hunter has not been idle, and anyway many cultists have absconded from other realms to join the Ordo. There is always news of the dealings of others to be had.
The Knights Exemplar are warriors at heart, as are their Disciples Apparent, but the cultists produce a modest amount of wealth through their actions.
The Knights Exemplar are said to be fearless, and the Disciples Apparent seek to emulate this. The cultists are not quite so fearless, but are desparately loyal to the Knights.
Most recognise the Ordo's heraldry, but only know that if they see seven well-equipped warriors bearing it that they might be well-served by a retreat. (1 fear)
The Ordo are a mixture of devoted warriors and uneducated rabble. It is unsurprising, then, that they care little about most of the fields of knowledge.
Scientific Theory: 4=>2
While the Ordo don't pay much attention to most of the field of science, they are certainly concerned with the techniques for making optimal armour and weapons, as well as to an extent ships and fortifications.
Commander Ignacio, or Lord-Commander and High Exemplar Pedro Ignacio. (12=>lv 6)
High Exemplar: Pedro increases the combat effectiveness of his own unit of Knights Exemplar by a significant amount.
Legendary Tactician: Pedro increases the output of his army by a percentage. This percentage is directly proportional to the value of his army (the more people he has to work with, the more his tactics take effect.
The Ordo own a single defensive keep, and around it a semi-fortified encampment for the cultists, by the cultists.
Military Superiority: Were it not already clear, the Ordo Libra essentially exist to kill things. Their elite units are better for their cost than others of their kind, though their cultists are only slightly superior to others of their kind (this difference mostly being fueled by insanity rather than skill). (+)
Beacon of Hope: The Libra encampment acts as a magnet for the poor, the insane and the desperate. Every so often, a free unit of Libra Cultists or Cultist Drifter forms in the capitol, automatically creating space for themselves if there is none. (+)
Monolithic Force: The Ordo Libra will only ever go into battle behind the Knights Exemplar, although another unit could be created later for the same purpose, or Pedro (who is a Knight Exemplar) could lead the army, though his own trait would be useless if he did. Garrisons not led by Knights Exemplar will still defend, though, they just can't be made to attack another province. (-)
- Join Date
- Jul 2007
- Whose eye is that eye?
Re: Boundless Isles OOCHorizon
Territory: Buron-on-the-Water, Exodus Markets
Jonathan Strome always was the adventurous sort. Born into a minor branch of a somewhat prominent Brekelind family, he grew up with both a penchant for mischief and strong wanderlust that, when combined, quickly earned him the ire of his relatives and the scorn of his peers. After some particularly 'interesting' incidents, it was firmly made clear to him that it was time for him to travel as his heart wished, but somewhere far from the Highlands.
Taking his que from a long-lost uncle who'd been a similar sort of free spirit, his path gradually meandered towards Merchant's Water. The reputation of Buron-on-the-Water as the place where all adventures start drew him in, hoping to hitch a ride on one of the ships and go off to explore the unknown, or maybe do something else as passed his fancy. Plus, funds were getting low, so some pirate treasure would be very welcome at this point.
However, things have the tendency to not go as expected. Especially around these parts. Shortly after securing a cheap roof to sleep under near Exodus Markets, two chance events aligned to change the course of his young life.
Lisa Aerie was a daughter of a merchant, who'd ran from home after hearing of an arranged marriage. Today, that is. Yesterday, she was a princess-in-hiding, and tomorrow she figured she might try her luck as an escaped slave. It just took a good eye and quick wit to find the sorts of people who could be persuaded to part of their belongings in exchange for a suitable sob-story, and she had both. As well as quick fingers, if talking didn't do the trick.
Thanks to her uncommon cunning, she was a rarity - a former member of an urchin gang who'd managed to make it, if not big, then at least surprisingly well given the odds. In relation to most of the poor in the city, she was doing okay. She had a place to live, her income was steady enough through a variety of cons, games and tricks plus a small stash in the case of bad times. She'd lost most of her associates along the way, but such is life when you're the underclass.
There was a suitable mark. Good clothes, clearly foreign and looking around as if he'd never seen a market before. A quick flex of her fingers, and off to earn today's meal.
These two people, among many others, slowly drifted towards each other. First, the same city. Then, the same district. And now, as they enter the same street, the pull of Fate grows too strong to resist...
Whump. Something collided with his midsection, causing him to stumble a bit. Then that something began a quick babble in the local tongue that was hard enough to follow when it was spoken loudly and clearly. "Oops! Sorry! That was entirely my fault, I'm sorry. I wasn't looking at all. I hope you're not hurt?"
As he took a step back to steady himself, he fixed his eyes on what appeared to be a local young woman, wringing her hands and waving them around in the air as she kept up a steady flood of apologies. He felt his expression shift into a tiny smile. She was good. But it takes a thief to catch a thief, and she'd chosen her target poorly today.
With the change in his expression, the woman seemed to slow down a tiny bit, uncertain. But before she had a chance to think twice, he advanced a half-step and began a counter-flood of words in his own, intentionally exaggerated accent.
"Oh, no! It was my fault. It's so beautiful here, I did not watch where I was going. My apologies, milady, for the anguish I must have caused you."
He deftly caught her hand before it had time to sneak towards his purse, and bowed to plant a light kiss on it. She was rather flustered now, trying to pull back without causing a scene, but he would have none of it.
"Oh, let me offer you a meal in apology. I insist. You must know a good place around here, right? Lead the way, milady, and I will make this unfortunate event up to you."
The slight wink and smile gave it away to her. Giving up on retreating, she let out a small sigh and a shake of her head. Today was not her day. But, well, maybe she'd get that meal out of this anyway. With a light shrug, she pulled on his hand.
"All right, fine. It's only fair. Follow me, then, good sir."
The two disappeared into the bustle of the street. No-one gave them a second glance. It didn't seem like such a momentous occasion, after all.
Not many days had passed since the acquainting of our two to-be-adventurers, when Jonathan entered his room and then promptly exited it hurriedly. After waiting for a moment, and coming to the conclusion that the unknown package in front of the door was unlikely to explode on him immediately, he took a few careful steps back inside, glanced around for any trace of whoever had left the thing there, and then crouched to examine it.
A small wooden chest, right there on the floor, inconspicuous as anything. Nothing out of the ordinary as such, except that it was definitely not supposed to be where it was. After a couple minutes of ensuring nothing else was out-of-place and that he could see no messages or anything else, he shrugged and raised the lid. Inside was a pile of coin, a small signet ring with the emblem of his family and a letter.
The letter was from his lost uncle, explaining that due to unspecified circumstances he had to lay low for a while, and that the contents of the box were an advance payment for a minor task he was to do. In exchange for taking care of whatever-it-was for him, and ensuring nobody on the outside heard of it, the chest contained a quite reasonable amount of links and a deed to a boat. He was to take the ship, sail into the Boundless Isles and find 'the Heart of Darkness' in order to 'return the Gift' and thus cause something good to happen, or prevent something bad from happening. The letter wasn't very good at being clear on the specifics, okay?
Well. That's something. After taking the trip to where this supposed boat was supposedly docked, he was rather surprised to find that it was, in fact, not a boat. It was a ship. A large ship. A major piece of naval-y sea-floating wood-bending ship-wrighting work. On the side, laid in golden letters, read 'Audacity'. He took a moment to admire what had to be the most valuable thing he had ever owned. It seemed, for a moment, quite capable of carrying him beyond the waters. Then, the doubts returned.
His uncle seemed actually serious, then, about him, who'd seen the sea the first time a couple months ago, taking this thing and sailing into the sunrise in search of this heart of wherever from the, did I forget to mention, completely uncharted territories that had already probably eaten and spat up more to-be explorers than Shattered Lands produced yearly refugees. Not to mention, as much as he wasn't a sailor, he did know that ships this size required crew. And supplies. And who knows what else.
Sounds like a fun time, right? After waving around the sufficient pieces of paper and boarding his ship the first time, he entered the cargo hold, alone as specified. There was a larger chest, with iron bands, two formidable locks and an all-round imposing air of purified intent to keep unauthorized hands off whatever the contents were. He could almost sense the disappointment of the thing as he procured the two keys and unlocked it, opening the lid to reveal the object of his newly-found quest.
A black bowl lay within, decorated with what was sure to be singularly magnificent pieces of art or maybe just odd scratches. He wasn't sure, for he was looking at something rather more eye-catching. A sky-blue gemstone half the size of his head. It was impossibly large, and pulsed with impossible light that seemed to contain figures, omens and symbols that drew in his gaze, and a whisper that could not quite be understood. Probably a safe bet to call 'magic' on that.
Well. This was going to be interesting.
Six months later, a small trading company named Horizon was registered in Buron-on-the-Water, it's owners listed as Jonathan Strome and Lisa Aerie.
- 3 [Crossbowmen] - Putting some bolts into things is never a bad option. So long as you have the range.
- 1 [Pikemen] - For keeping the foe at a suitable distance.
- 5 [Escorts] - When someone sinks the ship from under you, it's nice to have another one around to pick you up.
- 2 [Windspeakers] - Seafarer mages, who know how to take the wind from the sails of the enemy, and add it to your own.
- 1 [Flares] - These adepts have two primary duties. One is signalling from one ship to another at night or in otherwise poor conditions that make flagging difficult. The other, for which they are better known, is setting unwelcome things such as pirate vessels or native warriors on fire.
Intelligence: 3 - Owing to her past, Lisa still has some ears on the streets.
Wealth: 4 - When you get a sudden influx of money in preparation for a major quest, you don't spend it on the things you need for the quest. You invest it in relatively safe companies, so you get a steady income to buy those things with. That's why it took six months to get ready.
Morale: 5 - The pay is fine, conditions are good and we're setting out for exploration and profiteering. What's not to like?
Reputation: 1 [Love] - The Horizon is new, but so far it seems they're fair and upright about their deals.
Magic Theory: 1 (2pt) - Horizon has hired a number of mages. Publically, the reason is to make their voyages safer. Privately, well, the Heart makes Jonathan nervous.
Scientific Theory: 0
Trade and Markets: 2 (4pt) - A trading company has to know something about economics.
Foreign Relations: 1 (2pt) - Being a foreigner himself, Jonathan has an interest in events happening far away, and how they might influence him at home.
Merchant's Water: 1 (2pt) - Lisa, on the other hand, is a local. Basic knowledge of practical politics keeps you alive on the street.
Far Isles: 2 (4pt) - They've spent some coin and effort trying to figure out where to head towards first.
VIPs and Assets: 21
- Jonathan Strome [Level 3] [Adventurer] [6pts]
Trait: Trickster - Jonathan has been travelling around for a while, and he's always been impulsive and brash. He's cultivated a talent for first causing trouble and then getting out of it either by convincing people it wasn't him or simply by not being anywhere to be found.
- Lisa Aerie [Level 2] [Con Artist] [4pts]
- Wargalleon 'Audacity' [6pts]
The rather impressive flagship of Horizon, the Audacity is the cornerstone of their enterprise and the vessel that shall carry Jonathan and his crew into either riches... or the bottom of the sea.
- Heart of Darkness [5pts]
A mysterious, huge, sky-blue gemstone that pulses with magic.
- Heart of Darkness - The magical gem foisted on Jonathan by his long-lost uncle is, in a way, the spark and driving force behind Horizon's expeditions. I mean, mostly he just wants to find new places and maybe make some cash, but technically he's out there to find out what this thing is and what to do with it. As it is, it seems to be a beneficial thing to have on-board. Most of the time.
- Auspicious Beginnings - Everything about the Horizon is new. But their task is bound by fate, be their ultimate end for good or ill, and winds of fortune are arrayed behind them to start with, to push them into interesting times.
- Untried and Untested - Jonathan and Lisa don't have political or financial backing from anyone big. They're not known by anyone, and they've just appeared on the scene of a major upheaval from out of nowhere. It's not a recipe for those averse to risk. Established powers are unlikely to trust in anything but hard steel or soft gold, least of all the promises of disreputable wanderers.
- Join Date
- Jan 2007
Re: Boundless Isles OOC
Shroud Tearer, Mindscaper, the Grey Lady, Queen of Ghosts
Étalienne d'Ombrey showed up in the merchant water, more or less out of the blue, ten years ago. A few things about her rather immediately caused a bit of a stir: a middle-aged woman, apparently unarmed, leading a small caravan of exhausted-looking pack animals, alone. And those animals were carrying sturdy leather bags filled with what anyone who got a peek seemed to confirm was pretty clearly gems and jewelry, though much of it tarnished with age. She didn't make much of a secret out of it, either.
"Grave treasure, from the Shattered Lands", she said. "Not stolen, exactly. I had permission."
The woman, still, remained a bit of a mystery. From her bearing and accent, she must have been a noble from Merdallan or the Merchant Water and her name seemed to fit that, though no one had ever heard of the family before, her clothes were simple, if well-made and the cottage she eventually bought was tiny and out of the way.
The combination of "lone woman", "alone outside the city" and "tons of treasure" was like rotten fruit to a fly for a certain class of people, of course. But after three surviving members of a local gang were found, one unable to remember anything in the past year, one screaming in pain and convinced that his stomach was torn open and filled with rats even if he was apparently hale and the third simply staring straight ahead with a serene expression and not a spark of his former personality remaining, further thieves were soon discouraged.
D'Ombrey remained absolutely adamant on being accorded respect. Those not styling her anything other than Lady d'Ombrey were turned away or, if they were especially disrespectful, punished inside their own minds. Still, to those who asked nicely, she could make herself very useful.
First of all, the woman knew much, perhaps too much. There seemed to be little that could remain hidden from her.
Then, there were her mental powers. With a gesture, d'Ombrey picked memories right from someone's head.
And, of course, the ghosts. Where other necromancers might make a secret of their powers, she showed them off brazenly, almost gladly. In her words: "Don't be silly, they are people like you, they just happen to be dead." They surrounded her at all time, as servants, friends, almost family.
Her business was as a mercenary and expert for hire, bending her considerable talents to almost any task she was paid for. Calling up the dead and finding any secrets they had forgotten or were unwilling to tell anyone before their death was her mainstay, but she could also simply determine the guilt or innocence of suspected criminals by trawling their minds, find ancient knowledge or, at times, simply scare bandits senseless.
She did that for ten years, gaining a little bit of fame and infamy across the merchant waters. But then, she seems to have made other plans. Clearly, she had saved up all her earnings from a decade, along with fher found treasures and was now spending them all on a ship, a kind of vessel unlike anything ever seen before. Apparently, she got the idea from a Verdan spirit she had recently made contact with and local shipwrights were rather unnerved that the plans were apparently drawn by a pen simply hovering in mid-air.
Now, it is time to launch.
1x Klabautermänner (2 points each, 2 total)
Sometimes, even a master sorceress needs some physical help with things like cleaning and repairs, help that can not be provided by incorporeal spirits. D'Ombrey has an old pact with a group of tiny sea-faring fey beings called the Klabautermänner, creatures who usually invisibly lurk on ships, helping or hindering by their whim and subject to many a superstition.
Their tiny stature belies a fierce nature, too, and when defending the ships to which their clans are bound, they are wild as cornered wolverines, though they were hired for their true passion, maintenance, and not for their prowess.
1xWraiths (3 points each, 3 total)
Sometimes, a necromancer needs someone dead by very direct means. Who better, then, to send than a ghost born of rage and vengeance and just enough potency to rip the live out of those they touch. Bound and summoned by blood, they are like bolts on perpetually taut strings, ready to be unleashed and wreak havoc on a target. Only a strong mind can bind them to another task, to espionage and subtlety.
3xSpellbound (1 point each, 3 total)
Used for their knowledge of spells and rituals more than for what little potency they have left, the Spellbound are the spirits of long-dead wizards, raised and then bound to vessels of silver and gemstones, used as one would magical implements or headstrong and ornery grimoires.
This is what the Queen does for a living. The dead are everywhere, unseen by the living and they know everything. When the mind's eye knows where to look, one can pluck any secret from the right spirit.
Material goods hold little value to d'Ombrey. Her purview is the mind. And when she sets her mind on a new task, she does not do it halfway. Every coin she had is now spent.
Bribing the dead is hard. Money does little to entice him and they are, in the end, chained to d'Ombrey's will. Only with magics or much guile can that hold be broken and the spirits turned.
Though not as unpleasant or unsavoury as many necromancers, the Queen does not exactly put much effort into being well-liked.
Magical Theory: 4 (8)
A lifetime of personal study, helped by bits and pieces of another hundred lifetimes of the ancient dead, there is little doubt that there are few who can claim to know more about arcane secrets than Étalienne d'Ombrey and what she doesn't know, she can find in the underworld.
Scientific Theory: 1 (2)
When d'Ombrey decided she needed a ship to get to the far isles, she decided to solve that problem in her own typical fashion: find the spirit of a scientist who knew how to build her the best ship around. As a side effect, she now has a bound Verdan on retainer to answer her questions.
Trade and Markets: 0
Foreign Relations: 0
Merchant's Water: 2 (4)
It's astouding how much one can learn about politics just by talking to assassination victims after the fact.
Far Isles: 0
Zanchar: 2 (4)
An academical rather than practical interest at this point, but d'Ombrey wouldn't be much of a necromancer if she didn't know at least the basic facts about Zanchar.
VIPs and Assets: 19
Characters: 7 (14)
Étalienne d'Ombrey, Necromancer 7 [Queen of Ghosts][MemoryTrader]
1. Queen of Ghosts
D'Ombrey sees ghosts, speaks to ghosts, befriends ghosts,commands ghosts. For whatever strange twist of fate, spirits seek her out, connected to her across the veil, and wherever she goes, they rise and become restless.
2. Memory Trader
In her quest for knowledge, the Queen learned much of the powers of memory and perception, to the point where she sculpts her own mind like clay and trades and shuffles sparks of knowledge between minds with the ease of a long-skilled juggler.
When d'Ombrey decided she needed a ship, she spent all her resources on making it a vessel without equals. Financed by all the wealth of a decade of "archaeological expeditions" and years of work as a specialist and consultant in the Merchant Water and the knowledge of dead shipwrights and Verdan monks, the Hydropsyche is a marvel of engineering, a vessel able to dive beneath the waves and seek ancient sunken secrets. And now, it is d'Ombrey's new base of operations.
From the outside, the Hydropsyche, though large, may look unimpressive to the uninitiated mind. A rounded cylinder of wood and metal, perhaps a bit over a hundred feet long, painted white and silver and encrusted haphazardly with arcane screws, valves and hatches. On the inside, more than two thirds of the available space is taken up by tanks and machinery, leaving only two chambers, one to serve for both storage and magical rituals and a tiny living quarter for d'ombrey herself.
Positive: Dead Lore
D'Ombrey specialized in summoning the long-gone dead for their knowledge. Talking to them, befriending or commanding them. She wrested arcane secrets from the minds of the dead and whatever she does not know, someone dead surely does.
The dead are everywhere, the width of a shadow away and they heed d'Ombrey's call. There is scarcely an event in the world that hasn't been witnessed by someone now dead and d'Ombrey can find them, if her mind trawls the netherworld long enough.
Positive: What is dead may never die...
Apart from d'Ombrey herself and the Hydropsyche's kobold mariners, the Queen's retinue is all made up of the spirits of the deceased. Normal weapons barely scratch them and they don't eat, drink or breathe either
Negative: ...but usually stays dead anyway
Of course, being less substantial than a wisp of morning mist isn't all that great either, sometimes. Ghosts can not steal corporeal items. Only the strongest can even slam a door. And while they don't need food or water, they certainly need a steady stream of magical energy to stay coherent."Après la vie - le mort, après le mort, la vie de noveau.
Après le monde - le gris; après le gris - le monde de nouveau."
- Join Date
- Mar 2013
Re: Boundless Isles OOC
The Baskor Darkhouse
Location: Wavelost, Sunken Baskor
Story: Before the Descent, there was a tower on the periphery of Baskor where lived an elf, some said the greatest mind in his generation, rather a longer time for elves. The tower for its day was seamless and seemed to grasp the clouds above. The enchantments he wrought in the great circle of his hall served the people of the city and all the empire until that fated night.
He was merely being rowed along the edges of the island, casting torchlight into the water, when he met her. Caught in the light, she whipped back too shadow, blinded and angry, but one glimpse was enough. She was primal and elegant, gleaming and dark, fish and woman. The city would never understand and he would never let it stop him. In his cleverness, he devised an enchantment that let the bearer remain underwater breathless. They had a child, just an infant at the fall, by magic unknown. He was cast from the public, but none dared to assault the mage, it was not worth it. Better to accept his aid in secret and ignore it as best they could.
The Descent was by all accounts tumultuous. In the years to come, another tower rose from the hulk of the last one. It had an enchanted lamp in its highest chamber that cast perpetual shadow over the coast, rather than light, in memory of the mermother, pinned beneath the wreckage. Many ships ran aground in darkness that stretched to midday.
The elf too perished, but after the quake surfaced, in a sense, a fraction of Baskor with the ability to remain below the waves indefinitely without returning to the air to breathe. They inhabited the Darkhouse and watched over the strange child, a human body with a bass's head.
How many are now in their ranks, subtly pervading everyday life and walking the channels man was not designed to walk, is up to conjecture. On manhood, the son, a prodigy, decided against all counseling to travel and be educated on the mainland. He was swiftly subjected to the Asylum. From the tower come noises and visions as more mages continue to press the boundaries of the natural. Some say they cavort with merfolk there or even that their are merfolk in the canals right beside the hidden breathless. Others denied the existence of anything that could be deemed "fish-person" as soon as the evidence had left for Arypso.
- Join Date
- Nov 2008
Re: Boundless Isles OOC
Gentlemen! I give you...
The story of Arcana Expeditions is the story of three people, with three very different goals.
Fortuna is the first... Her real name is unknown, but it is rumored she is of low birth.
A diviner of unparalleled skill, the cards dance in her hands, and the fates show her
what they have in store... And she knows that much will be decided here, many mysteries
will be revealed, in the Boundless Isles. And so she has harnassed her role as the Wheel
of Fortune to two others, mixed her dream with theirs, for mutual benefit.
And then there's the archaeologist... Maximus Court, fate's fool, the man with the hat,
he-who-has-escaped-the-ender-of-worlds-Dahon. (Don't ask.) Slapped with a curse of
interesting times years back, he seeks the ancient secrets that will undo his twisted
fate, and allow him to go retire. Uneventfully. Maybe get a farm, a wife, 2.5 kids...
But until then, he's stuck getting drawn into fights, dodging traps and monsters, and
trying desperately to not die. Fortuna helps him when she can, but that FOOL card is
pretty firmly stuck to his spirit. And occasionally it comes in handy...
Arkanos Mundi is the last leg of the triumvirate. The planner, the plotter, the backer,
the old man who spent years building his fortune... And now realizes that he missed out
on so, so much. He did as his family desired, and piled wealth upon wealth, but in his
twilight years he dreams of striding foreign shores, shooting deadly creatures, and
revealing ancient mysteries to an awe-inspired world. And thanks to these two young
adventurers, he'll get the chance! Once upon a time the Emperor's card was reversed and
tied to his soul, but Fortuna gave it a good tug. He's so much happier with the Star in
its place, and one day if fate is kind, he'll fulfill the Destiny possible within his
name, and Star will transition to World...
And now new shores beckon! The Boundless Isles lie, and so much waits to be
discovered... Unexplored Ruins, unknown isles, hidden treasures, sunken wrecks, lost
mysteries... Gods, it's beautiful!
They have gathered ships, they have gathered guards, and they have gathered supplies.
They'll chart all they can, explore every ruin, unearth treasures and mysteries, and
sometimes come back to tell the tale...
Starting Location - Buron on the Water: Masked King's Court
Headquarters - The Arkanos Museum of Oddities and Odesseys
Hired Guards 2 (Swords)
Expedition Crew 2 (Fleet)
Ruin Explorers 2 (Agents)
Magic Theory 1 (2)
Trade and Markets 1(2)
Far Isles 1 (2)
VIP & Assets
Fortuna Level 5 diviner (10)
Trait: Tarot Mage - In addition to her powerful divinations, Fortuna can draw from the deck of fate, unleashing a random magic in dire situations. The effect is dependent upon the card drawn, but usually aids her in some way.
Maximus Court Level 3 explorer (6)
Trait: Seasoned Traveler - Maximus is good at picking up languages, surviving the wilderness, navigating, climbing, dealing with hostile conditions, and otherwise surviving the things the world throws at him.
Arkanos Mundi Level 1 merchant(2)
The Expedition Fleet (9 points)
1 Carrack - The Celtic Cross
1 Clipper - The Orrerry
ADVANTAGE: VIP Trait - Fate's Fool - Maximus Court is cursed with interesting times...
As such, he survives things he really, really shouldn't. Usually in a way that really
annoys, inconveniences him, or results in him fleeing with his plans and possessions in
shambles behind him, barely escaping in the chaos.
ADVANTAGE: Faction Trait - Damn Perceptive - Arcana Expeditions has the best scholars,
the most well-made spyglasses, the most up-to-date charts, and a top-notch diviner on the
payroll. They are very, very good at finding things, uncovering secrets, and noticing
things out of the ordinary.
DISADVANTAGE: Faction Trait - Only Tourists - Arcana Expeditions has a legitimate
exploration charter recognized by several major world forces, but it is ONLY exploration.
They are legally bound to neither claim territory nor attempt conquest, and they won't.
As such, though they can establish temporary camps and bases in the field, they will
never expand past their initial holdings.
- Join Date
- Mar 2013
Re: Boundless Isles OOC
@Exthalion I searched the recruitment after seeing the faction chart, get to know the neighbors and all that, but I did not see Magnum Opus posted. Did I miss it or are you just one of them secret types?
- Join Date
- May 2012
Re: Boundless Isles OOC
The West Trading Company
In the bustling trade hub of the Edge Docks, where the Darrigan East Exports Company and the many other trade concerns of Tyb do bustling business, a newcomer has recently arrived to the scene; the West Trade Company, an 'up-and-coming' player looking to make a name for itself in the market. Recently established with a small fleet of three small trading boats, it appeared at first glance to be yet another case of an overly-ambitious wannabe 'entrepreneur' aiming for a piece of the massive Tyb trading pie, but doomed to fail and fade into obscurity like so many that have gone before it. Whatever the case, the young trading company had set up shop in an out-of-the-way corner (or what passes for such in the perpetually-busy Edge Docks), ready to make its fortune.
Except, for some strange reason, it has yet to turn out that way even though several months had passed. No one in the Edge Docks had any idea who would trust the green and untested company with a job, and yet it was known that its rag-tag trading fleet had set sail from the Docks at least once - presumably on such a job. The company's founder, Joseph West - by all accounts a salty old sea dog whom had come out of distant seas to the Merchant's Water, and was affectionately known as "Ol' Cunning Joe" by his crew - had gone on that trading run, and while none could say where the West fleet was headed or where it had come back from, neither was it disputed what had happened during that particular voyage.
For Ol' Cunning Joe had made it all but known that his fleet was sailing into dangerous waters - no one now was sure where it was headed, but many did know that the fleet's route took it through an area where countless trade vessels have been preyed upon by an infamous scoundrel of the seas - Captain 'Butcher' Jones, one of the most infamous of the pirates that infested the waters around Tyb, and came by his fearsome moniker honestly. As far as the old salt in the many taverns around the Docks were concerned, Ol' Cunning Joe must have finally cracked, and none expected to see him, the young lass who was his constant companion, or any of his crew alive ever again, when the West fleet finally left port and set sail.
Battered and battle-scarred were the boats of the West fleet when they returned; but return they did, along with Captain West who bore with him a most unexpected prize - the severed head of 'Butcher' Jones himself. So many pirate hunters have tried and failed to bring the bloodthirsty corsair to bay, but Ol' Cunning Joe was the one who managed it, and on his first trade run to boot. The bounty West collected on Jones' head allowed him to acquire a frigate as his company's flagship - which he renamed the Scent of Mirabelle - and though speculation was rife, neither he nor his men would reveal just how he managed the feat for any amount of gold.
All that the astonished seagoing peers of Ol' Cunning Joe learned from this, was that this old sea dog from distant seas who appeared by all accounts to have come to the Merchant's Water and to Tyb for his 'retirement', had earned his moniker for a reason. What reason that is, they still do not know to this day.
At present, the West Trading Company retains a presence in the Edge Docks, though it remains a small affair, and still no one could say whose patronage was keeping West in business.
Starting Location: Edge Docks, Tyb
The West Trading Company is currently based out of a small office in the Edge Docks, from which it conducts its business and negotiations. The Company is also known to have its own private dry dock in the area, where its fleet of small trade ships are serviced and maintained.
Unit Stats (5 BP)
Captain West's crew are experienced seamen as able as any, but their expertise in sea-fighting doesn't always translate well on land, and Ol' Cunning Joe has yet to see any need to do anything about this fact.
The flagship frigate Scent of Mirabelle is the only naval component available to the West Trading Company. How Ol' Cunning Joe managed to take the head of 'Butcher' Jones with only his trade ships is a mystery, and most simply put it down to the old sea dog's titular craftiness.
5 Tavern Wenches (1 BP each, 5 BP total) - Captain West is not exactly a specialist in the arts of subterfuge, but he and his men have certainly made their presence felt at all of the taverns in the Merchant's Water. The West fleet sailors are a familiar sight with many a wench serving grog and chow in these taverns, and they have struck up something of an understanding with them. The tavern wenches will pass rumors and gossip on the goings-on in the Merchant's Water to Captain West's boys, alert them to anyone asking after the West Trading Company, and maybe assist Ol' Cunning Joe in misdirecting their enquiries elsewhere if he doesn't feel like having people prying into his business.
According to his crew, Ol' Cunning Joe has always managed his unmentioned previous exploits with sheer ingenuity, and without resorting to the arcane arts. This only changed when the 'Young Lassie' joined them on their voyage to the Merchant's Water, and even then she appears to be the only one handling whatever magical duties Captain West tasks her with.
Abstract Stats (8 BP)
Being a relative newcomer to the scene, and Captain West cannot be expected to know all that much about his market competition at this point.
As a relative newcomer to the marketplace, the West Trading Company has yet to generate a regular clientele in the short time it has been here.
Captain West's crew in the West Trading Company are all veteran sailors to a man, and have apparently been under the leadership of Ol' Cunning Joe for years. They have an inordinate level of trust and love in the old sea dog, and not a single one can be persuaded to reveal his trade secrets thus far.
The takedown of 'Butcher' Jones has earned Ol' Cunning Joe a bit of the spotlight in the Edge Docks, but he remains relatively obscure as of now. Of course, that might change...
Lore Stats (6 BP)
Magic Theory: 0
Neither Ol' Cunning Joe nor any of his crew have ever been of a magical bent, their sole concession to supernatural means being prayers to the sea gods for a safe voyage. That has changed slightly with the Young Lass joining the crew, but even so she is but one mage, and too young to be a particularly puissant one as yet.
Scientific Theory: 3 (6 BP)
Ol' Cunning Joe and his men are as able shipwrights and craftsmen, as they are sailors. They are seen laboring in the Company's dry dock and its attached machine shop almost as much as they are sailing out to sea, and it shows in the condition of their boats; while small, the West fleet appears to comprise boats of unusually fine and rugged construction.
Trade and Markets: 0
One would think any self-respecting trading company would have a solid grasp on the commodities market in the Merchant's Water, but Captain West cops to it, and claims he'll learn as he goes. The way he jumped feet-first into a profession he knows little if anything about may seem to be needlessly reckless, but that's Ol' Cunning Joe for you.
Foreign Relations: 0
Times were when Captain West's Crew sailed the high seas of all Lorin, and played his part in the political intrigues of the Great Powers. That was a long time ago, and he has since left it behind to his 'retirement' in the Merchant's Water. These days, Ol' Cunning Joe knows little of how much has transpired in his absence, and frankly, he doesn't care to know.
Merchant's Water: 0
Captain West visited the Merchant's Water on quite a few occasions in his youth, during his storied career as a rogue on the high seas. However, by the time he has come here to stay for good in the present day, Ol' Cunning Joe has since lost track of what little he knew about the region's political landscape. Nothing for it but to figure it out along the way, as he always says.
Far Isles: 0
The Far Isles are one of the few places Ol' Cunning Joe has yet to sail in depth in earlier years, at the height of his career. Now, he may claim to be settling down and making honest men of himself and his crew... but who knows? Perhaps the West Trading Company is but a ruse, an empty shell and a springboard from which Ol' Cunning Joe will undertake his last great adventure!
Ol' Cunning Joe has never had reason to abide anything about the Dead Continent; danger is fine and all, but there's no sense in it if there's no profit to be had there.
VIPs (30 BP)
"Ol' Cunning Joe" (Level 9 Ship Captain)
aka Captain Joseph West
A hoary old sea dog who sailed into the Merchant's Water not so long ago with a crew behind him, Ol' Cunning Joe claimed to have come to these parts to retire from what, according to himself and his crew of grizzled sailors, had been an illustrious and varied career on the high seas, on both sides of the law. Of course, such an audacious claim was not something to be taken seriously by most, and either way, it was not as if West and his boys caused mayhem and havoc when they landed. Instead, they seemed to settle down as expected of men trying to go honest, put together a few ships and a dry dock, and started the fledgling business that they called the West Trading Company. Everyone expected Captain West's little business venture to fail, and for his motley band to end up destitute and far from home.
Then, the Captain took his entire Company fleet out on its very first job... and the rest was history.
Today, not all that much has changed, except Ol' Cunning Joe has become something of a minor celebrity in the taverns around Merchant's Water for his feat. Hard-drinking and full of good cheer, the Captain and his men are most often seen working on something in the Company dry dock in the day, when they're not making merry at one tavern or another at night. These days, the good Captain doesn't seem like he's getting any business for his company or otherwise have any plans at present, but people are waiting and watching to see if his victory over 'Butcher' Jones was no mere fluke.
[Old Sea Dog] - As a debonair buccaneer who spent his youth pursuing riches - ill-gotten or otherwise - in the high seas of Lorin, Captain West has seen every wonder, tackled every danger and overcome every obstacle the dangerous waters threw his way. Now his best years are freshly behind him, but Ol' Cunning Joe remains as much of an old sea dog as ever. Ol' Cunning Joe instinctively knows how best to leverage the resources at hand to handle any sort of the challenge the high seas can throw at him, be it avaricious corsairs bearing down on his position, sea-sorcerers throwing sizzling spells from their barges, massive galleons which outgun and outnumber his own crew, or even great sea monsters of awe-inspiring size.
[Innovative Shipwright] - One of the few things that people in the Merchant's Water know about Ol' Cunning Joe, is his apparent skill and ingenuity at the art of shipbuilding. The ships in his fleet show the signs of robust construction and skillful reinforcement, and incorporate innovations known only to Captain West himself. Many have wondered why he chose to start a company as opposed to simply settling down as a master shipwright, but most put it down to the old sailor retaining a love for the sea yet.
[Old Age and Treachery] - Though he may no longer be a hearty and vigorous young buccaneer, Ol' Cunning Joe's immense capacity for guile - which earned him his moniker - has seen him through many challenges, and he now has many a long year on the sea to add to his natural craftiness. He is said to be known for devising frankly epic schemes to surmount the insurmountable, and most importantly seeing such schemes through to a successful conclusion. An unknown factor he might have been when he first settled at the Edge Docks and started his trading company, but ever since the taking of 'Butcher' Jones' head, people now know to think twice about crossing him, at least.
Isabelle Winterbourne (Level 6 Illusionist)
aka the "Young Lassie"
Serving as the West Trading Company fleet's chief and only mage, the youthful beauty of Isabelle Winterbourne stands out like a sore thumb on the deck of the Scent of Mirabelle, even when she's togged out in practical sailing gear not much different from those worn by the menfolk. That said, as far as the salty sailors of West's crew are concerned, Isabelle has quite earned her place amongst them; her grasp of magic has saved them much trouble, even pulled them out of a pinch on many an occasion, and the sea dogs are quite happy to have her around.
If asked, she would claim to be the daughter of Captain Joseph West himself. Which, in all honesty, is quite believable; Ol' Cunning Joe has had a long and storied seafaring career behind him, and his crew has known him to have sired many an illegitimate child all over Lorin. What makes Isabelle stands out amongst her myriad unknown siblings, though, is that her mother is supposedly a highly-respected sorceress of Ver Arcana itself, and a fateful encounter with the dashing Captain Joe West in her youth was what resulted in Isabelle. Even more unusual, Isabelle claimed to have set out to find her father. Not only did she find him, she actually managed to prove herself to him, and has been a part of his adventures ever since.
Whether a true story or otherwise, Isabelle's features do have a resemblance to Ol' Cunning Joe's. She has also proven herself to have something of the old man's temperament, reckless yet creative in equal measure. And even if it was not clear that the Captain does dote on her like his own, the fact remains that Isabelle Winterbourne is fully a member of Captain West's Crew.
[Youth and Skill] - Perhaps a puissant arch-mage of awesome powers she might not be, but Isabelle wields magic with a respectable level of control for her age, and by any standard can be accounted a prodigy in her particular school of magic. Her tender years belie a great deal of potential as well as a youthful vigor, which is a big part of the reason why Captain West agreed to keep her around. Isabelle is especially skilled with magic in the illusion school, and is precocious when it comes to furthering her mastery of magical subterfuge.
[Like Father, Like Daughter] - Although Isabelle has known her father for far lesser years than the majority of his crew, that short period of time is enough to influence the young mage considerably; she soon demonstrated a capacity for utilizing her magical craft in creative and innovative ways that made Ol' Cunning Joe himself proud, and it was clearly a paternal inheritance given rein to unleash its full potential for the first time. Isabelle is just as capable of guile as Ol' Cunning Joe himself, although her upbringing and training means that she applies it best to mage-craft which complements Captain West's mastery of sea-craft best.
Assets (11 BP)
Scent of Mirabelle, Frigate (5 Fleet, 5 BP)
The flagship of the West Trading Company, Ol' Cunning Joe bought the fast-sailing warship with the proceeds from 'Butcher' Jones' bounty. Outfitted for full naval capability, and crewed by his veteran sailors, she now serves as the military component of the Company's fleet, acting as a guarantee of the security of any cargo entrusted to its trade ships. How Ol' Cunning Joe managed to secure that first job without the Scent of Mirabelle, much less overcome the infamous pirate without its firepower in the first place is a question for the ages, although one might guess it has to do with the ways that earned Captain West his nom de guerre.
Passion of Sarah, Caravel (2 BP)
Warmth of Ruth, Caravel (2 BP)
Touch of Velvet, Caravel (2 BP)
Perk: [West's Trade Secrets]
It's strange how the West Trading Company has managed to survive as a business venture, when it doesn't seem capable of winning clients of any repute. For that matter, no one can remember the last time any of them ever engaged its services; no, the one where Ol' Cunning Joe bagged 'Butcher' Jones' head doesn't count, because it's still not known who even sent the West fleet on that trip in the first place. For that matter, no one can figure out how the good Captain managed to take down the bloodthirsty pirate in the first place, and he isn't telling. Ol' Cunning Joe is pretty darn good at keeping his secrets, and it'll take a lot to pry them out of him or his crew.
Perk: Hidden by [West's Trade Secrets]
Flaw: [Small Fish in a Big Pond]
The problem with that, of course, is that most respectable businessmen in Tyb can't even begin to trust such a minnow as the West Trading Company with their business. Sure, Captain West is offering his services for cheap, but it's a poor and desperate merchant indeed who would even consider braving the dangerous Merchant's Water with the bare-bones escort that Captain West can appear to give his trade vessels. No, even if the prices of Darrigan are too high to afford, there's still more reputable traders out there. Ol' Cunning Joe is going to have to start from scratch, if he really intends to make his new business venture a successful one.Total War Factions
SpoilerKamakura-kai <Cape City>
The Bloodwind <Icon City>
Atelier Lyrica ~The Alchemist of Spire~ <Spire City II>
West Trading Company <Boundless Isles>
Atelier Solaris ~The Alchemist of the Sunken Tower~ <Sunken Tower>
Avatar Credit: Kymme
- Join Date
- Jun 2010
Re: Boundless Isles OOCThe Leviathan:
The Leviathan is an ancient warmachine, spoken of in legend, but not claimed to have been seen in centuries. The common folk tales do not give any indication of it's purpose, just tales of indiscriminate violence. Over the years many have questioned it's existence. If it was real, where is it?
Well, it was under the sea in the Boundless Isles. Sleeping. Now it awakes, whether by purpose, or accident is unknown, but it has returned.
The Leviathan is massive, making a dwarf of even the largest of ships. It’s form is hideous, resembling no animal but having parts of some. Countless tentacles, three great heads, scales of flesh and metal. It’s scales fold aside, and it’s mouths opens to reveal weapons, of ancient origin and vicious power, to tear through flesh and bone, wood, stone and metal. The intelligence of the beast is unknown, and it has never been noted to make any attempt at communication with other creatures.
Legends speak of the Leviathans ability to manipulate the tides, to travel unseen underwater, and to take the weapons of defeated enemies as it's own.
VIP: Lvl 30
Last edited by razovor; 2014-07-31 at 07:20 PM.
- Join Date
- Feb 2012
- Sinister Intent
Re: Boundless Isles OOC
I've updated the World post with a list of known NPC factions, and also a little information on various factions that didn't post much in the OOC (including, as Jaerug mentioned, Magnum Opus).
- Join Date
- Feb 2008
Re: Boundless Isles OOC
The Great Dragon Valos
Over a thousand years Valos has slumbered in his volcanic lair. Now he has awakened to explore this new world and see what it has to offer him. Valos is the first, and greatest, of the dragons. Gigantic and nigh invincible, Valos' prowess is matched only by his intellect. Those who are foolish enough to challenge him will be devoured, those who are willing to work for him will prosper beyond their wildest dreams.Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
- Join Date
- Oct 2011
- Victoria, BC
Re: Boundless Isles OOC
Quick Keel Trading Company
Swords 2 Trail Blazers - Hired for the upcoming expeditions, these men specialize in setting up foreign territory for more regular (or in some cases irregular) troops.
Fleet 2 1st Fleet (Sailbane) Escort Masters - Speedy escort ships able to keep up with the clipper transport.
Fleet 2 2nd Fleet (The Burning Flags) Escort Masters - Speedy escort ships able to keep up with the clipper transport.
Fleet 3 Finn’s Fleet (Whistling Windchimes) - Decorated with many wonders of magic and technology, the whistling windchimes are a slightly more regular navy in comparison to the previous two, but still maintains the signature speed.
Agents 1 Spies - A small group of informers to try and spot what might be coming QK’s way.
Mages 1 Engineers - Dedicated engineers to build both plantations and the mad inventions of Finn
Mages 1 Research assistants - Assistants for Finn’s research. May or may not be refered to as “The Test Dummies” by the sailors.
Mages 3 Naval Combat Elementalists - Specialized in naval combat, these elementalists specialize in raining fire on enemy ships, and messing with the winds.
Mages 2 Repair Golems - Bought many years ago at great expense. These souless golems resemble nothing more than wooden spiders the size of a great dane, they can repair a ship under sail and even go beneath the water line. Given the orders, they can also aid in construction.
Clipper (Why Can’t Ships Be Named After Men)
Clipper (The Don’t Shoot)
Clipper (Slippery Eel)
Morale 6. Well paid and well fed, there is no particular reason to give up a job with the Quick Keel.
Scientific theory 3 - Though a twist towards mad is definitely present, there is no question that the Quick Keel have a knack for innovation.
Magic Theory 1 - A bit of magic to mix with science. For science!
Trade 2 - Solid trade knowledge is important to any trading company.
Finn Morris- LvL 3 Alchemist - Leader and mad alchemist, this man is something of a genius when it comes to explosions. But with a trading company to run, Finn is looking for many avenues of innovation.
???- LvL 2 VIP
Fastest Damn Ships on the Sea: Sailors on Quick Keels payroll are good. And the way the boats are built values speed more than anything else. Few ships can match them for speed.
A Knack For Smuggling: Not necessarily on the foreground of the companies policy, but QK ships tend to have all sorts of exciting compartments.
Pesky Siblings: There is a great deal of competition for the inherited position as master of Quick Keel, especially since Finn stumbled into the place suddenly. Finn has three known siblings, all younger.
Ahh the sea, no where else can you make an explosion that can be felt a mile away and not get arrested.
Young though they are, the Quick Keel Trading Company have made a hefty profit off of high risk trading in the past few months. Running a small flotilla of Clipper boats to get where they need to be before the competition and ahead of pirates has been their game to date. Backing this up are the slightly unbalanced creations of its highest ranking member, Finn Morris, an alchemist who was booted out of several engineering schools and the University Arcana for dangerous experimentation and reckless use of resources. He found his way to merchants waters working on ships for a bit of coin. Fate smiled on him one day and he found himself heir to a few ships through his uncle. Staying ahead of his pesky siblings he switched business models and sold the bulkier ships, replacing them with sleek and speedy clippers. Hiring on a temporary Grand Captain while he took on a 'grand experiment' he went into seclusion for some years, but when he retook the head his mad blend of science and magic began cropping up in many of the Quick Keel's ships.
Now, the far isles beg for exploration, exploitation, and inspiration, and the Quick Keel intend to give everything for these noble goals.
- Join Date
- Mar 2014
Re: Boundless Isles OOC
Location : Wherever there's water to float in
Wealth flows on water, but a man must drink. Ships eat the wind and sail on, but a man must eat. Trade consumes resources, time, and energy, but a man must sleep. The Caravanserai is the place to be. Born from the water, bred on the water, buried in the water - such is their life. The floating paradise goes on, and on, and on. A port of call where there is no port, a harbour where there are no breakers. A home for lost men, easy women, and stolen souls.
Some say that the Caravanserai began when a bartender found himself drifting alone on a single spar of wreckage after a great storm took the ship he was on to the deep. This man found Nomad, or Nomad found him. Others say that the Caravanserai is part of Nomad's plan to allow for greater contact with the outside world - without of course, getting in touch with the outside world. What is certain is that the Caravanserai exists and that she is a mighty sight for sore eyes. After six months at sea a man can desire strange and powerful things: a sweet song, a strong drink, or a salty kiss. All can be found, for moderate cost at the Caravanserai.
Needs of the flesh are not the only thing that can be fulfilled in this floating Eden. Ship repair, resupply, and useful gossip can also be found. The Caravanserai exact location is difficult to predict. The wind and waves take it where they will, but she's oft to be found easing her way along the longer routes, ready to give succour and shelter to lonely sailors and hungry businessmen.
Unit Stats - 2+3=5
Swords: 2 - "The Boys" - Thugs, ruffians, murderers, call them what you will the Caravanserai's de-facto police force is always there to keep the trouble down to a responsible light brawl.
Navy: 0 - "You boys want a drink?" - The Caravanserai was born to fulfil the needs of sailors not employ them.
Agents: 3 - "Who? Them? Never mind" - And whilst the sailors are drunk it’s always good to have someone who knows how to get them more drunk. Drunk enough that they'll spill secrets along with their beer.
Abstract Stats - 6+4+3+4=17
Intelligence: 6 - "Bar Gossip" - You can learn a lot in a bar... and more in a bed.
Wealth: 4 - "The Bar Bill" - Whilst the coins are rarely of a high denomination, there are an awful lot of them.
Morale: 3 - "Loyal Patrons" - Its booze and women, what more could a pirate/privateer/sailor want?
Reputation: 4 - "Excellent Service" - 10/10 would visit again.
Lore Stats - 4+2=6
Trade and Markets: 4 - "Well Situated Location" - It pays to know where the ships are going to be sailing by.
The Far Isles: 2 - "Exclusive Premises" - Always know your home, eh?
VIPs and Assets - 2+30=32
VIPs: 2 - "The Manager" - Alecto Swijin - No-one knows his origins. All they know is that he runs a damn fine bar.
Assets: 30 - "The Caravanserai" - The nearly self-sufficient seaborne colony with ship repair and resupply facilities as well as bars and brothels galore.
Nomad's Progeny - The Caravanserai was born from the floating city of Nomad and thus always knows where home is.
Den Of Vice - The Caravanserai is well known to all sailors as a floating paradise for all physical needs. It attracts quite a bit of attention when it’s sighted.
Den Of Vice - The Caravanserai is well known to all sailors as a floating paradise for all physical needs. It attracts quite a bit of attention when its sighted... the floating brothel does get on the nerves of some of the landlubbers.
- Join Date
- Jul 2007
- Charlotte, NC
Re: Boundless Isles OOC
As the Order of Ascension slowly makes its march across Veras, many who reside there see their city slowly falling. Rather than wait for the whole thing to crumble, a large group recently left the island to create a colony for their experiments and hopefully keep away from the military arm of the Order. With the wars brewing across the continenant, Merchants water became one of the few options for refuge. They now have started a small colony in the Carpish Isles, and have been fighting hard to keep the pirates at bay.
They have recently been looking into relocating again to the Far Isles, or at least creating a base of operations there. The further they are from Verdan the better.
Headquarters - Carpish Isles
Units - 11 - New Verdan has been on the move for years now, first in transit, then construction, then fighting. Their numbers are lower than they'd like
Swords - 1 x 3 - The few fighting men left from the trip and the assaults are now hardended verterans. They have sophisticated black powder weapons.
fleet - 3 x 2 - the fleet is less bloody than the military, but the few vessals are still well equiped and trained. They are also equipped with black powder weapons.
agents - 0 - New Verdan hasn't had the time or money to get any agents to work in Merchants Water, and the people of the colony have a hard time blending into the community
mages - 2 - A few of the mechanics that made the voyage to the colony have magical capabilities.
Abstract - 15 - Showing signs of turning around, the assets of New Verdan have been in the black for a while now, and are showing the colonies prosperity.
Intelligence - 0 - The colony has been to busy fighting off natives and building to invest in information gathering
Wealth - 6 - The colony does have some natural resources, which has brought New Verdan a bit of wealth
Morale - 6 - Overall the people of New Verdan have a positive attitude with the Firing Fortress' completion. They feel safe and content.
Reputation - 3(love) - The colony hasn't started any fights, and having the fortress in the south is believed to help keep Merchant Waters safer from pirates.
Lore - 26 - Where New Verdan excels, they managed to keep some of the techonology from Verdan and still have some knowledge of mechanics
Magical Theory - 6 - They may not have the strongest mages, but they have the knowledge on how to integrate magical theory with Scientific theory
Scientific Theory - 8 - While still nowhere close to the tech Verdan has developed, it is still powerful for the territory.
Trade and Markets - 4 - When the colony was founded, they had no technology to trade for cash, and have since developed some knowledge of trading to aquire funds
Foreign Relations - 4 - Always nervous of Verdan coming to attack them, New Verdan keeps an eye on the rest of the world.
Merchants Water - 0 - New Verdan is about looking forward, and Merchants Water is currently at their backs
Far Isles - 4 - Where the true future is. New Verdan has been researching this for a while now, and is close to an expedition.
Zanchar - 0 - no. We are about creation, not destruction.
Vip - 8 - The leader of the colony has proven his worth over the last few years, and the new Firing Fortress should keep enemies at bay.
Issan Vol-ru (6) - Issan has been leading the colonists since they left Verdan, and since then he has found land, fought off enemies, and created a little prosperity.
Fast Thinker [trait] - Issan has made his living by thinking on his toes. He quickly responds to problems and usually the responses are good ones.
Assets - 2 - The firing fortress. After numerous encounters with bloodthirsty elves and pirates, the people of New Verdan have errected large cannon emplacements around their island. These bunkers and weapons are able to keep all but the most suicidal away from their land.
Inventors - The people of New Verdan have kept their nature for developing new technology
Gunners - Black Powder weapons are a thing of life, and all the colonists know how to use the weapons to maximum effiecency
Enemies abroad - Being chased by the Order of Ascension has given New Verdan plenty of enemies abroad
- Join Date
- Feb 2013
- Seattle, WA
Re: Boundless Isles OOC
The Divers Guild of Sunken Baskor operates a brisk business of salvaging and other deep-sea gathering jobs. Considering the state of the city, there's plenty to be found beneath the surface; the location also means frequent contracts to salvage wrecked ships that sink or are carried near the coast.
There are also rumors of darker business conducted by the Guild. Less than a certainty but far greater than a half-truth; it's common knowledge that the divers have a foot firmly planted in the shadows. Everyone has heard the whispers - that their wicked knives are more than mere sailing tools, that their masked men and women prowl the alleys and canals at night, watching over the city. No one has been able to prove any criminal accusations, but their reputation is as murky as the waters they work in.
- Join Date
- Nov 2007
Re: Boundless Isles OOC
The Whitestone Dock
Spoiler: FluffThe Whitestone Dock, for all it has grown to be, has less than auspicious beginnings.
Founder, Kirk McKellen, tells this myth:
Seven years ago, a sun-crazed dwarf rode a rough hewn boat into the Merchant's Water. Although addled by shipwreck, and hunger, he was driven, nay, forced back to land by the wind itself.
At daybreak, he found his way to shore in the Whiteside Cliffs. On these cliffs, appeared a fissure, tiny and secluded, but large enough that he could dock his boat. On closer inspection, the interior of the fissure was large. Large enough to hold a boat twenty times the size of what he arrived in.
White stone walls shone with an unnatural light in here, revealing an almost perfect natural slipway. It was as though nature had carved this out for one purpose: shipbuilding.
Armed with his wits, the boat he came in on, and the blunt hatchet at his hip, he set to work founding the Whitestone Dock.
Rather than make landfall in Whiteside Cliffs, Kirk crashes his makeshift boat into their private dock in the Spicer Markets. They wake in the middle of the night to a dishevelled dwarf screaming about the "Narrative failings of discovering a densely populated city in the middle of the night". Kor rushed to bring the deranged creature some water, while Anna stared calmly as the dwarf got back in his boat, and set off to sea again, in hopes of a more classical arrival.The siblings follow his drifting boat around the coast, to his second landing, in Whiteside Cliffs.
A few of their other points of dispute:
- While the crevice was well lit, with a gentle slope, it was certainly no larger than the dwarf himself, until a weeks worth of Kirk's modifications.
- At beginning of the docks, Kirk had very little in the way of wits. Enchanting skills, yes, but wits were in short supply.
- The hatchet, by their human standards, was unnaturally sharp.
- He didn't *technically* have the boat he came in on, which was being used as collateral for the damage done to their dock.
- Kirk also fails to mention the rusted and enchanted gauntlet he used to aim small gusts of wind, and guide his way around Tyb.
Seeing the success of the first ship built at Kirk's dock, the Queens uprooted from the Spicer Markets, and co-founded Whitestone Dock with Kirk, to continue their success.
Regardless of Whitestone's origin story, under McKellen and the Queens, the dockyard work has grown to be extremely desirable in the Merchant's Water. Known for their sheathed copper, wave-breaker hulls, Whitestone ships are known to be durable and stable by design, even before enchantments are added. Various other enchantments improve aspects of all seafarers. The shipyard also operates a small private fleet, headed in tandem by Kor and Kirk.
Spoiler: StatsLocation: Whiteside Cliffs
Swords 1 Guards
Fleet 1 Whitestone Ship (upgraded)
Mages 7 Magewrights
VIPS AND ASSETS
Level 5 Dwarf/Artificer
Level 1 Merchants
Magic Theory 4
Scientific Theory 3
Trade and Markets 0
Foreign Relations 0
Merchant's Water 1
Far Isles 0
Starting location: Whiteside Cliffs
Last edited by notoriousVT; 2014-08-06 at 01:18 PM.
- Join Date
- Jun 2012
Re: Boundless Isles OOC
The Crow Syndicate
Health, Reclamation, Fertility. Trash
Leadership: The Queen of Crows
Base of Operations: Arypso, Paved District
Missing persons cases unsolved: 312
All below are just faction things that I thought I'd repost.
Cited Reason for Expeditions:
"We of the Crow Syndicate are more than the people who carry out the trash. We sell solutions, we get the most yield out of what you throw away, the Pickers, the Soilers. They do what they can, but we cannot simply turn something into nothing. What can't be processed or recycled we have to throw away, and after having been at this for two generations now we are simply running out of space. We have to find new ground to dispose of what we cannot salvage and we cannot simply dump it, no no. That would be rude and unsafe, no we dig our landfills and deep too. So we need to seek new grounds. No more. No less.
- The Queen of Crows
In Brief: Once three separate guilds the Crow Syndicate was founded by Amira Naryam, who is now believed to be deceased, the ownership and leadership taken over by the faceless Queen of Crows. The Crow Syndicate oversees all of the waste removal, treatment and use that goes on in Arypso's opulent sewer system which was built and funded by the Syndicate. Rumors have it that the sewer system is merely a front for another business that is far darker but most don't define what that business is.
The Syndicate has three member guilds.
Pickers: Those who sift through the cities trash and find anything valuable or salvageable. They have a nasty habit of discovering bodies on their trips through the sewers and landfills.
Nightsoilers: Who treat all of the solid waste which is to then be turned into mulch or compost. Most of this is done by magic. Though still a lot of the work has to be done by hand. Down and dirty. The Soilers, surprisingly, have green uniforms.
Cleaners: Those charged with keeping the streets clean. Clad in white suits they pride themselves on there never being a spot of dirt anywhere else but their souls.
Necessary Evil: The Crow Syndicate performs a function. A necessary function. If the Syndicate is disrupted all things they've touched may also fall to waste, literal waste.
All things fall: More directly all things fall to the Syndicate. You wouldn't believe what the Pickers can find. Given time the Syndicate can find anything that they need.
Still Just a **** Cake: You can polish poop but at the end it's still just a poop. The Syndicate unfortunately will always have the unshakable status of being the ones that deal with the ****. This obviously poses problems in social interactions.
In the Life:
SpoilerWake up Mr. Nygus. You have work to do.
“Nnngh…not now, get Penbrook. I’m not up at this hour.” Quillian rolled over trying to shoo the voice out of his skull while he collected himself. To his left his partner, well for that evening, stirred and told him to go back to sleep.
Penbrook is on the scene he’s keeping things warm, but I need you for this my sweet Magpie.
The voice was the Queen of Crows. Shady, faceless and seemingly omniscient, she had a nasty habit of intruding into Quillian’s head at the worst of times, like when he was actually managing to get serious with someone for the first time in a while, ruining everything for the sake of business, but nonetheless Quillian found himself putting his pants and boots on, grime covered, yet minty fresh. Now he was putting his shirt on, carefully so as to not irritate his old stab wound, and giving the gentleman of the evening a soft kiss on the cheek.
“Sorry love. The trash calls.” He said, answered with a soft groan before the man rolled over. He expected more but after all this was not the sort of person you call afterward, especially not after having to leave like this.
Now on the street, Quillian tuned his mind in to directly speaking to his employer.
“Alright, what do you need of me. Do we have another dump job to cover up, cause I can arrange for a blockage in enough time to be back in bed.”
“No anything so simple my dear. I need to you to turn over an asset for me just like I did for you after your perfect monster of a boyfriend stabbed you and left you for dead in that Paved gutter those years ago.”
At this Quillian’s scar started to ache. Old wounds don’t always fade. “That’s a shame and I thought Penbrook and I were enough for you.”
“Nothing will be enough you should know that already. Now, you’re going to the sewer below Madripor Street and hurry.”
And that was all that it took. Quillian was off, Madripor wasn’t that far from his current location. Likely by design, the sewers of Arypso were just as rich as its residents, plenty of material for a Soiler like Quillian to turn into a tidy profit and it worked wonders for ensuring that the Cleaner’s guild had steady employment opportunities. Quillian could hear chatter as he rounded the last corner. ****, inspector types were already here. This was going to take longer than he had planned, so much for that guy as a prospect.
“Excuse me sir, but this is a crime scene. You're going to have to wait” An officer said placing himself between Nygus and the sewer entrance. he was young and clearly didn't recognize a crow when he saw one, “I’m going to have to ask that you-”
“Listen sweetheart. I know you’re trying to do your job, but this card here says that I’m with the Soilers and I need to get in there and make sure there’s no damage. Otherwise you're” Quillian said while he grabbed his badge from his pocket. Nothing trumps a crow in the sewers. Not even a dead body.
“I’m…I’m sorry Mr. Nygus, please go ahead.” The officer got out before Quillian snapped his badge out of the man’s hand and pushed by him.
“Yeah, yeah have a nice night too pal.”
Shoving through the gaggle of various press and law enforcement Quillian finally got his way into the sewer and of course Penbrook was already there, clad in his white Cleaner suit stooped over the body, a girl, blood spilled out of her neck, she must have been dumped while still breathing, her skin was still pink and warm to the touch.
“How long. Penbrook?”
“Two minutes, her time, about thirty for us. Small wonder that a Picker found her hm?”Penbrook added with a sly wink.
“No kidding. Who knows her?”
“Who doesn’t, this girl is Andra Case.”
“No wonder she ended up here.” Andra Case had been an opera singer, beautiful, talented and just a touch too revolutionary for the reigning nobilities taste. Though among the non-hyper elite she was a smash hit, making her have a load of enemies. “Listen, you know that the boss wants her for some reason. So we’re going to need you to make a dupe for the police. Can you manage that?”
“Not a problem.”Penbrook said with a toothy smile. The man was alright, but something about him always gave him the creeps. Quillian turned to the law enforcement.
“Attention ladies and gentlemen, due to this woman’s unfortunate presence in the system, there has been a major blockage and unless we want to be up to our ears in **** in the lower districts, I’m going to have to remove it. However this process is extremely unpleasant. I’d advise you to step outside for a moment if you don’t want to be far better acquainted with where all of your waste goes. Please and thank you.” There was grumbling but the enforcement began to shuffle out. High end law enforcement tended to be just as uppity as the nobles so blockages and smells were usually enough to get people out.
“Alright. Let’s get to work. Two minutes you said?”
“Going on three if you don’t hurry.”
“Well I do enjoy a challenge.” Quillian cracked his knuckles. This was the part that he liked, the saving lives part. He stretched out his hands, feeling around the sewer, the air was sticky with the scent of decay, which was just perfect. He took a breath and the air crackled briefly as he pulled all of the remaining essence out of the refuse around him, gathering above him in a cloud of green smoke. His eyes rolled back, handling this much was unpleasant. Quillian stomped his foot as he thrust all of the energy into the very nearly dead woman.
The air cleared and for a moment there was silence. Then the not at all dead woman gasped for air bolting upright, shrieking with terror.
“Who are you? What do you want? Are you with the Cartellis? I demand to see my manager!” She screeched. Quillian snorted, he imagined he must have been like this as well when Penbrook turned him over as well.
“I’m Mr. Nygus, I’m here to inform you that you’ve had a change of employment Ms. Case. No I am not with the Cartellis, though you will have a chance to deal with them soon enough. Now first we’re going to have to get you a new name. Andra Case is dead. How about Cessily will that do?” This was the weirdest part of the job, ending a life.
“I’m proud to say, Cessily that you are no longer dead, much to the chagrin of those who slit that pretty neck of yours. Welcome to the Crow Syndicate.”
Unit Points: 13
Private Security: Gotta have someone around to protect the old homestead.
Trash Barges: Plenty of ships can carry out plenty of trash.
Cleaners: In their white suits, they tend to stick out like a sore thumb but the cleaners are everywhere all over Arypso, so one out of place often goes unnoticed for just long enough.
Soilers: Experts with compost and trash the soilers can turn pretty much anything into compost in seconds by accelerating the rate of decay.
Abstract Points: 20
Making money both collecting and removing the trash, and from selling off the byproducts. Trash management proves to be a lucrative business.
Once you go crow. You go crow for life, and whatever comes after. No trades, no exceptions.
When you manage an entire city's waste trade. People are bound to come to both begrudge and respect you for the work that you do.
Lore Points: 10
Magic Theory: 2
Scientific Theory: 1
Trade and Markets: 2
Asset, VIP: 16
Quillian Nygus- The Magpie
"Quillian? Oh, yes, that charming man who runs the Soilers. Shame such a pretty man has a job like that. He came to my show tonight, brought all of his friends from the guild with him. Don't usually cater to that type but they were quite alright. Not a bit shady if you ask me. Especially Quillian, he's a sweetheart, doesn't deserve the shady reputation he has. Murder, theft, human trafficking? Even raising people from the dead? Ha. It couldn't be possible, not such a kind man. Now about the next show I'm opening. The Queen has found it in her heart to back me, probably Quillian's doing I suppose."
- Cessily Sirena, The Voice of the Paves.
Death is not an exit strategy
Got a lot of old tricks
The Raven’s Claim- Pretty much just a giant trash barge.
- Join Date
- Feb 2012
- Sinister Intent
Re: Boundless Isles OOC
All right, everyone should have their Google doc stat sheets and EoT documents. OP has been updated with everyone's Reputation and Defensive Espionage (D-ESP) so you know who's messages you can read (remember, your Intelligence has to be higher than the target's D-ESP, not equal to). IC thread is here.
Game is on.
- Join Date
- Oct 2010
Re: Boundless Isles OOC
SpoilerOllam is a bastion of civilization in the face of the unknowable horrors of Zanchar. in the face of such dangers strict laws must be put in place to ensure the safety of the citizens. Those who enforce those laws are known as The Unspoken.
The Unspoken works the will of the Regent, cracking down upon any infringement of the law with an iron fist.
Swords: 0 Mere swords are no match for the forces of darkness
Fleet: 0 The interests of The Unspoken are focused on Ollam
Agents: 0 The methods of The Unspoken do not allow for typical spies
The Voiceless: 3 (9 points)
The Voiceless are the shock troopers of The Unspoken. They are well trained and powerful wizards who use their magics to wage war against crime and the dark powers of Zanchar.
The Unheard: 2 (6 points)
The Unheard act as the spies of The Unspoken. They use their magics to shroud themselves in darkness, muffle their foot steps, and influence the minds of their targets. Many citizens of Ollam report being woken from their beds in the middle of the night by men wielding wands but all seem unable to remember any more details then that.
--------: 1 (5 points)
There are rumors of a squad of The Unspoken that are more terrible then the rest, a squad that is called into deal with only the worst of the worst. They have never been seen by anyone, and no trace of them has ever been found. It is rumored that they bend the darkest of magics to their will.
The loyalty of The Unspoken is beyond comparison. They have a duty to keep the darkness in Zanchar at bay and any disloyalty could make the protection they offer fall to pieces.
The Unspoken are feared by all. In order to beat back the terrors of Zanchar they have had to become just as terrible themselves.
Magical Theory: 2 (4)
Scientific Theory: 0
Trade and Markets: 1 (2)
Foreign Relations: 0
Merchant's Water: 0
Far Isles: 1 (2)
Zanchar: 2 (4)
VIPs and Assets: 6
VIP: The Whisperer 
Little is known about The Whisperer other then that he is the sole agent of The Unspoken to speak and even then every word he says is little more then a whisper.
[Starting Territory, Ollam] The Unspoken are based in the city of Ollam
[No Words] The Unspoken do not speak of their secrets to anyone. This gives them a bonus to defensive espionage.
[Fear maintains us] The Unspoken must remain feared above even the necromancers of Zanchar or their grip on Ollam begins to loosen. Because of this dealing with loved factions in a non clandestine manner gives penalties to The Unspoken.Total War Faction(s):
SpoilerCredit goes to Nyrt
- Join Date
- Jun 2013
Re: Boundless Isles OOC
Spoiler: descriptionBrakevale. The quiet seaside town, which is perpetually surrounded in mist. Normally they're quite a peaceful people, and without drive. But seemingly overnight something changed. The Village President has her own plans for the Breakvale. After a few short years his new programs started to have results, they have worked hard to become prosperous, and now they start to extend their eyes towards expansion. They by no means plan on doing it militarily however. They have their own ideas. Normally they're quite peaceful, and without drive.
Spoiler: statsUnits: 17
Breakvale has some trained guards and whatnot, but doesn't have a formal army.
Their fleet is primarily for exploration, but it can do battle as well if needed.
The Village President makes a point to have men well suited to his needs. President Larsson has people to cover things up when needed.
The majority of the population possesses some sort of magical ability. Most focus on manipulation of the earth around them. Some use it for combat, and sport. Some use it for architecture. Agriculture is also a good use of it.
While the village president certainly would prefer to have more knowledge, there's not much he can do with Breakvale to get it if he wants to focus on other goals.
There are markets, and a good agriculture industry, as well as some maritime activity in Breakvale.
Citizens are quite proud of their heritage, and like that they are becoming more prosperous under this leadership.
No one has really payed attention to Breakvale until recently, and the marris larsson plans on keeping it that way.
Lore: 13 Build Points
Magic Theory: 8 Build Points (OOC: That gets me 4 right which is the maximum?)
The citizens of Breakvale have quite an extensive knowledge of magic. They generally manipulate the earth to help with tasks (as mentioned earlier). But they occasionally work with fire, water, and air the other traditional elements. The focus is largely on earth. There's about an equal focus on fire, and air. But not much focus on water.
Scientific Theory: 2 Build Points
The main mentality is "Who needs science when you've got magic?". However there are a few mechanists trying to make new innovations.
Trade and Markets: 4 Build Points
There are markets, and some maritime trade within the town.
Foreign Relations: 0
Merchant's Water: 0
Far Isles: 0
Characters: 18 BP - Level 9 then?
President Marris Larsson, There are different theories on how she got there, but the general consensus was that she came into some inheritance money from some relative or another, and used that to push forward her campaign to gain control over Breakvale. She's increased funding to looking into magic, and tries to keep more under wraps.
Assets: 1 BP
Free:Skilled with magic.
VIP Trait -good at making people loyal and fall in line.
Disadvantage: Not the best at communicating with other factions or gaining knowledge of them.
- Join Date
- May 2010
Re: Boundless Isles OOC
This was never posted in public in the recruitment thread, but my faction, the Lewis Company, is as follows:
Spoiler: The Lewis CompanyThe Lewis Company
Founded several years back by Henry Lewis, the company first specialised in spice trade. At first, they launched their expeditions out of Merdallan, but faced problems with transporting their goods back to the kingdom due to the ever increasing amount of highwaymen and raids by the Empire. When the Company managed to gather increasing amounts of wealth, Henry made the decision to move their base of operations to Tyb in order to rid them of this problem. Nowadays they have far better access to the myriad of markets in the merchant's water than before, and have been able to start diverting some of their resources from trade towards exploration.
I'd like my exact stats remain a secret, but I'll give you a general idea:
A human company with low magic and whatnot, with a heavy emphasis on, you guessed it, trade. Lore-wise, the company has 4 in trade and foreign relations, and has strong ties in the Merdallan Kingdom. Military is more than enough to protect its trade routes, but shouldn't pose a real threat to anyone. Traits focus on trade as well.
- Join Date
- Nov 2008
- Join Date
- Jun 2010
- Great Britain
Re: Boundless Isles OOC
To be fair, I'm the only player with more than 5 in either of the two individual rep types. (There is also Blackmoor with a mix.)
- Join Date
- Dec 2007
Re: Boundless Isles OOC
Yep. Dread Pirate Constance, then a tie of me and the Fleet of Chains for most feared, and then me, Whitestone Docks, and the Caravansari tied behind Magnum Opus and the Arcana Expeditions for most loved. Seems like the technical service factions are quite popular around these parts.