Added a new template to the Main Menu>Options>Worldbuilder Resources, additionally added an "Important NPCs" section in the characters tab. This section is for NPCs that are important to you, your character, your story, or for whatever reason. NPCs you place in this section will be safe from control by other players, and from death until deemed necessary. The template takes like, 5 minutes to fill-out, so.
One question (I'm making some basic info on the Silverfangs). Corhall itself is a city/town right, the slave mines are just a feature of the nearby area?
I would like everybody to know, a very good question was posed to me concerning personal plot lines and how they would be affected by the ones I set into place.
I just want to let you all know that don't ever feel like you can't do something. I can work in any plot, any twist, and just about any idea. The main plot is a long, continuous slow burn that doesn't actually require any direct involvement. HOWEVER. As will all "Choose your own" adventures, there are actions, and consequences. All of these cause and effects are determined by you and what you all do. The simplest of decisions could have greater implications. I will not steer you in the path I want. I will not always show you the correct path. There may not always be a correct path. But I will tell you this; there is an end game here. I have done this plot before, and I have killed everybody. everybody. Total failure. Fairly obvious that it involves the voidlings, and the seal. There are multiple paths, multiple scenarios, and many of which I work your stories into.
Don't stress about trying to win. Just play and see what happens. But do know that I have clear ideas, and I'm not always just going with the flow.
But, your GM likes you. So I will tell you this. The characters cannot achieve the victory in the main plot alone. There must be allies, allegiances, and alliances, forged by any means possible.
Good luck out there.
Note* The more 'easy solutions' I feel are being created. The more I will ramp it up. I am not above destroying entire cities, entire lineages.
Note2* Don't let this affect your playstyle. Your characters are to do as you see fit, and everything has a consequence. For all good, there must be evil. For those characters trying to pull political power to amass armies beneath there name, it could have been that beggar somebody else helped that is a rebel prince and undoes all of the first player's work.
I'll put some of the basic information on the Silverfangs later today here probably, but i'm keeping from detailing it too much seeing as i'll be constantly expanding on the details in the RP itself, as well as a couple of details being left out for plot's sake :P
The creation of the Silverfangs isn't much of a tale, a group of runaways that found shelter in a system of caves southeast of Aelholt. They slowly cleared the caverns and claimed them as a safe-haven from the law. These six made their living by stealing and looting from travelers, hunters and others that came near during the night, and then sending their more talkative member an elf with a particular gift for persuasion into the city to sell what they could gather.
With time they begun organizing a bit more, leaving three of their members to find earnings stealing from those that lived in the constantly growing city of Aelholt, and three to travel, hunting and pillaging. As these endeavors continued, the six began finding others in situations like theirs, outlaws trying to find a living, and they embraced them, bringing them into their safe-haven. Allowing them to their own devices as long as they gave the six a share of their earnings.
In the next decade this group grew, they began calling themselves the Silverfangs and the leaders, The Serpents. the cavern was sculpted and carved into a continuously growing hideout for outlaws, demanding only that those under their protection give them a share of their winnings. Eventually, rumors of this group began spreading through Aelholt, and eventually the elf was found, not however to be incarcerated, a powerful merchant wished to hire their services to eliminate the competition. And so began the contract system that the Silverfangs hold to this day.
Two centuries passed, the six are long dead but the fangs live on. Under the ruling of the Serpents they have the Paedator kingdom in their grasp from behind the curtains, this group has grown from a simple safe-haven to the scum of society to a guild of its own. most believe this group to be a rumor, but those that truly need its assistance, are drawn towards the Whisperers and find what they seek. The Hideouts are no longer only filthy living halls, as they have grown into complex underground systems where the majority of the guild finds their home.
The guild is sustained by a delicate pyramid, the lower members keep to gathering money and living for the guild, by enacting contracts and obtaining valuable items. as one raises through the ranks they begin acting on more valuable and difficult contracts, typically assigned by rich merchants, or nobles wishing to enact “politics”. Eventually the pyramid reaches a point in which the few members there don’t enact any form of contracts, they take and give direct messages to and from the Serpents.
Fledgelings: Outlaws that have only recently caught attention of the guild, they are not allowed in Hideouts yet and are contacted by a Mentor that invites them to the Silverfangs, proposing first that they prove themselves by taking their first contract.
Members: Fledgelings that succeeded in their first contract and where allowed in the closest den, receiving the key for it, they receive fairly simple missions that were paid by smaller clients or simply set out by the mentors of the hideout to steal goods for selling, they are the majority of the fangs and act as a basis for the group.
Protegés: Members that caught the direct attention of local Mentors, to the point of being brought under their wing. At this point they are trained to further enhance their skills and begin taking slightly more important contracts. Mentor tend to share their own personal skills, varying from teaching Hadian magic to sharing trade secrets of their own makings
Puppets: Not quite a rank, but a form of limbo between Protegé and Mentor. When a Protegé reaches a high enough point of their training, they begin taking contracts that act as trials, to see if they are apt enough to be a Mentor. These contracts tend to be both actual contracts, aswell as missions developed by the guild itself.
Mentors: Of the Silverfangs that typically reside in the Hideouts, these are the strongest. From assassins, thieves to mages and warriors they ascended above being a Protegé and continued increasing their skills by themselves with time. They have access to all of the Hideout’s privileges and have ways of contacting the Whisperers.
Whisperers: The eyes and ears of the guild, Silverfangs that have infiltrated and integrated into society, posing from the local smith, to a member of high nobility. The whisperers are priceless for the guild as they bring with them the greatest influence within the Kingdom. having their grasps around all of the kingdom, they are the one that are contacted when someone wishes to hire the guild, as well as the ones that contact the mentors. although the higher whisperers, those that are disguised for a more political purpose of manipulation cannot afford the risk, so they don’t reveal themselves, ever.
Serpents: Those who have taken on the place of the Original six, The identity of these figures is unknown to all but themselves and a few whisperers, they are spread through the lands, disguised much like Whisperers. They send their commands through the whisperers and control the guild, spending their time plotting and manipulating the kingdom, leading it into their favor.
The members that the guild had through centuries have come from many places, different continents, many of those have been strong magic wielders, cultists, sorcerers and many others. this has left an imprint in the guild, bits and parts of their knowledge were held, in the form of notes, books, scrolls, items and other trinkets. with time some Mentors and Whisperers devoted themselves to putting these bits together, eventually creating an arcane alphabet originating from a mixture of dozens of other forms of magic. in honour of the whisperer that wrote several tomes on this form of magic, Hadia, it was officially called the Hadian alphabet, although it’s more commonly referred to as Snake’s tongue.
This form of magic uses the arcane essence of the caster itself, channeling small bits of the energy and refining it into spells, that are stored within arcane focuses. due to this nature, the caster can’t store to many spells at once since it shares space with his own essence as well as needing to give time for the that essence to ‘recharge’. The more accustomed to the magic the caster grows, the more spells they can wield.
The uses of the Hadian alphabet vary from incantations and spells that can be used at will as long as they are stored, to more time consuming spells that imbue themselves into objects or constructs. like enchantments, traps, or arcane tinkering. some spells attempt to replace the long time consuming rituals by creating, one use or a few uses enchantments. in these ways, it is a very flexible and intricate spell system.
The hideouts scattered over Aspharia bring a safe haven to all sorts of people that have been outcasted by the law. They are present all over the Paedator kingdom, and each other region has a single hideout, the areas with hideouts are: Aelholt, Srohl, Corhall, Westedge, Eastedge, Lormere, Reinholt, Kinesly, Mor. Some of the Paedator hideouts are considered the main dens, and the hideouts in other regions are called outposts.
Main dens: * Westedge: this city, known for it's intense comerce and essential role in the trade routes and economy of the kingdom. mirroring this, many merchants are more willing to buy stolen goods to make a profit, and the Silverfangs took notice of this, making this den have the best comercial contacts of all the hideouts.
* Aelholt: This hideout where most knowledge on Hadian magic converges, aswell as other subjects. there is a fairly large library complex within this hideout accessible to protegés and above, it contains many books, from stolen copies to books written by mentors or whisperers.
* Corhall: This den is known for being the only den that deals with slave trading, from selling and buying, to giving refuge to runaway slaves. Although if slaves prove not to be worthy of the guild they are captured and thrown into the trading and selling many times ending back to their owners, they also have other forms of human traficking.