Some tentative interest here. I've been really trying to break into group roleplays for awhile now-I've honed my skills in partnerships and all of that, but it's been a bit since I've shaken off the rust and leapt into a group venture. It's a shame, because group stuff is how I got my start.
I'm curious however, how much leave are we given to world build? Right now I've got a bit of a concept of a foreign merchant princeling (not...actual royalty, but hailing from a nation where royalty is something of a concept that's up for grabs. Have a manor? Have money? Or simply have enough scary men with swords? Congratulations. You're a prince now!) out to make a profit, at first. Maybe pick up some lore while he's at it.
Add it his ever-growing collection of curiosities.
The works.
Basically, someone with no initial investment in revolution/revolt, but gradually finds himself drawn to oppose the crown, despite his the risks it poses to his operations.
Now, if worldbuilding isn't allowed on the part of players-I found no references in the rules, so I'm not sure-then this won't work clearly. So I'm asking if the above concept sounds workable before I go to the effort of drawing up a character sheet.
Glad to have you join us. World building is ok as long as it’s worked out with Kitty and I. As he is a foreign, its a little more lax on rules. Just know it’s a fantasy setting (very basic) but all fantasy races are super rare to see and are thought to be stories. Magic is apart of it but it’s complicated, Kitty will explain that. It’s a more realistic approach to fantasy.
Anywhos we can have your character from the east (outside the map) can boarder The eastern most city on the map. I was kinda hoping for a more Asian like race to the east, but I’m flexible. I kinda want to hear more about the idea you had about the government. But post up a character if you got something
@Aerandir I'll keep that in mind. Let's say that at the moment Annabelle is simply on the run from the law.
Well, if she was a Merchant, she probably lived in Yeruse, though as a freeholder I was thinking that she lived in a town north of Yeruse (from where she ran into the woods to be an outlaw)
Of course, if a particular area is known as Tricaelia's breadbasket, Annabelle might be from there
Yeruse would be in a good spot for a breadbasket. I can add a new city in the plains north east between the capital and the Easter most city. That would make more sense and I can add a small forest around there.
A merchant would make sense if her family owned a mill and some land but what Itll have lord over it
Oh, I actually have some cliff notes on culture/government and the works.
What I’m envisioning for his homeland is a chaotic stew of city states ruled by various Elector Princes, with a strong base of ‘merchanter’ princes underneath them. The city states, the Free Cities of Verenzia, are a melting pot of diversity in many ways-you can find merchants from just about everywhere. Walk down the street and you’ll see a dozen things you do not know. Sexuality tends to be fluid too-society is pretty open. Bisexuality is more or less expected. Though there is a strong undercurrent of homosexuality.
Philosophers too, thrive in the open societies of Verenzia. A collection of homegrown thinkers and exiles who love to write long-winded treatises and srgue endlessly with each other. As is the wont of every philosopher. But...this libertine, thriving, even vibrant culture, does have a downside. Wars between city states are common. Power can change hands quickly. Street fights between merchanter princes are common in the less stable cities. A constant low-level civil war.
“Ah, the free cities!”
“If you don’t like the politics, wait five minutes for new ones!”
That’s...Uhm, the cliff notes. More or less a summary of the general time and feel I’m going for. Think that’ll fit in?
@Aerandir Thank you for the clarifications. Just been bouncing through a few ideas in my head. The final question I suppose I have is whether it would be alright to be part of a splinter-group within a faction. My thought was a contingency of Woodsmen who have been loyal to the crown, but more loyal to a certain Woodsman within the faction. The idea is that in the RP they end up formally splitting from the Woodsmen due to ideological differences.
I had this plan honestly so that I could run a small faction of sorts, since I didn't want to just step in and try to claim leadership over the Woodsmen themselves, especially since you guys put in the work to establish the faction already. A splinter-group might add a weird (yet interesting) wrench into the mix of the rebellion.
@Ophidian I’m cool with it, just need to wait for kitty to fully approve. She’s been a bit busy. To add my two bits, if I didn’t say this before, just make it easy of this kingdom. And if you do make it, the Allaway family rules the city that boarders it. Khunsrith. So they would well known by traveling merchants from that kingdom.
@Aerandir I've got a few questions. For one, does the king hate mages and magic? Or is it only the Vanguard? Secondly, I'm assuming Akarath is the capital. Is the mage tower property of some mage order? Also, is magic different from most other settings here? I would love to play as the leader of a mages guild or something like that.
@Legion02 I know the king sees the value in magic even though it’s strange and unknown and that scares everyone. The vanguard doesn’t like it at all, though they have had magic users within their ranks. (I know it’s messed up. ) as for how all magic works I’m going to leave that to Kitteh, @kitty to decide. I know it’s really different than regular magic in other fantasy’s. But I’ll talk to her on that more.
Edit: as for the tower we really haven’t set an order yet, it’s more of a place of learning. Magic or not
I've completed the first part of my submission-the guild sheet, detailing the faction my character will head up.
Drinks are on the house here Sonny You can't take it with you honey A queen beats a jack here Sonny Are you thinkin' red or black now honey? Double up your stack now Sonny Luck says don't look back now honey Lay your money Lay your money Lay your money down!
Name: Rialto Merchanter Guild (Officially the Most Esteemed Company of Mercantile Brethren of the Serene City of Rialto...it’s...often shortened for understandable reasons)
Race/Faction: The majority of the Merchanter Guild is human, but it’s doors are open to all species. The Merchanter Guild holds typically Verenzian views on the subject of race-talent is talent, no matter what skin it wears. Officially, the Guild is a neutral party in any and all political conflict outside of Verenzia-they’re here to make a profit, sell their wares, and build their gambling halls. That said, this neutrality will likely become untenable as the conflict escalates. The Merchants will be forced to choose a side.
Age: Unknown, it claims to have roots going back to the foundation of the city state of Rialto. Well over four centuries ago. Whether this is actually true, or just some creative ‘enhancement’ of the truth isn’t known. Even to the merchanters themselves.
Description: The Rialto Merchant Guild is best understood as a crossbreed between a traditional guild and an embassy. Merchants function both as tradesmen and as representatives of Rialto in general and Elector Prince Medevichi in particular. They’ll trade, with the clint of coin in their eyes, and then conduct important state business within the next blink of an eye. The head of the guild is traditionally the right hand of the Elector Prince, someone who is completely trusted and loyal. The Guild can also call upon more resources than a typical, non-Verenzian merchant guild might have access too. The state troops of Rialto make up a hardened core of sargeants, helping to tame and train the mercenary rabble that the guild often relies upon for protection.
The use of such arms and troops however, is incidental to the purposes of the guild. They are there, primarily, to defend the guild’s main aims. Profit. Be it gambling houses, bathhouses, vineyards, plantations, or any other number of money-making ventures. Like a vine, the guild spreads through the land. Always seeking a chance to make some more coin, to expand their reach. To send more and more back to their beloved home city, to ensure it can stand strong and proud against its native rivals. While it might be odd to an outsider, the Merchanter guild’s drive for profit stems from a bonedeep loyalty to their home. Everything they do is for her.
Motivation: Profit. The clink of coin. Their main objective is to send the fruits of their labours back to their home city, with some compensation for themselves of course, as is proper. Make no mistake however, Rialto has their first loyalty, and their labours go to her benefit.
History: The foundation of the Merchanter Guild is shrouded in mystery. They claim to have been founded as the city state itself was founded, growing strong alongside it. Often, the two are compared to two siblings, who will defend eachother against all comers. Whether this fanciful tale is true or not is unknown, even to the Guild itself. The fog of history, unfortunately, hides all. And the chaos of Verenzia ensures records that could prove it, one way or another, are difficult to find.
Whatever the truth of it, this much of the tale is true. The Guild and the City act as one, and are loyal to each other unto destruction and their dying days. For centuries, the Guild has acted as the hand of Rialto outside of Verenzia. Sending wealth, coin and resources back to their precious mother city. They have also, at times, fought for her. When the state troops of the city are unavailable or otherwise preoccupied, the Merchanters have dug deep into their coffers to hire mercenaries to fill the gap. They haven’t won any wars for the city, but they have often, quite literally, bought her time to bring herself back from the brink.
There have been times in history when Rialto has returned the favor-at times when the Guild is the target of a purge in foreign lands, the city and it’s people have marched to her aid, her men and arms marching proudly and boldly into foreign lands to rescue their sons and daughters. This wholly symbiotic relationship has endured through the ages, and seems set to continue well into the future. Whatever the mists of time hold, one thing can be held up as a certainty. The Guild and their beloved city will meet it together.
Strengths: The Merchanter Guild is quite wealthy, having money and resources to burn. Their ties with their home city also ensures they have access to quality state troops, ensuring their guards are a cut above the normal rabble. They have a tendency to dig their roots in just about anywhere they can, ensuring they have a wide network of holdings throughout the land. Perhaps their biggest strength however, are their strong ties to their home city. If things grow truly dire, the Elector Prince will not abandon them to die. Rialto will always heed the troubled cries of her children, and act in their defense. This also applies in the reverse however, if Rialto should ever fall into troubled times, the Merchanter Guild will abandon everything to run to her aid.
Weakness: Despite the quality of their guards, it would be a mistake to think of them as an army in waiting. Those troops and mercenaries function primarily as a protective force, and fighting a royal army on the field is simply not what they are made for. They don’t have the numbers to hold off an organized force indefinitely, simply put. They are also reliant on the patronage and tolerance of noble families within the kingdom to conduct their business, as the winds of change blow, their operations could suffer. The guild also tends to struggle to get along with local churches and priests-being the managers of various ‘dens of sin’ has that effect.
What is the most important thing to know about your guild?
They are not only merchants, but representatives of their city. The two functions are completely wed to each other, in many ways, they bring the culture and norms of Rialto with them, wherever they go.
What is your guild's greatest flaw?
They’re reliant on the good will and patronage of various noble families within the kingdom, unless they wish to go entirely rogue, a risky move in these uncertain times, these circumstances will not change.Their political situation, should their neutrality fail, could be summed up with “damned if you do, damned if you don’t.”
Why should your guild be in a position to influence an entire country?
They control an immense amount of wealth, and have connections to a powerful city state back in the home country. While they might not be the biggest player on the block, they have enough power and influence to have a say in how the future plays out.
As you can all see, there is a reason @Aerandir is my co-gm. I've been keeping up for the most part with everything on here I just struggle with some health stuff that just makes it easier for Aer to be the main communication at times. So I'm sorry if I come off as a horrid GM, I promise I am still here and taking in everything everyone is saying. Some days are just better than others ya know.
Anyways onto the important stuff.
@Ophidian I very much am intrigued and interested in how your guild will play out in the roleplay. Looking forward to your character!
@Legion02 I don't have all the magic thought out and am still throwing things around in my head to figure out the best for this world. What Aer said about the Vanguard not liking magic users but the King being intrigued is true. As far as a magic guild, I find the idea interesting and intriguing. I'll let you know when I have finalized ideas for the magic, but if you have any suggestions or ideas for how you think the magic in the world can be just let me know. I'd love to hear your thoughts.
We have once again brought it back, this time with different races clearly stated as part of it. We are revamping it a bit more than we did between the first and this attempt, which was horrible timing due to the holidays and some personal things in my life. Feel free to look over the interest check and ask any questions you may have!