From the looks of it we need someone to keep law and order around here. I'll volunteer for it on the grounds my guys don't end up like every fantasy movie city watch ever. Guys who used to be adventurers until they took an arrow in the knee, or clueless idiots who watch someone jump into a haystack and lose sight of them... That something we could work out Flagg?
That would be perfect! If you dont mind some of you faction being used as occasional NPCs as needed, having a player character run the city watch would be fantastic.
Location: Series of abandoned buildings and warehouses; the faction is extremely small. Very few are allowed into it’s covert operations.
Faction Description: Led by a man disillusioned by current society, Burned Earth wishes for the utter destruction of society, so that nothing may be rebuilt. Currently working to dismantle the government via strategic attacks
Faction History: Burned Earth started with a message from God. A priest, lowly in the order he represented, was tired of the ideals the higher ups. He figured they had lost the way of the Church, and so left. He had lost his faith, the most important thing in his life. He was about to jump to his certain death, when lightning struck the wooden bridge, rickety in it’s nature, he had been standing on. It was ablaze, but the fires parted when the priest tried to walk. Suddenly filled with a purpose, he went on to create one of the most feared organizations in New Anathagos.
Various terror acts have been committed by Atlas, the founder of Burned Earth. The bombing of a major trade market, the arson of one of the largest Churches of the Disciples, the list goes on. Here are some of their more...notable ventures
Disciple Arson: The Eyes of Flame, one of the largest Disciple Congregations, was recently completely destroyed in a fire. Evidence suggests Burned Earth was behind this, due to their signature pile of soil on top of the ruins
Ashton Square Bombing: Using rudimentary explosive devices, this was the first known sighting of the group. On a hot, crowded afternoon in Ashton Square market, several explosive devices went off around the square, by far the most devastating being located in the central fountain. There were no known survivors. A pile of dirt was found where the fountain once stood.
Clock Tower Hijack: The central clock tower in the Volcana district was taken over, with graffiti plastered across the walls and soil filled the machinery. When workers went in to clear the mess, poisonous snake like creatures, known as Kilns, jumped out, killing all 4 of them.
Important Characters: Atlas, founder.
Important Holdings/Territory/Possessions: A sector of the sewage system is currently being used as a base of operations
Relation to other Factions:Hostile
Both are still a WIP
Faction Name: Disciples of Fire
Alias: The Burning Ones, DOF
Faction Type: Religion
Location: Places of worship scattered across the city; Volcana District holds headquarters
Faction Species: All
Faction Description: A church that wishes to spread the love of the burning god to all who dwell in the city; Recent corruption scandals have rocked the Church has a whole.
Faction History: It is stated in ancient scriptures that the Disciples of Fire began in a far away land, in a time lost to history. A farmer, poor in status, was tending to his crops on a fiery summer afternoon. Suddenly, the sky around him turned red, and an unmeasurable heat began to radiate from all around him. A holy voice spoke from the heavens
“I am the Fire, he who burns within all. The spirit of Me, the Eternal, Hath been lost. GO forth, and spread my teachings, so that the world may be redeemed before Armageddon, and thou may enter Heaven when the Rapture comes across Earth”
The farmer awoke in his house, dressed in an unfamiliar cloth, holding a book with a sun inscribed in the leather cover. He went about, teaching the peasants of the land what was good and what was unholy. The name of the farmer was Modiah. The religion took off, and it soon became cemented in culture as a whole. Missionaries were sent out, and every nation in the world had a least one functioning House of Flame. Almost as soon as the city was established, the Fire of Faith came to New Anathagos. The religion spread quickly, remaining in the center of the city. They rejected the sea, and wished for all to be educated under the guiding light of the Lord.
Come modern times, and the Disciples are filled with corruption. Officials giving out ‘free passes to heaven’, otherwise known as Torches, was commonplace. The Inferno, head of the Disciples, released statements denying this. Many priests fell to the corruption, with some leaving to create radical sects. One in particular has created catastrophe known to nearly the whole city. The Disciple leaders operate under complete secrecy, lest their real names be unleashed unto the world.
The Disciples principles are easy for the everyday man to follow, and so they are one of the predominant religions of the city. They have been around since the founding, leading to almost an entire neighborhood dedicated to the religion. The more devout are rare, since according to the Scripture, at a certain age one must ‘self ignite’ to find the Lord. This has lead to many reform Churches.
Important Characters/ Church Hierarchy:
Modiah: Founder The Inferno: Chief Disciple, real name Unknown The 5 Lights: Seers, real names unknown The Eternal Ember: The head of the Disciple Orphanage Various Archflames: Bureaucrats Various Heatseekers: Members of the Disciples Various Guiding Lights: Priests Important Territory: Volcana, where the primary Church is located. The Eternal Torch, headquarters of the Church, was moved here due to the cities’ relative safety. Various Churches are scattered across the city, each with their own varying degrees of belief.
Relation to Other Factions: The Disciples tend to remain neutral, so that all feel welcome within their ranks. Some Guiding Lights are more harsh than others, when it comes to rules
Location: Series of abandoned buildings and warehouses; the faction is extremely small. Very few are allowed into it’s covert operations.
Faction Description: Led by a man disillusioned by current society, Burned Earth wishes for the utter destruction of society, so that nothing may be rebuilt. Currently working to dismantle the government via strategic attacks
Faction History: Burned Earth started with a message from God. A priest, lowly in the order he represented, was tired of the ideals the higher ups. He figured they had lost the way of the Church, and so left. He had lost his faith, the most important thing in his life. He was about to jump to his certain death, when lightning struck the wooden bridge, rickety in it’s nature, he had been standing on. It was ablaze, but the fires parted when the priest tried to walk. Suddenly filled with a purpose, he went on to create one of the most feared organizations in New Anathagos.
Various terror acts have been committed by Atlas, the founder of Burned Earth. The bombing of a major trade market, the arson of one of the largest Churches of the Disciples, the list goes on. Here are some of their more...notable ventures
Disciple Arson: The Eyes of Flame, one of the largest Disciple Congregations, was recently completely destroyed in a fire. Evidence suggests Burned Earth was behind this, due to their signature pile of soil on top of the ruins
Ashton Square Bombing: Using rudimentary explosive devices, this was the first known sighting of the group. On a hot, crowded afternoon in Ashton Square market, several explosive devices went off around the square, by far the most devastating being located in the central fountain. There were no known survivors. A pile of dirt was found where the fountain once stood.
Clock Tower Hijack: The central clock tower in the Volcana district was taken over, with graffiti plastered across the walls and soil filled the machinery. When workers went in to clear the mess, poisonous snake like creatures, known as Kilns, jumped out, killing all 4 of them.
Important Characters: Atlas, founder.
Important Holdings/Territory/Possessions: A sector of the sewage system is currently being used as a base of operations
Relation to other Factions:Hostile
Both are still a WIP
Faction Name: Disciples of Fire
Alias: The Burning Ones, DOF
Faction Type: Religion
Location: Places of worship scattered across the city; Volcana District holds headquarters
Faction Species: All
Faction Description: A church that wishes to spread the love of the burning god to all who dwell in the city; Recent corruption scandals have rocked the Church has a whole.
Faction History: It is stated in ancient scriptures that the Disciples of Fire began in a far away land, in a time lost to history. A farmer, poor in status, was tending to his crops on a fiery summer afternoon. Suddenly, the sky around him turned red, and an unmeasurable heat began to radiate from all around him. A holy voice spoke from the heavens
“I am the Fire, he who burns within all. The spirit of Me, the Eternal, Hath been lost. GO forth, and spread my teachings, so that the world may be redeemed before Armageddon, and thou may enter Heaven when the Rapture comes across Earth”
The farmer awoke in his house, dressed in an unfamiliar cloth, holding a book with a sun inscribed in the leather cover. He went about, teaching the peasants of the land what was good and what was unholy. The name of the farmer was Modiah. The religion took off, and it soon became cemented in culture as a whole. Missionaries were sent out, and every nation in the world had a least one functioning House of Flame. Almost as soon as the city was established, the Fire of Faith came to New Anathagos. The religion spread quickly, remaining in the center of the city. They rejected the sea, and wished for all to be educated under the guiding light of the Lord.
Come modern times, and the Disciples are filled with corruption. Officials giving out ‘free passes to heaven’, otherwise known as Torches, was commonplace. The Inferno, head of the Disciples, released statements denying this. Many priests fell to the corruption, with some leaving to create radical sects. One in particular has created catastrophe known to nearly the whole city. The Disciple leaders operate under complete secrecy, lest their real names be unleashed unto the world.
The Disciples principles are easy for the everyday man to follow, and so they are one of the predominant religions of the city. They have been around since the founding, leading to almost an entire neighborhood dedicated to the religion. The more devout are rare, since according to the Scripture, at a certain age one must ‘self ignite’ to find the Lord. This has lead to many reform Churches.
Important Characters/ Church Hierarchy:
Modiah: Founder The Inferno: Chief Disciple, real name Unknown The 5 Lights: Seers, real names unknown The Eternal Ember: The head of the Disciple Orphanage Various Archflames: Bureaucrats Various Heatseekers: Members of the Disciples Various Guiding Lights: Priests Important Territory: Volcana, where the primary Church is located. The Eternal Torch, headquarters of the Church, was moved here due to the cities’ relative safety. Various Churches are scattered across the city, each with their own varying degrees of belief.
Relation to Other Factions: The Disciples tend to remain neutral, so that all feel welcome within their ranks. Some Guiding Lights are more harsh than others, when it comes to rules
Burned Earth has mainly stayed in the Volcana district so far (but the Ashton Square massacre is probably known throuhgout the city, with so many deaths). I think I might start the rp with the first attack outside Volcana
Burned Earth has mainly stayed in the Volcana district so far (but the Ashton Square massacre is probably known throuhgout the city, with so many deaths). I think I might start the rp with the first attack outside Volcana
sounds good. I have some ideas of my own i'd like to add to the Disciples of Fire too.
I've got some non-conventional ideas for vampires-I tend to deplore some of the more popular portrayals on both sides of the Dracula Divide-the old style and the True Blood style, but I do have a concern-is a non conventional take on a conventional race within the bounds of the RP?
I've got some non-conventional ideas for vampires-I tend to deplore some of the more popular portrayals on both sides of the Dracula Divide-the old style and the True Blood style, but I do have a concern-is a non conventional take on a conventional race within the bounds of the RP?
Absolutely. I have a quasi-vampire race that for right now I am calling vampyr (creative) but will eventually rename. But go for your idea!
Absolutely. I have a quasi-vampire race that for right now I am calling vampyr (creative) but will eventually rename. But go for your idea!
What I tend to do is really play up the "undead" factor, while taking full advantage of the merging of the mundane and magical they tend to represent-they are often compared to diseases, but diseases, according to modern science can't remotely do what vampirism does. So I figure that this would be reflected in their biology. To get into the nitty-gritty-vampirism can manifest differently in each person, as I write it.
Some of them, going for the heart is a totally legit kill move. Others will laugh, pull the stake out of their chest and pin you to the wall with it. Which boils down to how vampirism has effected their inner workings-some organs might as well be alive, but some of them look like they're about to crumble to ash if a stiff wind blows.
Some of them can even drown, depending on the lungs situation.
What I tend to do is really play up the "undead" factor, while taking full advantage of the merging of the mundane and magical they tend to represent-they are often compared to diseases, but diseases, according to modern science can't remotely do what vampirism does. So I figure that this would be reflected in their biology. To get into the nitty-gritty-vampirism can manifest differently in each person, as I write it.
Some of them, going for the heart is a totally legit kill move. Others will laugh, pull the stake out of their chest and pin you to the wall with it. Which boils down to how vampirism has effected their inner workings-some organs might as well be alive, but some of them look like they're about to crumble to ash if a stiff wind blows.
Some of them can even drown, depending on the lungs situation.
Go for it. If there are any red flags in your sheet, I'll let you know. Maybe we can merge ideas re: the vampyr stuff and the in-world lore about them too, once you get a WIP sheet up and i get a sense of what you have in mind.
Go for it. If there are any red flags in your sheet, I'll let you know. Maybe we can merge ideas re: the vampyr stuff and the in-world lore about them too, once you get a WIP sheet up and i get a sense of what you have in mind.
I'll write up an infodump on the species then. Some cliffnotes that might be relevant.
-Extremely rare. Their factions, bloodlines, etc, don't take people in lightly-immortality is a gift, and even the most morally dubious of them don't want to be responsible for making, say, a genocidal madman immortal. It's happened in the past. They've learned. This does break down sometimes-since it's relatively easy for one vampire to make another. But right now, they're mostly on top of things and there's no madman seeking to build an army of vampires. Yet. -Tied to magic, by their very nature, they're tied to magicks like necromancy, and more obscure, less understandable forces. Magic flows in their veins. -They need to feed, somewhat often, this doesn't have to be fatal-but it is another reason they're so rare. They can't produce, regardless of the exact effect vampirism has, blood on their own, meaning they need to feed more then many portrayals of vampires. High numbers of vampires are unsustainable without pretty forgetting ethics are a thing. If they don't feed, they become little more then beasts-and there's no way back from it. Physical changes and permanent insanity. And even if the beast is slain, some of the magicks that flowed in their blood stays behind, as a wraith, an incorporeal, ever-hungry, creature of pure hunger. The human part of them needs the magick-but the magick doesn't need them. -As you might have guessed, the transformation from human to vampire doesn't effect morality much, they remain just as good, or as evil, as they were before.
Granted, considering they're immortal, the evil ones still manage to cause a heck of alot of trouble.
A small chapterhouse can be found in a nondescript laneway of St. Odo’s Precinct, and a further safehouse outside of the city limits. A vast brothel, known as The Knuckle, is likewise connected to the order, a shambling manse of ill-repute frequented by the sailors of the Quayside (from whence it rises, glittering with a hundred-hundred lights and shaded by the knotted eaves of two venerable baobab trees) and the more well-to-do; it is honeycombed with hidden passageways and secreted alcoves.
Faction Description
The Hafza is a guild of whores. It is a coven of spies. It is an order of sacred assassins, who strike with fingers of steel as well as flesh. The Hafza is dedicated to the worship of the Twin God Sesh-Hatta, the high prince of Sex and of Murder, who revels both in the pleasures of the flesh and in sacred violence. Thus, the Hafza plies both trades--prostituting both body and blade for the greater glory of their dread lady. In New Anathagos, where merchant houses and criminal orders vie for supremacy and the perversities of the flesh manifest in most peculiar forms, the services of the Hafza are in high demand. Whether it be gaining the ear of a business rival by mastering him in the bedchamber, poisoning an indignant underling with venomous massage oil, or other acts of subterfuge, the adherents of the order are masters of sexual manipulation, secret murder, and, above all, discretion. As of yet, their subtle arts have kept them hidden from most eyes save for interested parties, but suspicions gather.
New members of the order are taken at an early age, most commonly being foundlings left to moulder or whore’s whelps willing donated due to circumstance. They wear no guild motley nor bear a tattoo to mark themselves. Their pride, and, indeed, fanaticism, is inspired ultimately their gratitude---gratitude to their masters, and to the dread Doyenne for granting them life while taking it from so many others. Irregardless of gender, race, or ethnicity, the Twin God accepts indiscriminately those who would offer up their devotion without pretense.
Formed of knotted wood, painted with menstrual blood and caked with ash, the idol represents clearly Sesh-Hatta's dualistic nature.
Faction History
The order was established, at least, according to myth, in far-flung Isseh-of-the-Lotus, when the catamite body-slave of the Suzerain Umunhomi was visited (as the legend recounts, in dreams) by the god Sesh-Hatta and induced to murder his master whilst abed. History, of course, tends to abstract itself into such romantic shapes---the existence of this catamite is dubious, but he nevertheless remains an icon of the order. What is known is that a cult of Sesh-Hatta, an ancestral desert deity who assumes a number of noms-de-plume in a variety of cultures, did exist in Isseh-of-the-Lotus, many centuries past, and that, although they did not perform the selfsame services the Hafza now provides, their temples offered sacred prostitutes to those desirous of currying favor with the Twin God; likewise, remnants of human sacrifices have been discovered in the blasted carapaces of their ancient chapels, petrified by the sands. From the outset, the Hafza have, understandably, gleaned few allies, especially beyond the desert’s ambit. Their history, including their arrival in New Anathagos, can be described as a series of exiles, precipitated by bedlam and massacre which leave few of their number alive. It is unknown when this cult, obscured by posterity’s dusted lens, assumed the name of Hafza (meaning, in Old Tchanu, “Vermillion Dancers”); neither is it certain when the order began to offer their signature dispensations. Much of the Hafza’s history has been lost, or is unknown due to its relative obscurity and the nature of that obscurity.
Important Characters
The leader of the Hafza is known as “The Grand Harlot”, a post held until death (or assassination), and whose purpose is both religious, serving as cleric of the Twin God, and administrative; currently, the office is occupied by Aibarsa, a native of the Free City of Tripantos. Her six year reign has already seen much blood shed in the Twin God’s name. There exists a very loose hierarchy of rank in the order, but specific titles there are not. Promotion, if it can be called such, is doled out meritocratically.
Important Holdings/Territory/Possessions
They possess no holdings or territory of note.
Relation to other Factions
Neutral, though they are naturally averse to other religious institutions.
Faction: Type: Government Faction Leadership: Overseen by the Arch Lector. Faction Specie(s): If the race exists in New Anathagos, it can also be found in the employee of the House of Questions. Slaves who were bought and then freed, free born citizens of the City-State, any and call can be found useful by the Arch Lector.
The Mroxk are a humanoid species of rodent, the largest reaching perhaps four feet tall at the most. They are well known for their ability to sneak about and their knife work. Considered disgusting by most humans they are not common in the city save for in the employ of criminal syndicates, the Inquisition, and others who cannot afford better slaves.
These humanoid lizards are as tall as a human and immense strong in comparison to most. Their tenacious loyalty to those who free them from slavery have made them an ideal employee for the The House of Questions who is well known for buying such creatures and then freeing them, thereby earning fearsome fighters whose loyalty is unshakeable. They look much like a small dragon might with long deadly tails, often fitted with a spiked end, deadly claws, and long tongues that constantly flicker out to test the air.
A strange and twisted race of creature that looks humanoid at first glance. They are shape shifters and can take the faces of people nearby. They make excellent undercover agents and operate solely in the employee of the Inquisition.
The Zerea are a race that excites the human race. These creatures are graceful in their beauty, looking much like a human female of twenty years of age. Long hair, fine figures, all the things men want, plus wings and cloven hooves instead of feet.
Location: The House of Questions sits on the very edge of the city where it meets the mountains, an impressive structure that is pleasing to look upon. While The Guard is restricted in its ability to operate beyond the city walls, and even within certain sections of the city, make no mistake, the Inquisition is everywhere.
Faction Religion/Ideology: The House of Questions is a government institution as old as the city itself. It serves to maintain law and order in the city and surrounding area, some say its reach goes beyond common national borders. It takes its orders directly from the head of government and answers only to the Prime Minister and his immediate cabinet. The Arch Lector, the brain behind the House of Questions, is not an elected individual.
Faction Description: The House of Questions has two primary organizations within its own hierarchy. The first is The Guard, you might commonly think of it as the city guard. The second is the more sinister side of running a nationstate beset with numerous influences and peoples, the Inquisition.
The Guard provides basic street level law enforcement and defence of the city. These are the men, women, and creatures that pound the pavement and enforce the laws of the Parliament. They are well trained and well armed. Not just anyone can become a member of the Guard. Every year there are open hirings where anyone can apply but only perhaps ten precent of the volunteers will pass selection. The base level employee is known as a Guardsman, they pound the cobblestones and respond to theft, fire, murder, etc. The second rank are known as the Watchers. They are more specialized and exist to target specific problem areas within the city, such as organized crime and smuggling.
The Inquisition is the ever present hammer of Parliament. While The Guard maintains order and reacts to issues at hand, it is for the Inquisition to discover ahead of time what is planned and who needs to be stopped to prevent troubles from even reaching the street. Inquisitors operate in conjunction with the militant arm of their Order, Practicals, to root out an capture those would harm the city. They are overseen by Superiors, the managers and brightest amongst a group already known for being highly intelligent.
Faction History: The House of Questions has always been in the city. It has followed the history closely and always been involved in some way shape or form. Recently there has been a unique occurrence as the leadership of both the House of Questions, and the leadership of its sub-units, is not longer dominated by male humans.
Important Characters:
Arch Lector Aethria: This female Kelda recently came into her position following the death of her predecessor, he choked to death during a sexual act with a courtesan he had hired, the courtesan obviously died before telling her story as well. Aethria is the first non-human to hold the post of Arch Lector. She had been a field agent for twelve years before rising suddenly through the ranks of the Inquisition following her successful investigation and prosecution of a large human smuggling ring.
High Inquisitor Berya: A female of a rare race indeed, High Inquisitor Berya is one of a rare species known as the Zerea. She served in The Guard for some time as a high level scout for foot pursuits through the streets but her skills were soon seized upon by the Inquisition and she was moved across. Here she has served as an outstanding spy, scout, and assassin when needed. Her skills and dedication have been rewarded with her post.
Lord Commander Tavian Bowyer: The highest ranking male in The House of Questions, this pure blooded human is also a son of a city whore and noble father. Both parents died from some sexual transmitted disease. He started as a Guardsman and proved his skill as a Watcher. Now he holds the position he once thought impossible to obtain.
Important Holdings/Territory/Possessions: The House of Questions maintains all Guard Barracks, Forts, and Citadels inside the city walls. Numerous safe houses for the Inquisition also exist.
Relation to other Factions: The House of Questions is routinely trying to hunt down and eradicate crime, corruption and filth wherever it can be found.
I reckon that ought to do it! Got some weird races, some scary guys, some not so scary guys. I'm thinking it should do.
The Kiln are a rare breed of reptile, most resembling a snake. They are hot to the touch, with cracks in their rock hard skin. Their blood is a fiery substance, not unlike lava. Their poison has a unique burning sensation that feels like your limbs are melting off. Utilized by Burned Earth for their own ends
Faction Name: Whiteclaw Clan Alias: Whiteclaws Faction Type: Grogari Clan/Part-time Mercenaries Faction Specie(s): Although in recent times the Clan has taking in none-Grogari, the greater majority of the group is the Grogari race itself. Species Descriptions: The Grogari, or Paleskins as they're commonly known are an aggressive race, they are native to the Eastern Continent of Avara.
The Grogari are split between two sub-species that make up the Grogari race, the "Lesser" Grogari, also the most numerous are the more beastlike of the two, the lesser Grogari males are about the size of the average man, if more stronger then the average man, while females are large, imposing beasts, their temperament matching their appearance. Their reproduction methods are rather strange to most races, but not so for others, similar to that of reptiles or fish, the females lay eggs for the males to later fertilize them.
"Highborn" Grogari are far different breed however. The Highborn are truly exceptional members of the Grogari, one born out of every hundred eggs, Highborn Grogari have a similar shape and and appearance to humans, with a few exceptions. Highborn Grogari tend to have sightly pointed ears, although there are cases when their ears are more round like a human, and like their lesser brethren, are pale or ashen skinned, although there those Highborn that born malformed and "ugly", closely resembling the Lesser Grogari in some aspects. Tragically however, the "beauty" of the Highborn is also a curse, the Highborn are infertile, and are unable of reproduce, any attempts will lead to eggs that never hatch, and are stillborn.
Male Lesser Grogari
Female Lesser Grogari
Grogari Highborn
Location: The Whiteclaw Clan has laid claim to a abandoned, half-sunken slum on the outskirts of the city and have since fortified it with whatever materials were available. Faction Religion/Ideology: The Whiteclaws Ideologically only have one pursuit, battle, riches and food. When it comes to religion, Grogari in the Clan and those outside of it throughout the city exalt their most fearsome Ancestors of old, although many Grogari have taken up to become devout of other local or world spanning religions. Faction Description: Faction History: Important Characters:
Important Holdings/Territory/Possessions: Relation to other Factions:
Enemies? Please. I respect my enemies. You, well, you're like vermin, and need to be extinguished.
(Get it, cause your fiery!)
Heh.
I'll probably be playing a faction of Vamp nobles from their homeland. Who, in a twist, aren't there to drain the city of their blood.
They just have Problems with slavery.
Which means, considering they're nobles and don't see why this cities silly old laws should apply to them, means their methods of fighting it aren't limited just to pretty speeches.