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    1. Capra 10 yrs ago

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Cold be hand and heart and bone, and cold be my sleep under stone...

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Pripovednik, I'm thinking up some potential interactions between the Knights and the Blue Hand (mainly in the form of rivalry), though I won't post anything remotely detailed until your guys get approved by the GM. Did you have something in mind?
I wouldn't really classify it as a settlement, and many fields in the settlement template don't really apply here, but still.

Enoch
Raise the dagger, Abraham,
And slit the throat ov thy only son.




Names: Enoch, the Wandering City, Stone ov the Offering, Child ov Nod

Location: currently moving towards Orvell from the west.

Summary: a city of ancient ruins, eternally wandering the world.

Type: cursed city.

Description: Enoch is a city kept in motion by the perpetual work of an immense population of slaves, among which are the mourning, hunched Giants of the ancient past, dragging it forward; an horrendous curse looms perpetually over Enoch, and to stave off its end the inhabitants believe that they have to perform human sacrifice in order to feed the only thing, referred to as the Heart, that does not allow Enoch to fall under the wrathful gaze of God. The nature of the Heart is unknown, as it was lost to memory a long time ago: many believe it to be an immensely powerful demon, while some think it as an ancient contraption devised in an ancient past. Yet, all agree that it must be fed blood and souls. Thus, as the city wanders around ceaselessly, cursed by divine fury, its inhabitants ride out from its gates, to enslave the local population either to add it to the Yokes, or to sacrifice one on its decrepit shrines. Enoch is immense, and much of it lies in ruin: in fact, only a small part of it is inhabited and explored, while the deeper parts of it, known as Sitra Achra, are uncharted, and none knows what horrors lurk there. The known region of Enoch hosts some buildings of great importance to the city:

The Hall of Bones: in this large hall, the Council of the Eleven meets, to govern the city and direct its movements. It is ancient custom that dead council members are left to die alone in here, when nearing the end of their life, and once found dead, their bodies are never moved from where they fell: thus, much of the hall is covered in crumbling bones.

The Throne of the Forgotten King: a vast, ancient room, with a great stone throne at its centre. Once, a great king sat here, and it is said that as a king longs for its lost throne, so a throne longs for the lost king.

The Ashen Tower: in this ancient iron tower, those citizens who were found guilty of a crime are locked up, awaiting their sentence. Each year, the tower is set ablaze in a great ritual, and thus the souls of the guilty find redemption. Their screams echo ceaselessly in the nearby corridors.

The Black Sun Gate: the eastern gate of the city, used only during solar eclipses. Such events are foretold with great precision by the Cocytus cabal, and are believed to be a time when the acts of man are hidden from the eye of God. Thus, the warriors of Enoch ride out in huge numbers and commit acts of inhuman atrocity: they also say that in these times the beat of the Heart can be heard distinctly in silence, but the few who tried to listen to it went mad after a few moments.

The Shrine of the Evil Eye: a dark and almost forgotten room, where a bound demon, in the form of a great eye, restlessly searches for those who betrayed him. To this day, it writhes, and writhes...

History: the early history of Enoch has been, for the most part, lost in the abyss of time, and what remains is shrouded in myth and legend: the earliest tales narrate of a city founded upon the corpse of a bloody sacrifice, and of ancient malediction bestowed upon a fallen king, still haunting the halls of Enoch; half-forgotten legends, obscure and barely deciphered symbols, carved into the deepest parts of the city's wretched temples, tell the tale of a Song, sung by a cursed patriarch to avenge his bloodline. The first records come from an age when the clans and tribes of old were already well estabilished, and the Giants dragging the city forward in its ceaseless motion had long started their restless toil. For endless ages, the hundreds of petty clans and warlords fought over the ruins of the already long fallen Enoch, as it wandered land after land, bringing its curse with it; a dark age, and yet some relics of this forgotten past are said to be still waiting for the moment to return to light. From the bloodshed, eleven cabals emerged victorious, and saved the city from oblivion by creating the Council of the Eleven, thus giving Enoch a semblance of internal peace. Then, the city looked outwards to sustain itself, as many of the Giants dragging it forward had already died or were about to do so, and thus the warriors of Enoch rode out for the first time to give the city what it desperately needed: slaves, and sacrifices. Hundreds of thousands of slaves, taken from the populations of the land where Enoch was roaming, were yoked together with what remained of the Giants, and the city kept moving, as it endlessly shall; and many others were slain on the altars of the ruined temples, to feed the ancient Heart that keeps the city from being destroyed by divine wrath.

Governance: the society of Enoch is divided between eleven cabals, each ruling over a different aspect of the city's life. They are:

Abaddon: the most numerous and powerful of cabals, and the one counting the most warriors among its ranks. Its insigna are a black banner and a red inverted pentagram. Highly martial in nature, its members are taught that death in battle is the only way to escape the curse of Enoch: their representative in the Council, ruling the clan with the title of Dark Lord, obtains his position by slaying his predecessor in duel.

Gehinnom: the second most numerous cabal, Gehinnom is composed of scouts and riders, who sally forth from the city's gates to neighboring lands, in order to find places ripe with slaves to capture. They also oversee the Yokes, and are entrusted with quelling eventual slave revolts. Their insigna is a red horned skull, and their representative, the Silent Lord, is named after the death of his predecessor: he is never allowed to touch another mount in his life, other than the one he personally created, sewing together the bodies of captured slaves in a twisted shape.

Babalon: composed mostly of females, the Babalon cabal rules over the social aspects of Enoch, and administers the inns, taverns, brothels and whorehouses of the city. Its insigna are a red crescent moon on a white banner. Their representative, the Great Whore, has been ruling over the cabal for longer than recollection, and is said to perform horrendous rites to mantain her facade of eternal beauty and youth.

Sulphur: made up of the city's magicians and alchemists, the Sulphur cabal's mansions are to provide the warriors of Enoch with chemical concotions such as explosives, healing potions, poisons, and the like. Its insigna is a black leviathan cross. The leader of the Sulphur cabal, the Highest Magus, is perenially awake and vigilant, his twisted, mutated body aching and bleeding at every movement: such is the price of meddling with posions and cursed potions for a lifetime.

Ha-Topheth: the smallest of the eleven cabals, Ha-topheth is made up solely of priests and prophets, tending to the city's many temples and shrines, and overseeing the sacrifices. Its insigna is a red inverted cross. Its representative in the Council is the Second Hierophant, gifted with immortal life: yet, there was a first, but few know what happened to him.

Behemoth: a relatively small cabal, Behemoth is another predominantly martial clan: however, its members are rarely seen on the field of battle, and only ride out in full force when Enoch itself is directly threatened. In fact, the warriors of the Behemoth cabal manage the vast gunpowder arsenal of the city, built long ago, and often mounted on great beasts of burden, capable of shaking the Earth with pillars of fire. Its insigna is a red flame in a circle, and its representative in the council is the Lord of the Pit, forever surrounded by an aura of brimstone and flames.

Tzalmavet: the Tzalmavet cabal, the numbers of which are unknown, is made up of assassins and spies operating in the shadows when brute force isn't the only thing needed to achieve Enoch's goals. It is by far the most secretive of the cabals, and its insigna is simply a plain black banner. The Death Shadow, representative of the cabal in the Council, is a very mysterious figure: some theorize that a different Tzalmavet member takes up the mantle of the Death Shadow every time the Council meets.

Tartaros: Tartaros is the cabal which is tasked with the creation and mantainance of all things made of metal in Enoch, from simple tools to weapons, armors, and mechanic contraptions. Sometimes, the Tartaros smiths go to battle to test their own creations, often appearing as warriors clad in towering warmachines, crushing their foes beneath their metallic limbs, saws, claws, and whatever their cruel creativity manages to attach to their children of metal. Its insigna is a black hand coming from a flame, and its leader is the Forged One, who devised arcane means to replace his flesh with iron, achieving immortality.

Hekate: a medium sized cabal, Hekate is composed of the magicians and wizards of the city, often seen in battle with other soldiers. The magicians of Enoch are divided in two cabals: the priests of Ha-Tophet, who worship the Heart and the demonic pantheon, and the wizards of Hekate, who seek to understand and dominate them. This pursuit led to many tensions between the two clans, and to the madness of many Hekate magicians, who tried to dabble with powers far beyond their understanding. The banner of Hekate is an open book, and its representative, the Abyssdweller, is a mysterious figure even to Hekate members.

Usiel: the Usiel cabal is another rather small one, but has a very important task: to patrol the outer borders between the known region of the city and Sitra Achra, the uncharted ruins, and stop whatever might attempt to cross them. Many Usiel veterans have seen things that have caused the death of many, and the madness of many more. Its insigna is a white sword, and its leader, the Solemn Vigilant, is the oldest of the Usiel warriors.

Therion: the Therion cabal, together with Abaddon and Gehinnom, forms the backbone of Enoch's armies, taking the role of heavy cavalry. In fact, it is their task to breed and tame the wild beasts (mainly Hellhounds and Titans, and occasionally Wyverns) which will be later used as mounts in battle: those who fail or show cowardice are usually employed as feed for these animanls. The insigna of the Therion is a black raised talon, and its leader is the Blood Knight: all those who tried to contest his authority were added to the collection of bones hanging from his massive Hellhound.

Sh'ol: the many who die before choosing a cabal are symbolically added to the ranks of the Sh'ol cabal, composed only of dead people. It has no insigna, and its leader is the Effigy: a statue of stone and ash sitting since ancient times at the Council Table, without uttering a word. Yet, sometimes strange scribblings and signs appear on the statue's empty face, almost as if it wanted to speak...

It should be noted that male citizens of Enoch only choose a cabal well into their adulthood, and some even do not pick one for their whole lives. Females, on the other hand, usually either remain without a cabal or join the Babalon, but there are a few exceptions. Joining a cabal is an event usually marked by some kind of initiation ritual or test: for example, new Gehinnom members have to wear the still bloody skull of their first captured prisoner, to keep it as a mask for whenever they ride into battle, while Tartaros members have to sever one finger of their choice to be replaced by a piece of red-hot iron, deeply burrowing into their flesh.

Military: Enoch's military and society tend to overlap perfectly. Every cabal is expected to give a part of their warriors in every battle, although the Abaddon and Gehinnom warriors often tend to make up the main bulk of the city's infantry and light cavalry forces, respectively. Additionally, in ancient times, the city's people domesticated a few species of hellish animals, apart from more common ones like horses and dogs, and the Giants of old. They are Hellhounds, huge canine beasts that easily surpass a man in height and can be used as mounts in battle, Titans, degenerate Giants, often used by the Behemoth as walking platforms for their massive cannons, and Wyverns, ancient dragons currently counting less then a dozen living specimens, ridden only by the greatest of warriors.

Plot Hooks:
  • Enoch comes, leaving a trail of destruction in its path. Only two choices are left to those who stand before the Cabals: to join them, or to be destroyed. War is coming, and once again the Song of the Sword will be sung.
  • None knows what the dark ruins of Sitra Achra hide, but few dare to explore them, and none returns.
  • Perhaps, the ancient age of the warring lords has not been completely washed away by the tide of fate. Exiled kings may always reclaim their lost thrones...
Graves of Archdemons
That is not dead which can eternal lie...


Name: Graves of Archdemons, Hand of the Adversary, Pillars of the Ocean
Summary: five enormous stone towers, erupting from the waves as immense columns.
Location: far south the coast of Orvell.
Type: once great fortifications built in an era long forgotten, these towers were abandoned centuries ago, and they still haven't crumbled completely. An old legend says that five great demons rest here, awaiting for the moment to return to the world of mortals. Of course, mere superstitions...
Description: far in the south, five ancient fortresses stand as the last testimony of a civilization long lost to human memory. It is theorized that once they were connected by an immense stone wall, but now all traces of it have disappeared, swallowed by the ocean's tide: likewise, the towers themselves are in ruin, and some pieces constantly crumble, falling to the depths below. The sheer size of the towers, along with their dreaded reputations and the legends surrounding them, has been sufficient to discourage even the bravest sailors from navigating the nearby waters: yet, it is recorded that some daring adventurers managed to reach to towers, entering to uncover their secrets. None ever returned.
Denizens: none knows what lurks the ruined halls of the Graves, and indeed many believe that they are empty and lifeless. Yet, sailors report that horrible sounds, howling and screeching, come from the towers, brought by the ocean's wind, and that they have seen and heard some of the horrors that creep within. Of course, this was dismissed as sounds created by the wind and images conjured by the grog. What is certain, is that flocks of black winds have been seen storming aroound the tops of the Graves, illuminated by the rays of a full Moon...
History: according to most, the Graves were born as fortifications, as suggested by their height and their sheer mass: however, none knows who built them, and for what reason. A legend or superstition very common among seafolk, giving the towers their name, recounts that the towers were destroyed in a great war, fought by gods against the forces of darkness: in the end, the gods managed to repel their foe, and five powerful demons chose to take refuge in the deepest part of the fallen fortresses, remaining there ever since. However, this is regarded as a superstition even by many of those who dabble in the occult.
Plot Hooks:

  • It is whispered that secrets of incredible power lie deeply buried within the towers.
  • Some say that these towers should be destroyed once and for all. Some believe that they should be studied, in the attempt to discover more about the civilization that built them. Some are simply curious to discover what dwells inside...
  • ...and if it is true that one day they may wake up.
Knights Kadosh
Sub umbra alarum tuarum, Jehova.

Battle Banner of the Knights Kadosh

Names: A∴A∴R∴K∴K (Ancient and Accepted Rite of the Knights Kadosh), Order of the Knights Kadosh, K.'.K.'.D.'.H, Knights Kadosh
Summary: an extremely secretive organization of knights.
Description: the Knights' very existance is a secret to most, known only among the upper strata of society: however, their businesses are known only to acolytes. Even when the old empire was ruling over the whole continent, the Knights were behind the scenes, pulling the strings of politcs and economy, managing to assimilate or destroy, after centuries of occult warfare, the other secret societies who attempted to do the same. The Knights are both a political and military organization, and have often gone to battle to defend their interests: however, some say that the Knights Kadosh are actually a religious sect, defined by tenets of faith to some mysterious god. Most of the times, though, the Knights prefer to operate in hidden ways, using tactics such as blackmail, assassinations, bribes, intimidations, and other such ways to further their goals. Only humans are accepted in the Knights' ranks, and the Order has often show open hostility towards non-human races.


Seal of the Order


As the empire was shattered, so were the Knights: their once united organization was divided in numerous lodges, each independently operating in a different polity within Orvell, and headed by an Inspector Inquisitor, which in turn receives his orders from the High Consistory, the heart of the organization, the nature of which is unknown even to high-ranking adepts. However, this state of affairs doesn't stop different lodges from entering in conflict with each other, occasionally creating tensions within the Order. The currently active lodges are:

  • Knights of the East and the West: based in Arumach, the Sacred Lodge of the Knights of the East and the West is a relatively powerful and extremely wealthy lodge, the main occupation of which is the control of the economy and the trade routes flowing through the city. The K.E.W. have a large influence both in the Pluceptic Church and in the city's governance: it is in their best interest to keep the various families at peace with each other, as wars are highly detrimental to economy. The lodge has a powerful naval force, usually operating undercover, flying the flags of various merchant familes or of the Arumach government: however, in special circumstances their fleet might sail forth in full force, headed by its flagship, the Amnos, with its main sail adorned with the lodge's seal. The lodge's colors are red and gold.
  • Knights of the Sun: with its main base in Ekrech and branches in the other Aelkan cities, the Princely Lodge of the Adept Knights of the Sun are the lodge operating in the Aelk region. Once a very powerful lodge acting behind the scenes of Aelkan politics, which was one of the reasons behind the prosperity of Ekrech and the other cities, the K.S. have recently lost much of their power because of slackening and intestine conflicts, potentially endangering the stability and peace of the city states they strived to maintain. As a result, they are gradually abandoning the peaceful ways they once prized, and are increasingly using violent means to further their goals: there are whispers that sometimes, when an important politician or merchant is murdered, the corpse is found branded with the lodge's seal. The lodge colors are white and vermilion.
  • [More will be added]


Areas of Influence: see the Description above.
Goals: few know what the Knight's true goals are. Some say that they merely wish to keep control of politics and economy for the sake of power and wealth, being motivated by greed and ambition. Some say that theirs is a plan, a grand plot to obtain absolute control over Orvell, thus creating a new world order: many even say that they orchestrated the Empire's fall for this exact reason. Others idealize them, saying that they are paladins of virtue and order, operating behind the shadows to keep Orvell peaceful and safe from all the evil that may menace it. Others go even further, saying that they have existed since immemorial times, and in many occasions have fought against horrendous forces, in wars long forgotten by history, threatening Orvell's very existance.

Perhaps none of them is right. Perhaps all of them are.

Plot Hooks:

  • The Knights could be both an antagonist or a helper for player characters, depending on how they choose to deal with the Order. To use them to counter *COUGHenCOUGH COUGHochCOUGH*, at the risk of putting them in control of the whole of Orvell, or to attempt to destroy them, thus having to fight against not one but two tremendously powerful enemies?
  • Some evil-aligned characters might attempt to infiltrate the Order and use it to further his/her own goals, while good-aligned characters might attempt to destroy it. Neither will be easy...
  • Did somebody say intrigue?


Consider this a W.I.P., I might expand this as more content is added.
The tlacochalatl kneels before the stone altar, stained with ancient blood. Watched by the empty sockets of the thousands of skulls on the racks hanging from the walls of the House of Darts, Achcautli, naked from the waist up, his body covered in ritual warpaint, raises a dagger of black obsidian, as the song of war is sung. Thick white smoke rises from the braziers surrounding him, and along with the many skulls the weapons of all the fallen Mictlan warriors and of their slain foes stand as an eternal testimony to the gods alone. The black dagger is raised with both hands, and the tlacochalatl swiftly cuts his palm, letting a few drops of warm blood fall onto his face. Rythmically and with a deep voice, the sacred chant is sung, and the voices of the dead echo in the House of Darts.

Tezcoaaz,
Titlapalloaz,
Tl imitzcalco,
Amo can canin
Tiaz huel itzcalco.

Tla xihuallauh ce Tecpatl:
Tezcoaaz,
Titlapalloaz.
Tla xihuallauh Tlaltecuin.




"My lord, a FTL message incoming from the HSD Weaver." The robotic voice of the A.I. rings in the Captain's Quarters. "Let me hear it, Tlahuizcalli."




"Eztli, Ichtaca." "Yes, tlacochalatl." The two warriors kneel before their commander. One, a tall, huge warrior, his armor painted in deep red and adorned with ocelot pelts, fangs, and long brown feathers; the other, much thinner, wearing a mantle covered in eagle feathers and beaks, his armor painted with a dark green intricate mimetic pattern. The control room is empty, and the sound of their voices echo in the darkness. "You are my tlacateccah. As such, to me you are more than children. Know that we will have to follow a fake leader for this war; for now, we play along, and in fact, this might be an advantage for us. Be alert, and keep the Cuaciqueh ready as well. We shall strike soon. Dismissed."
If you want my opinion on gunpowder, I say nay, or aye as long as they super-duper rare and at a very early stage in terms of technology.
Can't really go wrong with Aztecs. Most metal civilization of history.
The Lord of Mictlan rises from the darkness, immobile after exiting the warp, looming as an immense monolith in the depths of space.

Slowly, the tlacochalcatl steps on the holo-platform, cloaked in his long dark brown mantle, adorned with human phalanxes, swaying behind him, as the all seeing eye of Tlahuizcalli appears in front of him. "How may I serve you, tlacochalcatl?" "Begin holographic transmission, to all HDSTF 148 captains." Quickly, lights flicker to life and buzzing noises arrive from the Tlahuizcalli interface. The captain stands solemnly still, holding in his right arm his Ocelotl helmet, decorated with long, brightly colored feathers. The tlacochalcatl's face is crossed by a deep scar, running all the way from the left eye to the neck, along with numerous bone piercings. His long hair is adorned with braids, pieces of bone, feathers and other such decorations. "The holo-transmission is ready, my lord."

"Warriors, I am Achcautli, tlacochalcatl of the Mictlan and captain of the HSV Mictlantecuhtli. I and my children have been chosen to command HDSTF 148; thus, you will all take orders from me. I suppose that it will be needless to say that I won't accept any kind of insubordination on your part. Captain Nelson, you will be allowed to use our ship to protect your own. Captain Lestrange, I wish to notify you that a Quetzalli transport with 50 Cuauhmeh on board has already left our ship for yours. They are to remain there for the whole duration of the mission, to function as a landing and boarding force for your ship's recon operations. Their commander is Nezahualcoyotl, and is one of my most trusted men. Captain Renard, you should receive in a matter of minutes a transmission from cuachic Xicohtencatl. He will oversee the deployment of marines from your ship, along with those of the HSV Nelson."

"This is all. May your ancestors smile upon you." The holographic transmission closes, and Achcautli steps down from the platform. With his usual slow, heavy steps, he heads to the the House of Darts, the inner sanctum of the ship, to perform the sacred rites that the gods require before a war begins.
Count me in.
In the dimly lit control room, the assembly of the Cuaciqueh sits before the great round table, engraved with the seal of the Mictlan unit. Slowly, the captain stands up, wearing the typical Ocelotl armor, crudely painted with bright red, blue and yellow bright colors, without the helmet. A Macuahuitl-model heavy assault rifle is strapped to his back, and what uncannily resembles a human skull adorns his large pauldron. As he begins to speak, towering above the assembly, the many feathers attached to his armor, along with the other decorations made of teeth and bones, sway slightly in the air. "May Huitzilopochtli smile upon you, warriors." The congregation answers ritually: "And may the Lords of the Day and of the Night be with you, tlacochalatl Achcautli." The captain speaks again, in his solemn tone. "Once again, we have been called to war. As many of you might know, we shall be the flagship of Hegemony Deep Space Task Force 148."

"Six other ships will form the fleet. We will have three destroyers: the HSV Vespera, which we shall employ to weaken the defenses of our enemies before our attack, the HSV Vulture's Claw, a stealth destroyer which we shall use for recon and quick assault actions, and the HSV Trapper, an ancient and venerable ship which will be a fine addition to our firepower. Then, two cruisers: HSV Europa and HSV Nelson. The first is still a prototype of sorts, while the second one is a powerful but lightly armored ship. Apparently, both of these have their own marine battalions, which I intend to use as auxiliary units on the field of battle. Lastly, there is a repair ship, the HSV Resource." The tlacochalatl turns to a man dressed with the Cuauhtli light armor, painted with intricate black and red geometric patterns, and wearing a necklace of human teeth. "Nezahualcoyotl" says the captain, while the Cuauhtli stands up. "You will be assigned to the Vulture's Claw. I want 50 Cuauhmeh perennially on the ship, headed by you." As the Cuauhtli bows down slightly and sits again, the captain turns to another in the assembly, wearing the bulky armor of the Ocelomeh, painted in deep blue colors, and with large multicolored feathers adorning it. "Xicohtencatl" says the captain, as the warrior stands up, the pieces of bones worn as large piercings in the earlobes becoming fully visible in the dim light. "You will oversee the deployment of the marines from other ships. Make sure they don't interfere with our operations." The man bows, before sitting again.

"The Lord of Mictlan thirsts for blood and bones, and it is our holy duty to offer our sacrifices to the gods. Once again, we have been called to war. Once again, we shall triumph. Dismissed."
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