@Empress Giovanna di Mora is a true power player, love it! Love the description of Palazzo Moravese, exactly what Veranth needs to flesh out the setting. I admittedly had to look up bougainvillea :)
Apologies for the low quality maps. It is possible to right+click and view a larger version in a new browser window.
Map version 3
Map Key I. Imperial District Veranth was originally a Lassan Empire Port-City. The inner wall of the fortification is all that remains. Within this district is the Ducal Palace, the Church of St. Martinus and accompanying chapels. The White Tower, a relic of the old empire is located within the grounds of the Church of St. Martinus. Often simply and menacingly referred to as The Torre, or Tower, it is where political prisoners and enemies of the church await trial or execution.
II. Financial District The powerful banks of Veranth overlook the River Otium, or 'peaceful river'. Here more money than any single man ever need attend is locked in vaults and exchanged for large sums of goods and property. The mighty Banco Mora and her rival Banco Bladelli are both located on Via della Oro, a paved avenue that some of the most important and wealthy men in the world have walked.
III. Guild District From the Pallazo di Arto Maggiori, the influential Guildmasters oversee the workshops, warehouses and businesses that comprise the industrious Guild District. IV.
As the RP progresses, the political scope may expand to a more worldly scale. Information will be updated as necessary. Kingdoms & Empires The Kingdom of Geromdia The Oghuz Empire The Jade Empire
The Wealth System
Because a renaissance-era economy is complex, wealth is abstract in this game. Each season (a single turn), the cities of Lassa pay bills and collect income. Your characters also have bills to play and will be reflected in the player ledger I submit via PM each turn. Amounts and values are measured in Wealth Points (an arbitrary amount of gold) The details are listed below along with an example breakdown of the population statistics. The ledger of foreign city-states is unknown to player characters at the beginning of the game. Policy is currently set by the Council of Peers in Veranth.
Wealth Points (WP) can be spent on pretty much anything. Include spending in your turn orders. To give you an idea of what a wealth point can buy, 1 WP can hire you about 1000 private soldiers. Think about that. 100 men willing to fight and kill for your cause for the abstract sum of 1 WP. What else can you buy with 1 WP? You can bribe the crap out of someone, invest in a construction project (A major cathedral-a rather extravagant expense of the day would cost about 50 WP over a period of 25-30 years), pay fines or debts etc...
EXAMPLE PLAYER LEDGER TURN: The current turn for clarity sake. Assets: Any properties or businesses you currently own. Income: Any profit (WPs) you receive from business, single payments or special circumstances. Expense: Any payments in taxes, bribes, upkeep or penalties. Coffers: Bonus payments each turn. You may not always receive a bonus payment. Each Season: The bottom line report. I'll tell you if your making money or losing.
This RP is set in a pseudo renaissance Italy and the names used should reflect that asthetic. Useful Links for Names:
1408: The debut of gunpowder, manufactured in Trato, using techniques learned from the Far East, at the Battle of Sechy. The forces of King Borremond, some 230 cavalry, 350 archers, and over 4,000 men-at-arms, hailing from the Kingdom of Geromdia to the north, were beat back decisively by the combined armies of the Holy League. A priest present at the battle described the scene thus:
"...knights carried brass pots where before they held lances and spears. A holy light, and the roar of thunder fired forth from these pots and turned horses upon their heads, and scattered the pagans like so much dust..."
During the first few decades of the 15th century, the Holy Church of Karoleth reached the height of its military and economic power. In 1408, soldiers from the Kingdom of Geromdia advanced across the Arno Mountains and were defeated by the combined armies of the Holy League. With this successful defense of the Lassa Peninsula, Pope Linus II proved his legitimacy as the Divine Word of God. One by one, the city-states of Lassa submitted to Papal rule. Only Veranth and Mersolan have managed to remain independent.
And yet...
From the Holy city of CAPOS, Pope Linus II continues to influence even our great city through tithe and tax, and Inquisition. It is only by the riches that flow through our city that we have managed to remain independent-the common citizen of Veranth is wholly pious and considers Pope Linus II to be ordained by God. With the ascension of the Fiore family to the Dukedom of Veranth, the Church reached an agreeable relationship with our city. Duke Fiore payed the necessary tithes and enforced the holy decrees issued by the Pope. But it has not been enough.
It would appear a fatal blow is being delivered with the Inquisition confirming the heresy of Duke Carlo Fiore. Apparently, the bribes paid to Cardinal Paccio were either insufficient, or the piety of Paccio is absolute, or the man has ambitions for himself.
Regarding the Inquisition of Heretical Acts conducted by Duke Carlo Fiore
Cardinal Paccio, upon the steps of the Cathedral of St. Martinus recited the findings of the Holy Inquisition into the activities of Duke Carlo Fiore concerning allegations of heresy.
...the true and just findings of the hand of His Holiness Linus II, under the authority of GOD, that this man (Carlo Fiore), did engage in acts to undermine the the word and writ of the creator and the earthly powers granted him, by GOD, his holiness. Carlo Fiore is here judged GUILTY of all charges, and sentenced to TRIAL BY FIRE by this tribunal consisting of myself, Cardinal Niccolo Paccio, and the other 26 members charged by his Holiness to conduct inquiries regarding acts of heresy. The condemned is to be held in the WHITE CITADEL until his Holiness Linus II issues the proclamation of excommunication. On this day, in the SPRING of 1423...
The crowd wept openly at the news of the judgement of Duke Carlo Fiore, who had for 30 years presided over the Council of Peers, the Board of Guild Masters and the Veranthan Standing Army. Giving such an open statement regarding the findings of an Inquisitorial Tribunal is unprecedented. Paccio risks his own career if the pope does not issue the excommunication. Regardless, the Fiores have been confined to the White Citadel and all of their wealth and possessions seized by the church.
The Council of Peers Immediately convened an emergency session in the Palazzini di Veranti, (The City Fortress) which, in and of itself set the tone of a war-council. While the Guild Masters refused to attend, several prominent families or their representatives, and other important dignitaries not part of the regular council were present, including Giovanna di Mora, Rodrigo Nantua, Bartellemeo Palladina, and Alessandro de Bladelli.
The most important citizens crammed into the inner chambers of the fortress, with dozens of junior peers packing the adjoining halls and rooms. Rumors of several people being stampeded to death outside the main hall have been found to be false. A panic has beset the city, especially among the commoners as the fate of the Duke and his family, and the leadership of the city is called into question. Amidst hostility and shouting, the session was finally convened with the nomination of Ignatius Cremini, a wealthy merchant, to preside.
...Ducal succession is out of the question, good citizens. It has been suggested that Veranth resort to a more....archaic, if temporary! Listen! Order please! Within these chambers! Again, a temporary election of Masters and dispersion of this council of peers. I understand there is great reservation to restore the offices of civic Masters, but these are desperate times. I will remind you all of the details of such an official appointment. Quiet in these halls please!
Since 1304, the Senior Council had been banned in Veranth. Too much power in the hands of citizens was a direct challenge to the Church of Karoleth (or the church could simply not control them). Instead, a Duke was placed in power by the Church and acted as a puppet. With Duke Carlo Fiore, the Church's grasp began to waiver, culminating in the Inquisition conducted by Cardinal Paccio.
The Masters are citizens elected to oversee military and financial matters, a practice dating back to the old Lassan Empire Governorships. These 'Masters of Veranth' are charged by the citizens to supplant the Council of Peers and oversee the daily tasks required to administer a city.
The Master of ARMS is in charge of military matters. Hiring, training and deploying troops. Since Veranth has a very small standing army, this is a rather cushy job with a salary of 1 WP per season. The official title of a master of Arms is Warden. Master of Arms receives the Military Report each season.
The Master of the COIN is in charge of financial matters. Paying the bills and raising the monies to pay those bills. Veranth offers no salary for this position, although Masters may petition for a salary. Master of Coin receives the Economic Ledger each season.
The Master of STEWARDSHIP is responsible for conducting diplomacy and securing and maintaining trade deals. The Steward is also responsible for overseeing the cities sizable fleet of merchant and war vessels. The Steward is payed 1 WP in salary per season. The Steward receives the Diplomatic Ledger each season.
The DOGE presides over all other offices and may veto any action for governance of the city with the support of at least (1) other Master. The Doge is paid 2WP per season.
Chairman Ignatius Cremini called for nominations to these positions as Masters of Veranth. If the Council of Peers fails to appoint citizens to the office of Masters, Veranth will be in jeopardy of being placed under direct papal control.
Players choose to either accept the appointment of a DUKE by the Holy Church of Karoleth, or nominate and appoint new Masters of Veranth.
The Church has seized (5WP) worth of valuables from the Fiore family. The former Duke awaits his fate in the White Citadel.
You may post In-Character at the council of peers. If your character is not present at the council in the Palazzini di Veranti, you may not vote, but you may post IC as you please.
A Renaissance Era Roleplay of Faith, Politics & Warfare by Polybius An OSR Hack
It is an age of conflicting ideas and ideology. Of competing faith, science and mysticism. In the land of Lassa, a resource rich peninsula bounded by water to the east and west, and mountains in the north, city-states vie for power. All is ruled over by the Holy Church of Karoleth, a religion with a 4,000 year old history.
The Inquisition conducted by the agents of Karoleth has found the Duke of Veranth guilty of heresy. While the Duke remains imprisoned, the enemies of the fair city Veranth have seized upon the vacuum of power to expand their influence. The city is in need of strong leadership, strength, and perhaps faith.
Rules
Follow these rules if you wish to play in the game!
I. Guild Rules apply obviously. II. Do not jump the timeline of the roleplay. III. Your wealth is determined each turn by your player ledger sent via PM. Do not invent sources of income without my prior consent. Do not make up facts or events that have not happened for that matter. IV. Do not double post or post without meaningful action. V. To the best of your ability, use proper grammar and punctuation. VI. I reserve the right to update these rules at my flippin' whimsy. If you can't follow the rules you will be asked (in the nicest terms possible) to leave the game.
Characters
This is the crunchy bit, but it is really simple. You should familiarize yourself with the world information under the Lore header before choosing a name and background. In addition to basic character info, you have Attributes and Skills that determine what your character can do and what she knows. The numbers are very simple: Spend 4 points on Attributes (Charisma, Combat, Fame, Faith) and 8 points on Skills (Grace, Speech, Literacy, Trade, Luck, Leadership, Dueling, Strategy).
In Masters of Veranth, you take the role of an influential and affluent nobleman, merchant, clergyman and citizen of the city of Veranth. The city is without a master and the council of peers is unsure what steps to take to ensure the safety and survival of the city. The Church of Karoleth is eager to step in and declare Veranth a protectorate of the Church and seize the assets and wealth within our coffers. Foreign investors have stopped sending payments for goods and pirates and brigands (perhaps funded by our rival city-states) have begun looting and pillaging our trade-routes and outlying settlements. In order to play the game, you must build a character, pick your attributes and stats and write a brief description of your personality and background.
Name: Read the Lore section to figure out naming conventions. Age: The life expectancy of a Lassan is about 60 years old. Residence: Many wealthy citizens reside in estates, old fortified towers or walled villas. Personality: Include ambitions, personality quirks, anything for other players to have an idea how you will roleplay. Attributes: See below.
Skills: See below.
You can do whatever you want and the enjoyment you get out of the game is in large part dependent on how you play the game. Each turn I will present the players with significant information about Veranth, the Church and important events and NPCs. Using this information, you can determine your strategy for that turn. Some turns may have no dice rolling actions and rely heavily on roleplaying. These are called 'free actions'. Sending correspondence, giving public speeches or engaging in diplomacy are some examples of roleplay only turn actions. Things like conscripting and training troops, waging war and conducting trade rely on rolls of the dice and are called 'strategy actions'.
You may conduct as many free actions as you wish each turn. You have 1 'stategy action' each turn. Strategy actions require the roll of two six-sided dice (2d6). On a result of 9 or better, the action is succeeds. A critical failure is a 2 and a critical success is 12. Each with appropriate results.
Action Difficulty Table:
Actions have modifiers for the final dice roll depending on how easy or hard the action is. For example if I determine the action is Formidable I add the modifier (-2) to the dice roll. Remember a failure is a 2 and a 9 is a success. You may also use a turn action to inquire as to how difficult an action might be.
Easy: +1
Moderate: 0
Hard: -1
Formidable: -2
Mighty: -3
Impossible: -4
An impossible action would be asking the Pope to give you his hat. A mighty or formidable action would be besieging a city. A hard or moderate action would be spying on another player or NPC. An easy action would be purchasing and gifting an item of value for yourself or another player or npc.
You have 4 points to distribute among the 4 attributes. You may disperse the points however you wish including using all four in a single category. Below each attribute is the relevant skill.
Charisma How well you can manipulate people to your will. Grace, Trade
Combat All martial disciplines including warfare and single combat. Strategy, Dueling
Fame How well your name is known throughout Veranth and the region of Lassa. Leadership, Speech
Faith Your piety, should it ever be called into question. Literacy, Luck
You have 8 points to distribute among the 8 skills. These numbers are called ranks. No skill rank may be higher than 4.
Diplomatic Skills: Grace How one conducts oneself at formal functions. This might be at a festival, wedding or meeting with foreign dignitaries.
Speech How well you are at speaking in public. More useful for swaying the opinion of large numbers of (admittedly less educated) people than a single nobleman.
Literacy How well you read and write. Also how many languages you know and if you can reference obscure texts to make a point.
Mercantile Skills: Trade Your ability to make profit by trading goods.
Luck The other side of the faith coin. The neglected skill.
Martial Skills: Dueling Sometimes you just want to get your point across as quickly as possible.
Strategy How you conduct your troops in battle from small-scale urban conflict to sieges.
Leadership Sometimes a strong leader can turn the tide of even a forlorn conclusion.
World Information
Geography
Lassa Peninsula Bounded by water on three sides and mountains to the north, the Lassan Peninsula is a conduit for trade between east and west. Once the seat of power for an ancient empire (also known as Lassa), city states with distinct dialects and cultures have prospered here for the past 400 years under the watchful eye of the Church of Karoleth. Wheat and barley are grown in the south and the central hills hold vast plantations where olives are grown and processed into olive oil. Other important commodities are wool and iron. Ships and caravans from the east heavily laden with jade, gold, silver and spices make for ports along the coast.
Veranth The city where the roleplay takes place. Veranth has made a name for itself as a strong mercantile stronghold with guilds and banks and little outside meddling from the Church of Karoleth. For nearly thirty years art and science has thrived in Veranth under the guidance of Duke Carlo Fiore. That reign has come to an end with the arrest of the Duke and his close associates by the church on charges of heresy, a crime that carries the penalty of death. It seems Duke Fiore funded a the publication of a pamphlet outlining the failings of the church. Fiore is being held in the White Citadel in Veranth until the order from his Holiness, Linus II for execution comes through.
Mersolan The historic rival city-state of Veranth ruled by Duke Giacomo Princep, a wealthy wool-merchant with many family members holding posts in the Church of Karoleth. Long has Mersolan prided itself on maintaining the Abbey of St. Sebastian, the most beautiful and ornate church in all of Lassa. Mersolan has rebuilt the ancient sea wall of the Lassan empire and controls a powerful navy and merchant fleet, reaching as far east as the Jade Empire.
Other notable city-states of Lassa: Capos: The largest city in Lassa; seat of power for his Holiness, the Pope. Cuna: Birthplace of His Holiness Linus II, Pope of the Church of Karoleth. Trato: Home to the workshop of Maccio, the famous painter and inventor Parmos: A northern city-state with strong mercenary presence Vica: Stronghold of the Holy Order of the Knights Sanctus Vitae
The Jade Empire Far to the east is an Empire of such immeasurable territory and wealth that many common citizens consider it a mythical place. It is said that no foreign merchant has ever entered the Empire and left again, instead dealing with intermediaries and guides to secure valuable goods like spices, gold, silver, silk and of course jade.
Factions
The Holy Church of Karoleth Presided over by his Holiness Linus II, with a complex hierarchy of Cardinals, priests and holy appointments, the Holy Church of Karoleth is one of the wealthiest institutions in the world. For 4,000 years the church has existed in one form or another, even during the final centuries of the ancient Lassan Empire. In recent history, the Inquisitions conducted by Cardinal Paccio have gutted the nobility and middle class of the Lassan city-states.
The Guilds Guilds are unions of very skilled, specialized craftsmen devoted to one industry or another. Cloth dying, spinning wool, iron works, shipbuilding etc. are just some of the many guild specialties. These institutions hold control over vast sums of money and are semi-militant.
Mercenaries & Knightly Orders Bands of veteran soldiers roam the Lassan peninsula looking for work. Those given the blessing of the Church are well funded and are often employed protecting shrines, churches and holy persons across the land. Other mercenary bands are more nefarious, and include pirates, brigands and cuthroats. They are not as well trained or funded, but will do almost any job.
A Renaissance Era Roleplay of Faith, Politics & Warfare by Polybius An OSR Hack
It is an age of conflicting ideas and ideology. Of competing faith, science and mysticism. In the land of Lassa, a resource rich peninsula bounded by water to the east and west, and mountains in the north, city-states vie for power. All is ruled over by the Holy Church of Karoleth, a religion with a 4,000 year old history.
The Inquisition conducted by the agents of Karoleth has found the Duke of Veranth guilty of heresy. While the Duke remains imprisoned, the enemies of the fair city Veranth have seized upon the vacuum of power to expand their influence. The city is in need of strong leadership, strength, and perhaps faith.
Characters
This is the crunchy bit, but it is really simple. You should familiarize yourself with the world information section before choosing a name and background. In addition to basic character info, you have Attributes and Skills that determine what your character can do and what she knows. The numbers are very simple: Spend 4 points on Attributes (Charisma, Combat, Fame, Faith) and 8 points on Skills (Grace, Speech, Literacy, Trade, Luck, Leadership, Dueling, Strategy).
In Masters of Veranth, you take the role of an influential and affluent nobleman, merchant, clergyman and citizen of the city of Veranth. The city is without a master and the council of peers is unsure what steps to take to ensure the safety and survival of the city. The Church of Karoleth is eager to step in and declare Veranth a protectorate of the Church and seize the assets and wealth within our coffers. Foreign investors have stopped sending payments for goods and pirates and brigands (perhaps funded by our rival city-states) have begun looting and pillaging our trade-routes and outlying settlements. In order to play the game, you must build a character, pick your attributes and stats and write a brief description of your personality and background.
Name: Read the Lore section to figure out naming conventions. Age: The life expectancy of a Lassan is about 60 years old. Residence: Many wealthy citizens reside in estates, old fortified towers or walled villas. Personality: Include ambitions, personality quirks, anything for other players to have an idea how you will roleplay. Attributes: See below.
Skills: See below.
You can do whatever you want and the enjoyment you get out of the game is in large part dependent on how you play the game. Each turn I will present the players with significant information about Veranth, the Church and important events and NPCs. Using this information, you can determine your strategy for that turn. Some turns may have no dice rolling actions and rely heavily on roleplaying. These are called 'free actions'. Sending correspondence, giving public speeches or engaging in diplomacy are some examples of roleplay only turn actions. Things like conscripting and training troops, waging war and conducting trade rely on rolls of the dice and are called 'strategy actions'.
You may conduct as many free actions as you wish each turn. You have 1 'stategy action' each turn. Strategy actions require the roll of two six-sided dice (2d6). On a result of 9 or better, the action is succeeds. A critical failure is a 2 and a critical success is 12. Each with appropriate results.
Action Difficulty Table:
Actions have modifiers for the final dice roll depending on how easy or hard the action is. For example if I determine the action is Formidable I add the modifier (-2) to the dice roll. Remember a failure is a 2 and a 9 is a success. You may also use a turn action to inquire as to how difficult an action might be.
Easy: +1
Moderate: 0
Hard: -1
Formidable: -2
Mighty: -3
Impossible: -4
An impossible action would be asking the Pope to give you his hat. A mighty or formidable action would be besieging a city. A hard or moderate action would be spying on another player or NPC. An easy action would be purchasing and gifting an item of value for yourself or another player or npc.
You have 4 points to distribute among the 4 attributes. You may disperse the points however you wish including using all four in a single category. Below each attribute is the relevant skill.
Charisma How well you can manipulate people to your will. Grace, Trade
Combat All martial disciplines including warfare and single combat. Strategy, Dueling
Fame How well your name is known throughout Veranth and the region of Lassa. Leadership, Speech
Faith Your piety, should it ever be called into question. Literacy, Luck
You have 8 points to distribute among the 8 skills. These numbers are called ranks. No skill rank may be higher than 4.
Diplomatic Skills: Grace How one conducts oneself at formal functions. This might be at a festival, wedding or meeting with foreign dignitaries.
Speech How well you are at speaking in public. More useful for swaying the opinion of large numbers of (admittedly less educated) people than a single nobleman.
Literacy How well you read and write. Also how many languages you know and if you can reference obscure texts to make a point.
Mercantile Skills: Trade Your ability to make profit by trading goods.
Luck The other side of the faith coin. The neglected skill.
Martial Skills: Dueling Sometimes you just want to get your point across as quickly as possible.
Strategy How you conduct your troops in battle from small-scale urban conflict to sieges.
Leadership Sometimes a strong leader can turn the tide of even a forlorn conclusion.
World Information
Geography
Lassa Peninsula Bounded by water on three sides and mountains to the north, the Lassan Peninsula is a conduit for trade between east and west. Once the seat of power for an ancient empire (also known as Lassa), city states with distinct dialects and cultures have prospered here for the past 400 years under the watchful eye of the Church of Karoleth. Wheat and barley are grown in the south and the central hills hold vast plantations where olives are grown and processed into olive oil. Other important commodities are wool and iron. Ships and caravans from the east heavily laden with jade, gold, silver and spices make for ports along the coast.
Veranth The city where the roleplay takes place. Veranth has made a name for itself as a strong mercantile stronghold with guilds and banks and little outside meddling from the Church of Karoleth. For nearly thirty years art and science has thrived in Veranth under the guidance of Duke Carlo Fiore. That reign has come to an end with the arrest of the Duke and his close associates by the church on charges of heresy, a crime that carries the penalty of death. It seems Duke Fiore funded a the publication of a pamphlet outlining the failings of the church. Fiore is being held in the White Citadel in Veranth until the order from his Holiness, Linus II for execution comes through.
Mersolan The historic rival city-state of Veranth ruled by Duke Giacomo Princep, a wealthy wool-merchant with many family members holding posts in the Church of Karoleth. Long has Mersolan prided itself on maintaining the Abbey of St. Sebastian, the most beautiful and ornate church in all of Lassa. Mersolan has rebuilt the ancient sea wall of the Lassan empire and controls a powerful navy and merchant fleet, reaching as far east as the Jade Empire.
Other notable city-states of Lassa: Cuna: Birthplace of His Holiness Linus II Trato: Home to the workshop of Maccio, the famous painter and inventor Parmos: A northern city-state with strong mercenary presence Vica: Stronghold of the Holy Order of the Knights Sanctus Vitae
The Jade Empire Far to the east is an Empire of such immeasurable territory and wealth that many common citizens consider it a mythical place. It is said that no foreign merchant has ever entered the Empire and left again, instead dealing with intermediaries and guides to secure valuable goods like spices, gold, silver, silk and of course jade.
Factions
The Holy Church of Karoleth Presided over by his Holiness Linus II, with a complex hierarchy of Cardinals, priests and holy appointments, the Holy Church of Karoleth is one of the wealthiest institutions in the world. For 4,000 years the church has existed in one form or another, even during the final centuries of the ancient Lassan Empire. In recent history, the Inquisitions conducted by Cardinal Paccio have gutted the nobility and middle class of the Lassan city-states.
The Guilds Guilds are unions of very skilled, specialized craftsmen devoted to one industry or another. Cloth dying, spinning wool, iron works, shipbuilding etc. are just some of the many guild specialties. These institutions hold control over vast sums of money and are semi-militant.
Mercenaries & Knightly Orders Bands of veteran soldiers roam the Lassan peninsula looking for work. Those given the blessing of the Church are well funded and are often employed protecting shrines, churches and holy persons across the land. Other mercenary bands are more nefarious, and include pirates, brigands and cuthroats. They are not as well trained or funded, but will do almost any job.
Name: Bartellemeo Palladino Age: 30 Residence: The Shield of Veranth resides within the main head quarters of the city guard, an imposing structure that's crawling with guardsmen all day everyday. Personality: Bartellemeo is an honorable man and a formidable warrior with a habit of leading from the front and enough worldly experience to have a hand in carving out the destiny of Veranth, hopefully for the better. He cares only for the safety of his city and the people it houses. He is tough on any crime that can be found, but he is toughest on corruption, as he sees a guardsman going back on his oath to uphold the law for personal gain as an unforgivable act of treachery. Though he maintains enough of a pious appearance to not be hauled off for heresy, Bartellemeo has no true respect for the church. And though he is very good at his job as a guard and is a well known defender of the people, his social graces among the nobility he has found himself in as the commander of the city guard leave much to be desired. Attributes:
Charisma: 0
Combat: 2
Fame: 2
Faith: 0
Skills:
Grace: 0
Speech: 1
Literacy: 1
Trade: 0
Luck: 1
Dueling: 2
Strategy: 1
Leadership: 2
I don't see any problems with this character. I will divulge more world information when the game thread is posted if you want to expand his background at some point. It will be interesting to see how an altruistic character fares in the cut throat world of politics and religion of Lassa.