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    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Nation Building BeckonCall's Fantasy Nation-building RPG thread

I'll post the approach and landing then you can post your arrival and disembark-- I'll kick off, if you please!
 
I'll post the approach and landing then you can post your arrival and disembark-- I'll kick off, if you please!
If it should come up, mention that the storms just outside the new world were really nasty. I've already wrote my post and I'd rather not have to think of a new first paragraph. ;)
 
Bone2pick Bone2pick : OOC chat had some discussion of mechanics, mostly questions you already asked. There was a little chatting about who's who, but you'll learn that soon enough. Conversation ended with some final ironing of Comrade in the Shade Comrade in the Shade 's faction and we'll kick off when he posts to the faction status thread.
 
al-TurbanskOfficially The al-Turbansk Sheikdom, in Exile




  • The story of the al-Turbansk faction is the story of two families fleeing from the Muurdaan Empire.

    House al-Turbansk

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    Motto: The sand shifts yet our honor stands!

    House al-Trubansk is led by Sheik Atiq Affan, who established the house upon receiving land and petty titles from the emperor. The title “sheik” was granted to him after several decades of service to the realm as satrap of Turbansk, a far-flung desert trading hub located in an unimportant corner of the empire. The desert surrounding Turbansk is vast and unforgiving due to its proximity to the Anaedael mountain range, a chain of peaks that rank among the highest in the world. While Atiq served as the provincial administrator, Trubansk went from a small watering hole to a vibrant center of commerce where merchant caravans would travel hundreds of miles to access the city’s markets. The increased tax revenues for the empire did not go unnoticed. The Sheik was granted decent lands and, on occasion summoned to the capital in order to advise the emperor on trade and caravan routes. House al-Turbansk currently has tow human members: Atiq and Fatima, and one halfling, Asma. House al-Turbansk is bound by blood to House Anaedael through a marriage alliance.

    Turbansk was a diverse city of refugees and merchants from across the empire. This diversity is reflected in the demographics of the followers to accompany the Sheik to the Lost Continent.

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    House Anaedael

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    Motto: Mountains soar but we fly higher

    House Anaedael is led by Prince Joreus, who inherited the title and role of patriarch from his father, Merinath. An ancient elven house whose grand history stretches beyond that of the empire’s, House Anaedael has fallen from its former glory. Once independent rulers of the mountainous region that bears their name to this day, the Muurdaan Empire subjected them long ago. So long ago that animosity has been forgotten and generations of the house have faithfully served the empire. Few living members still harbor faint feelings of nostalgia for a now mythical, independent Anaedael. Unique to House Anaedael is also their master of the skies. The family has produced generations of skilled giant eagle riders and breeders. House Anaedael currently has three elven members: Joreus, Mirnil, and Sanyir. House Anaedael is bound by blood to House al-Turbansk through a marriage alliance.

    Only the high elves of Anaedael ma35nage to thrive at such extreme elevations. Their magnificent cities stretched toward the skies but dwarves and gnomes populated several smaller population centers under the mountains. Trade and the sharing of technologies deeply connected the elven court to these populations. This historic relationship is apparent in the followers that decided to leave the Old World with House Anaedael.

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Comrade in the Shade Comrade in the Shade If you think it would be intersting our factions could hail from the same vast desert? That could offer a background tie to expedient diplomatic relations as well as limited meta knowledge of one another.

If you want them from separate deserts that's also fine.
 
The New World Trade Commission (NWTC) (50% done)
(Formerly known as Salvator's Brewery and Fine Goods Trading Company)
An associated Enterprise of the Huitsi Trade Commission

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Official Commission Emblem/Stampage

LEGAL DISCLAIMER:
After several unfortunate and rather rash and uncalculated accidents of NWTC's predecessor that the NWTC so deeply regrets and apologizes for, and the resulting PR disaster, government backlash and peaceful resignation of former CEO Mr. Salvator, the former Salvator's Brewery and Luxury Goods Trading Company was officially dissolved. The NWTC claims no ties to the fraudulent company and no connection to the criminal activities it engaged in. The fact that the NWTC's leadership is almost identical to that of the former Brewery is pure coincidence and is no way a reflection on the NWTC. Further more the utilization of Salvator's former facilities, product lines, employees, distribution networks, business contacts etc is merely a result of the small scale economics of the colony. Nothing about the company should be interpreted, inferred, nor does it imply that it is the exact same thing as the former brewery with a new name and leader. The NWTC officially denies any and all accusations. The NWTC is legally required to inform you that it is currently on government probation for crimes against the colony and her people, including but not limited to grand theft, first degree murder of colony occupants, murder of a Muurdaan Official, Slavery and Conspiracy.



COMPANY INFO

Our Motto
"Soft as a fox- without the bite!"

Our Mission
"To Provide excellent and high quality services and products in a number of vertically and horizontally integrated industries. We value reliability, accountability and responsibility to the colony and her people above all else, which is why we provide the greatest in entertainment and luxury services."

Who Are We?
The NWTC is a locally based company with international ties and business, though our focus remains on providing high quality entertainment and luxury goods to the people of the colony at every income level. From affordable beer to tediously aged wines a Highborn would envy and perfectly concocted brews that rival the Dwarves, to pure honey, deliciously sweet cherries, and recreational substance, your cravings for royal taste are satisfied by our many consumable product lines. Beyond this we produce the latest in fashion trends and beauty accessories with our premium luxury Amber Jewelry line. Bored on a Sunday night? Stop by our establishments for high quality entertainment from local entertainers, or try your luck at our regulated card tables! The NWTC is the colony's leader in fine culinary cuisine, fashion and entertainment! Indulge yourself with our products and services- you deserve it! We deny partaking in the manufacturing and sales of illicit substances, racketeering and other legal activities. Our lawyers our available 24/7 to quell any legal concerns and/or objections.

Failure plants the seeds for success. We learned from the short comings of our predecessor (whose actions in no way reflect the future, past and present actions and beliefs of the NWTC) and used those lessons to forge a company that would stand the test of time and become something the colony could cherish! We are dedicated to ethical business practices and hold our employees to the highest standards of accountability and professionalism. Our Employees and Associates, a multi racial group comprised of Finecians, humans and other colony members are each stunning reflects of our company values. We hope to use our positive influence and impact on the colony to dispel the undeserved and highly negative stereotypes that unjustly plague Finecians and end their harsh, second-class treatment. We do not divide ourselves among the different racial/religious/factions like the other members of the colony. We are committed to breaking racial boundaries by incorporating all under our humble wings and unify the colony!

If you wish to purchase any of our products or enjoy any of our services, feel free to stop by the local market or any local Tavern! Our most prestigious goods, entertainers and events can be found at the Blooming Lamb, located in Harun Tar'as!

History
The NWTC was founded in the colony just a couple months ago and has already grown to be an integral leader of the colonies economy! Born in the ashes of a criminal enterprise, we have re-branded ourselves to fit the demands and will of the colony and our followers. We claim no criminal ties or influence and deny all accusations. We will only speak to a Colony Official and only through our lawyers.

The New World Trade Commission is an associated enterprise of the Huitsi Trade Commission. The Huitsi Trade Commission denies responsibility for its actions and merely provides business and capital and logistics to the corporation.






MEET OUR STAFF​

Manpower = 200
Very Skilled Thugs - 0
Thugs/Unskilled Workers - 19 (5 are performers, 14, 19, 20x3) (10 total unavailable due to guilds)
Rogues/Skilled Workers - 40 (10 unavailable due to guilds)
Hitmen/Assassins - 6 (2 in guilds)
Goons/Trolls - 5 (Armored in full Plate Armor with two-handed Iron Maces)
Capos - 7

Total Population: 82

Positions:
Employee (Thugs/Unskilled Workers) - Our most numerous and arguably most valuable employee! They serve as the backbone for our daily operations, working hard day and night to provide the menial, unskilled labor all companies depend on for their higher operations! They may not be able to read, write, do math or tie their own shoes but what they lack in intelligence, knowledge and skill they make up for with effort and determination to provide you- our valued customer- the excellent goods and services you have coem to expect! (These are the lowest tier in the company. They take care of anything that does not require much training or skill, the highest skill task they are allotted to being farming and/or hunting. Most are poorly educated, if even at all. They are considered expendable pawns and are used interchangeably as a militia and a basic workforce. Their main tasks involve farming/hunting, gathering resources, moving goods and guarding warehouses. Many are your common, simple folk just trying to get by, others are true thugs trying to beat their way to the top. In combat one would fight like a thug, unskilled but aggressive, armed with knives or even short swords and crossbows if they can get their hands on one.)

Craftsmen (Rogues/skilled Workers) - Not to be over shadowed by our standard Employees, our Craftsmen truly make our company what it is. They brew, cook, formulate, design and mint most of our goods! It its their inguinity, their skill and their passion for their craft that set our products and services apart from the rest! They conquer any skilled task or labor we throw their way! (Crafts/Tradesmen fall into this category. Anyone who officially or unofficially works for the company to take care of skilled tasks. They may be brewers, Engineers, tailors, carpenters and more. But most fall into the line of Brewing, growing, jeweling with a good number of tailors. They are educated, can read and write. They are considered valuable by the company, but many are still expendable to some extent. While they will mainly provide the company with whatever task they've mastered, they also will sere as more skilled warriors. They fight in a rogue/assassin-lite style, using their small size and agility to their advantage. They however are not truly capable of 1v1ing most creatures in a fair fight and will often group together and/or ambush their foes. Typically both. They will be armed with an assortment of daggers, short-swords and crossbows.)

Security Detail (Hitmen) - In order to insure the safety of our employees, we maintain our own small, personal security detail. Having undergone a 3 day luncheon training, we promise they won't hurt you! (All companies from time to time find that someone is being a thorn in their side. Most ignore it or try to outmaneuver their competition, others "take care" of the problem. If you're taking the third option, these guys are you friends. The company's hitmen, listed as mere personal guards, are trained killers. They utilize poison, stealth and weapons such as crossbows, throwing knives and the such to silently take out targets without drawing attention or suspicion to the company. They are by no means elite assassins, but they are none the less capable. They usually act in groups of 2-3 and prefer to take out their targets without them even knowing whats coming. In a 1v1 setting (again they prefer ganging up and ambushes) they are capable fighters, using their agility, speed and small size to dodge enemy attacks, get behind or around them, and go for the kill.)

Heavy Machinery (Trolls) - Our sentient equipment handles any hard manual labor we need them to! They have even served a roll in defending our great colony! Heros, truly! (Even with their speed and stealth, most of the companies workforce make crummy guards or soldiers. It is for this reason that the company chose to recruit/hire a group of trolls. These smelly, slimy, regenerative beats may not be smart, but they are big, strong and hard to kill. They serve as guards or heavy enforcers to get the companies way through intimidation or other means. They are armed with weapons such as large spiked maces, long-swords, axes and any oversized hard objects they can get their hands on. Most wear armoring of some sorts, leather, metal plates or a combination of the two. They are fierce and unrelenting in combat. Mostly because they're big and dumb. They are also used essentially as the Companys heavy machinery.)

Executives and Consultants (Capos) - The leaders and field experts who guide our mission. Highly educated, experienced and skill, our Executives and Consultants handle a wide range of tasks. From business management to leading innovative research for the good of the colony, our Executive team leads by example! (The big boss guys in a dark smoke filled room. They serve as the leaders of the company. Some are master craftsmen, others shady investors and even elite illusionist assassins. Many are extremely skilled in combat, turning their nonthreatening size into the downfall of even skilled warriors. A couple also practice illusionist based magic, conjuring false images and hiding the world around them. Even lethal magical traps.)

Skilled Worker main professions:
1. Brewer
2. Botanist
3. Jeweler
And other professions needed to the formation of the colony such as engineering, agriculture, smithing, etc.

Capo List:
Andrei Connic - Illusionist badass assassin. Need someone taken care of or something stolen and the regular hit team just aint up for the task? Then it's time to call in the "specialist". Meet Andrei, the not very sociable but not quite anti social, boring kinda weird but pretty normal dude with a knack for killing high valued targets. He's an illusionist as well, meaning he's mastered the Finecian;s talent for trickery and taken in to the extreme, conjuring false images and more to aid in his "exploits". This talent when combined with his unparalleled stealth and skill with a wide range of weaponry makes him a deadly foe.
Name: Andrei Connic

Rank: Hired Assassin

Age: 56 (mid 30’s human years)

Class: Rogue/Assassin/Bowman

Appearance: Andrei appears rather unthreatening, standing at average Finecian height (3’6”) and somewhat below average in weight (50lbs). He is of slight build. He has purely white fur, which he darkens with dye during the summer. His blue eyes speak of innocence, but he is far from such.

Personality: Andrei is to the common observer… rather boring and bland. He’s rather reserved and quiet, but not particularly cryptic and mysterious. He’s modestly friendly and talkative when approached, but will often be the first to end the conversation, preferring either to stand and listen to others or be by himself. He’s soft spoken and is almost never angry, nor is he ever particularly happy. He’s just calm, quiet and reserved. Boring and bland.


But when he’s in the “zone”... and by that I mean stalking his next “prey”, animal or human, it’s all the same to him, he is a completely different person. He’s energetic, often prancing around excitedly, singing old songs and poems to himself. He speaks mockingly, playfully toying with his victim when he knows he has them.

Paraphernalia: He typically wears rather baggy pocketed pants, a plain white shirt and a black robe/cloak. He usually has the hood down and it appears to be just an ordinary commoners cloak, nothing suspicious. Hidden away inside this robe are throwing knives, three on each side. Tucked between his waistline he carries 2 6-inch fighting daggers and hidden away in his pants pockets are two small throwable knives, poisoned and ready, just in case. He only uses these as a last resort.

History: Andrei was born in the forest where he family survived by hunting. His father taught him the art of hunting, tracking and the skills for surviving in the outdoors when he was a young lad. He mastered the art and killed his first buck at age 6. From there he accelerated, easily mastering the bow, the spear and any hunting device thrown at him. He hunted all day, being outside, stalking his unspecting prey as exhillerating. He was a natural hunter and excelled t it. Merely stepping outside guaranteed him a kill.

The sport became boring… He desired a larger challenge. He set off around the Empire, hunting increasingly dangerous game. None proved worthy of him and soon only one remained. The only creatures that could reason, think, even outsmart and kill their hunter. His own kind (sentient beings). He began killing people for sport, for practice. Naturally he needed to support himself and began killing for pay. An assassin was born.

Why come?: He’s being played too. Besides, there is likely new game to be hunted in this new land. Perhaps finally, a worthy opponent?

Thoughts on the Underlords?: He could care less, as long as they leave him alone. He doesn’t fear being caught by them.

Strengths/Weaknesses: Ranged Weapons weapons master. Stealthy, survival expert, agile but not as fast (top speed. FInecians are too small to have a super high top speed) as larger species. But he is over confident, risk taking, physically weak and not particularly proficient (above average skill wise with his agility providing his only real advantage) in hand to hand combat once engaged
Jonti Capro - Illusionist support type, conceals illegal activities and provides battlefield support. Works with metalergist to imbue items with illusionist properties. He is an Illusionist magician, but lacks in direct physical combat due to his age. His illusions are typically aimed at hiding things of tricking people and has the ability to imbue objects like rings with illusionist properties to varying degrees.

Mikkoleti Sonto - badass rogue/assassin lite. Master biologist/scientist. Specializes in discovering useful materials in nature, especially those of an illicit or magical nature. Works with the Brewer, metalergist and illusionist. Skilled in combat with a rogue fighting style but lacks magical powers. The perfect man for documenting the wildlife of this new world and discovering the properties of them. Specializes in plants/fungus but has a general interest in the natural world that he has combined with his drug addiction to become the mad scientist behind their drug production. Works closely with Yuln the head brewer to make drugs and brews. Other than this he may experiment with medicinal properties or simply study the life of this new land.

Kreig Varn - Metalergist/jeweler. Specialist in materials will magical properties. Works with Master illusionist to imbue illusionist qualities to his creations. Also designs many of the trinkets and jewelry the business sells.

Mr. Mallothew - Baddass/Assassin lite. Politician, planner, businessman, Wheeler dealer type. Skilled in hand to hand combat with a rogue fighting style but lacks magical abilities. May act as an enforcer similar to Sontio but focuses on people and factions outside of the cartel, bending them to the cartel's will either through manipulation, intimidation or both. Tough, sly and cocky.

Yuln Orsona - Master Brewer/drug grower. Perfects brew and illicit drug recipes, manufacturing techniques andrelated activities.
Name: Yuln Orsona

Rank: Professional Brewer

Age: 148 (Mid 70s human years)

Class: Alchemist

Appearance: An average sized skinny grey furred Finecian who typically wears a brown cloth tunic, similarly colored cloth pants and a stained chefs coat.

Personality: He is cranky and anti-social, preferring the confines of his “kitchen” and the company of his brews.

Paraphernalia: Besides his “uniform” he has with him a wide variety of brewing equipment and ingredients, ranging from common plants, exotic animals and illegal imports.

History: Yuln was born in the city but as soon as he could he moved out to the wilderness to get away from the annoying hustle and bustle and focus on his brewing and drugs. He sold his product to supplement himself. As he became older he started having trouble gathering his own materials and began to rely on a young Mr. Salvator to get his ingredients and in return taught him how to brew. Mr. Salvator of course used this skill to start his ascension, or rather descent into the underworld. As Yuln grew older he was no longer able to survive on his own in the forest and so Mr. Salvator brought him into his empire, despite Yuln’s protests and he has been his head brewer ever since. He was assigned an apprentice to carry on his tasks once hes gone, whose name is Jolki, a young drug dealer Slavator recruited.


Strengths/Weaknesses: Smart but old, weak and not good in combat. Not very charismatic either.

Thoughts on the Underlords: He doesn’t like anyone and so he naturally hates the Underlords. Not because they actually bother him, but because he can.

Why take the trip?: Because Salvator is forcing him.
"Sontio Ornolldo" - "Jack of all trades, master of none" -- real specialty is serving to improve the work of other specialists. Hes the guy who gets shit done. Brewing lagging behind? Sontio we will make sure they get back on schedule. Maybe by simply helping them brew, or maybe threatening to rip them limb form limb, or perhaps actually doing it. Usually a combination of al three. He's the main enforcer of the Cartel, both inside and out. Local dealer no longer carrying the cartel's goods? He'll make sure they bye double next time.
Name: Sontio Ornolldo

Rank: Enforcer/Right Hand Man

Age: 36 (around 20 in human years, status wise)

Class: Rogue/Fighter

Appearance: Sontio is rather large for a Finecian, but still small by human standards and certainly tiny by Tryen standards. At 4’3” he weighs around 90 pounds being of a medium build 9What the FInecians would consider large as they are typically scrawny). He has the traditional orange/tan-cream colored fur with a white-cream underbelly, fore arms, face markings and a black tipped tail. He typically dresses in an obviously expensive black vest and dress pants with a white dress shirt underneath To top it off he wears a black plaid fedora, a golden necklace and rather hefty and unattractive iron rings on his left hand. Oddly enough that his punching hand, prefer for other to hold daggers and short swords.

Personality: Sontio is not well spoken, but nor does he talk like a lowly peasant. Being around Mr. Salvator tends to enhance one's vocabulary quite quickly. He is quick and to the point, not being one for pleasantries or idle conversation (save for when he’s drunk. He’s quite lively then). He can be short tempered, but managers to maintain a level headed calm, especially when fighting but if prodded enough he can explode in a fit of rage. He does whatever Mr. Salvator asks of him and gets it done.

Paraphernalia: Besides his “iron Knuckles” and his suit and hat, he carries with him a six inch dagger, a smaller secondary 4inch knife and a short sword as his primary weapon.

History: Like Mr. Slavator, he was born a street urchin and leveraged his natural skills to better himself. Save he did so by using his strength and agility to win fight in Mr. Salvtors underground fighting arenas. He was quite the celebrity, defeating every opponent sent his way until he was “rescued” by Mr. Salvator who trained him as his enforcer and right hand man. He enjoys a relatively comfortable existence and doing what he loves- kicking the shit out of people.

Why Leave?: Because Mr. Salavtor asked him to. He helped kill anyone who wouldn’t or wasn’t needed.

Thoughts on the Underlords?: He is distasteful of them as he sees them as too oppressive but could care less save that he is a criminal and they are the authorities he has to run from.

Strengths/Weaknesses: Skilled in close quarters, hand to hand combat but incapable with ranged weaponry. Not particularly smart but not particularly dumb. Agile and relatively strong, but can’t match the speeds of larger race nor their strength.

Finecian Guild List for @Beckoncall


SCIENCE GUILD - 1 Capo delegated (Botanist), Amber Encased Giant Red Ant, Ember Encased Automaton Hand, 2 units Automaton fragments(head and torso)

GROCERS GUILD - Water Plants, Fish, Mushrooms

BREWMASTERS GUILD - 3 Capo (Brewmaster, Mallowthew and Botanist), 5 skilled worker, 5 unskilled worker delegated, Ale, Wine, Beer, Potentially Mead and Honey based brews

PERFORMERS GUILD - 2 Capo (Sontio and Mallowthew) Ensures shows are going on time. 5 Unskilled Workers (To act as acrobats/parkourists/performers. They may not able to able to read, but their nimble, quick on their feet and totally graceful! 14, 19, 20x3 skill rolls). Indirectly provides entertainment via owning a venue, Blooming Lamb.

LUXURY GUILD - 2 Capo Delegated (Brewmaster, Jewelry), Honey, Amber, “Heaven’s Aroma”, Fish. 5 Skilled workers.

SMITHS GUILD - 1 Capo Delegated (Jewelry), Amber Jewelry

MAGES GUILD - 1 Capo Delegated (Illusionist)

INTELLIGENCE GUILD - 1 Capo Delegated (Master Assassin), 2 Hitmen

HEALERS GUILD - Sedative Poison (anesthetic)

CAPO GUILD DELEGATION LIST FOR BECK (Finecians)

Andrei Connic - Illusionist badass assassin. Elite Assassin. Intelligence Guild.

Jonti Capro - Illusionist. Mages Guild.

Mikkoleti Sonto - badass rogue/assassin lite. Master biologist/scientist. Specializes in discovering useful materials in nature, especially those of an illicit or magical nature. Science, Brewmasters guild.

Kreig Varn - Metalergist/jeweler. Smiths and Luxury Guild.

Mr. Mallothew - Baddass/Assassin lite. Politician, planner, businessman, Wheeler dealer type. Brewmasters Guild, performers guild.

Yuln Orsona - Master Brewer/drug grower. Perfects brew and illicit drug recipes, manufacturing techniques and related activities. Brewmasters, Luxury Guild.


"Sontio Ornolldo" - "Jack of all trades, master of none" -- real specialty is serving to improve the work of other specialists. Hes the guy who gets shit done. Performers guild.




COMPANY RESOURCES​

Materials:
Wealth: 2

SEASON 2 EARNED: 15
Available to spend for post season 2 reinforcements: 15 (+11 faction specific) = 26 (11 for native troops only)
SEASON 3 INFLUENCE EARNED: 16


TOTAL INFLUENCE: 25/27
-Positive rep with exiles and Attolian small business for eliminating crime


Commodities:
Walking Dream Soda (3 units) - A Purple mold that when brewed creates an alcoholic drink that causes the consumer to experience hallucinations. The stronger the brew, the more vivid the hallucinations. May alternatively be snorted to create a mix of a coke like rush and less vivid hallucinations.
"Heaven's Aroma" - Lighter version of above.

Fine Limestone (0 unit)

Amber (in flux)

Honey

Cherries (5 Units)


Tools/Equipment/Parts:
Wrist X-bows
Retractable Wrist Knives
Wrist Gaurds

5 Suits Troll Plate Armor
5 Troll Two-Handed Iron Maces

Flintlock Pistols
Gunpowder (limited)

1 Ship (old Gewgaw vessel)

Food:
Muddy Lake Fish
Mushrooms
Water-Plants
GRUBS -AVAILABLE



THE FINECIANS​

Species:
The Finecians are a rather small. physical unimpressive species of bipedal fox-anthromorphs. They stand at 3-4ft in height and weigh in at a typical 60-80lbs and are unsurprisingly of a light build. This causes them to be quite weak, but they make up for this with their speed, agility, keen senses and cunning. They do not make great soldiers, but they are excellent thieves, rogues and assassins. Some may also posses magical powers in the forms of conjuring powerful illusions aimed at deceiving or even killing enemies. They are an entrepreneurial people, many run businesses and education is extremely valued. Those without schooling or knowledge of a trade are at an extreme disadvantage and are typically treated as second class citizens. They are individualistic materialists, preferring shiny things and power over friendships and faith. Most will have just one or two close friends and the rest are mainly acquaintances with whom they regard with varying levels of suspicion. This does not mean that they are loners however, rather many are quite sociable, excitable and even friendly. They simply regard others as they would a fellow business owner and potential competition. Most still enjoy a good night at the tavern, especially the lower classes.
History:
The history of the Finecians is that of sly implantation of friend in foe to maintain their sovereignty for well over a millennia. They came to be in the deserts of the creator, surrounded by hordes of vicious gnolls, trolls and lizardmen. They survived by playing the barbarian tribes against one another and building themselves a fortress above-and below- the sand dunes, protecting it and their trade routes with mercenary armies from foreign lands and even the local barbarian tribes. Their ideal location near major water ways saw them rise into a great trade hub, which of course brought them to the attention of the Muurdan, whom after defeating their mercenary armies and besieging their capital, diplomatically annexed them in a peace deal.


ROYAL HTC HISTORY:
Essentially they were a lesser Noble house in the Finecian City State that backstabbed eveyrone when the Muurdaan arrived, selling out all their hiding places etc in return for a place in the new Muurdaan controlled city-state

Since all the other Noble Houses were eliminated and dismantled the Dunsia Order had no choice but submit to the House of Tail (WHich became the HRTC)

as the Dunsia order existed wiht the sole purpose of defenidng the Finecian Noble Houses

and although they killed the others, they were the only one left to defend so they couldnt by prinipal retaliate

some of the order obviously rebelled, but in the spy war that followed the loyalists emerged victorious so the Dunsia Order essentially became the HRTC's private assassin

So the HRTC ran some more legitmanet buisness inside the now mainly Muurdaan controlled CityState (They dismantled the other noble houses and most of the Finecian buisness in favor of placing themselves and their friends at the head, leading to the abandoment of the citystate by the FInecians and the dispersion of them accross the world. Beofre this tiem they had mainly gathered here, bound togetehr by mutualism)

Renting out the Dunsia Assassins, more interestign Fennec troops and incorporated mercs (The Finecians have always had a habbit of conquering people and assimilatign them as brainwashed loyalists) to the Muurdaan as mercenaries for the profit(edited)

But of course, the Muurdaan didnt want the RHTC to upsurp them in the Citystate, so they eventually ekpt getting cock-blocked and were looking for a way to expand

So when the Muurdaan began trying to fill in the gaps of their expansion attempt (They had ignored some lesser values targets) they offered to help conquer some if they could keep it as private land

The Muurdaan allowed it, why waste their own blood and money on lands only worht their dirt?

So the RHTC conquired the Hutsi Archapelogoes, becuase scoutign reports suggested there were a TON of mana crystal deposits in the land

but when mining it they found they were actually not all that large (The Muurdaan probably had known this and thus skipped over it)

The RHTC "Nobles" arent the same bloodline from the House of Tails

During the Muurdaan invasion some bastard heirs and cousins banded together, took ove rthe house and betrayed everyoe

So these nobles are bastard heir to the heir to their of the heirs with about as much connection to the crown as the Natives, but they parade themselves around as nobles anyways

So actual nobles probably would resent them for that, becuase they are a REAL noble house

But what can you do? The Muurdaan arent gettign rid of them so all you can do is mutter under your breath

as you ingest their ales and drugs

Without the sal eof mana ccrystals they had no way to afford the corporate tax for the land but were depserate to keep it'

But ritualistic spices the islands Native Witches used grew so well and were... so pleasant, they decided to sell them!

They the HRTC created large plantations, using native slaves as workers and began selling their product, growing and expanding over time ( and devolving) into the organizaiton it is today!

And the Dunsia order basically has devolved into glorified hitmen

so about half of them are super serious into their cult like religion and monk like values/attitude

and the other half just get drunk and party

So the order is conflicted between wanting to maintain their old ways from the golden days and the newer generation who doesnt care for them

(I imagine Dunsia Assassins as 4-5 point hitmen with a scrict limit of qunitity due to low numbers)

(While I can get a large number of hitmen easy)

(Dunsia Assassins would be better but more expensive and limited)
 
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