Creations of the Creep (Development Submission Thread)

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Re: Creations of the Creep (Development Submission Thread)

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Queen Blizthians Arsenials
Queen Blizthians Arsenials (Blizthians for short) were once the prominent and extremely tiny lap dogs of Blizthia II, the short-lived queen regent of Quacia between 300-305. Queen Blizthia to this day is still known as one of Quacia’s biggest icons. From the beginning of her husband’s reign to the end of her own, Blizthia II had set the fashion standards for the noble and gentry class. The Blizthian dog breed playing a huge part in Quacia’s world of fashion at the time. Originally, the breed was created by the king and professional animal handlers for hunting rodents but a mistake in the intermingling of multiple dog breeds led to the petite size dog almost too tiny to even run a full mile.

The king decided to give them to queen Blizthia as a gift and she immediately fell in love with the dog’s stubby legs and large doting black eyes. She had kept one in almost every color— Black, white, red and brown— and used the dogs almost seasonally to match with her different clothes. In little to no time, the dogs grew popular and every upper class lady had one too to match her outfit. The blizthian became a lifelong companion of the upper class for centuries and as decades went by, eventually middle class families would be able to afford them as gifts for their children.

Blizthians were nothing but lazy lapdogs until the cataclysm. As the city began to fall and homes started to crumble, many hid underground. It is underground, the ability of a blitzthian was discovered.

The dog breed is not only cute but it can easily adapt to a subterranean lifestyle. The blitzthian can somehow manage to live off low levels of oxygen as well as dig large tunnels in a matter of eight to ten hours despite their short legs and stubby paws. Their ability to dig at this rate has much to do with their extra toe, which is much thicker and sturdier than the other parts of their body. The blitzthian is also partially blind, their retinas lacking certain nerves. However, blitzthian are able to see shapes and what their eyes cannot do, their ears will do for them. To sum it all up, blitzthian’s hearing is similar to a bat’s own. The blitzthian are considered yapping little buggers but the breed does this to hear it’s echo and what it bounces off of.

A well trained blitzthian can be a really good companion in Quacia.

This breed weighs between 3-5 pounds and can hardly reach a foot in height. The most common color of a blitzthian’s coat is white though the breed is rare in general. In this time period, only nobles keep blitzthian and if one were to be sold it would be the same price as a large dog.
 ! Message from: Tyrant
Quacia isn't typically the sort of place for pets, but I could certainly see some snobby Nobles and their ladies having a few of these around if nothing more than to show off that they can. Plus, they're relatively small so they wouldn't be a big burden to take care of, especially for the already wealthy. I'll need to put this into the Pets Template, but I think this can be Approved.
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Re: Creations of the Creep (Development Submission Thread)

Name: The House of Oliveira

Coat of Arms: Image

Title: Barony {Old Money}

Affiliations: The Lair

Notable Contributions:
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Manor: (Where do they live? What is it like?)

Household:

Nouhime Oliveira

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Race: Human.
DoB: 29th Vhalar 650 {68}
Title: Businesswoman, Baroness, Poison Connoisseur.
Skills: Blades{Katana}: Competent, Leadership: Competent, Business Management: Competent, Intelligence: Competent, Negotiating: Expert, Tactics: Expetr, Poisons: Master.

Kojiro Oliveira

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Race: Human.
DoB: Ashan 13th, 693 {25}
Title: Baronet
Skills: Polearms{Katanas}:Expert, Leadership: Competent, Deception: Competent, Investigation: Novice

Benimaru Oliveira

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Race: Human.
DoB: Zi'da 14th, 700 {18}
Title: Baguette
Skills: Ranged{Longbow}:Expert, Investigation: Competent, Detection: Competent, Tactics: Novice

Sakura Oliveira

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Race: Human.
DoB: Ymiden 50th, 696 {22}
Title: Baronetess
Skills: Persuasion: Expert, Seductions: Competent, Etiquette: Competent, Investigation: Novice

Dojima Saito

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Race: Human.
DoB: Vhalar 14th, 673 {would have been 45 at present day}
Title: Baronet {Deceased}
Skills: Dual Swords{Katanas}:Master, Stealth: Expert, Deception: Competent, Investigation: Competent

Dosan Saito

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Race: Human.
DoB: Cylus 4th, 695 {23}
Title: Baguette {Is not aware of his relation to the Oliveira House}
Skills: Skills


Credit: Dosan S.
Last edited by Nasod on Sat Nov 10, 2018 5:42 pm, edited 9 times in total. word count: 176
㊮ "I'm nothing more than a snake. With cold skin and no emotions, as I slither around searching for prey with my tongue, swallowing down whoever & whatever looks tasty." ㊮
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Re: Creations of the Creep (Development Submission Thread)

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► Show Spoiler
Name: The House of Lancastre
Coat of Arms: See picture above!
Title: Old Barony
Affiliations: House Lancastre have very few ties with other noble houses of the same rank, but for business purposes they do keep in touch with noble homes in Rynmere and Ne'haer. From time to time, they do affiliate themselves with popular shopkeepers in the lair.
Notable Contributions: In the past, the Lancastres were known to be some of the greatest chemical scientist, a lot of different projects and works during Quacia's beginning can be contributed to them. Now, the Lancastres are known for foreign trade and also possessing many ships which are often rented out to other houses.
Manor: Casa de Mora is the formal name of their Manor and it has surprisingly be standing tall since the great catalyst. With multiple rooms, a secret wine cellar and a library the size of two apartments put together, Casa de Mora was built a long time ago when one of the very first barons envied the royal family's own home. You will see many similarities between a royal palace and the Lancastre's home, the only difference being the size. Recently, the Lancastre's have been adding foreign art pieces and weaponry to the Manor's walls-- something many notice when entering.
Household:

Jason Lancastre

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Race: Human
DoB: 20th of Zi'da, 678
Title: Baron
Skills: Business(50), Persuasion(60), Seduction(44), Rhetoric(35), Intelligence(75), Research(57), Intimidation(45)
Other: A crafty and power-hungry individual, Jason is the head of House Lancastre and he takes on the position with much pride. He is very proud of his house and it's accompliments, often thinking it is the wealthiest compared to the rest of Quacia and he would like to keep it that way. Jason isn't exactly a man to be trusted, he has sworn loyalty to his family and nothing or no one else.

Ellesie Lancastre

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Race: Human.
DoB: 45th of Ymiden, 695
Title: Heiress
Skills: Seduction(60), Business(35), Intelligence (40), mathematics (40), persuasion(57)
Other: The first child of Jason, Ellesie is most likely to take the role of her father someday, being the most like him. Unlike her father though, Ellesie gets around on her looks and makes business deals that way too. Ellesie's attitude can be described in similar to an Avriel with the cutthroat advantages of a Naerikk.

Nev'alyne Lancastre

Credit: Blue
 ! Message from: Tyrant
Approved. Asked to move to Nobility Thread for public perusal.
Last edited by Blue on Mon Jan 21, 2019 6:22 pm, edited 2 times in total. word count: 718
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Re: Creations of the Creep (Development Submission Thread)

The Crimson Hymnal

Listen to his voice calling you,
Asking you for your blood,
Hear the moan of our god,
As we bleed in thoughts of him.

Astray with forgetfulness, you may go,
Still, he calls for your blood, leading you back to him.
We shall give our hearts to you,
To heal your wounds, as we watch over you.

The light of our lives is in your crimson glow
Fighting to ease the sorrow we sow.
Then from his grace, he shall send,
A peace will come to us in the end.

So listen to his voice calling you,
Asking you for blood once again,
Give unto him every drop,
For our crimson praise shall forever flow.

 ! Message from: Tyrant
Super approved. I like it.
word count: 125
㊮ "I'm nothing more than a snake. With cold skin and no emotions, as I slither around searching for prey with my tongue, swallowing down whoever & whatever looks tasty." ㊮
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Re: Creations of the Creep (Development Submission Thread)

Adamantine Kingfishers

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The Adamantine Kingfishers - or simply Kingfishers for short - are a rare and powerful breed of monster that roams secluded coves to the northwest of Quacia, along the coast. They are almost unheard of to the people within the city, and are spoken of almost in myth, despite existing in Quacia since before the Cataclysm. The Kingfishers are named for their ability to hunt sharks within the water, and for the red blades that protrude from their bodies, resembling weapons crafted from Adamantite. There are typically six of these blades, and - perhaps obviously - they are the most lethal as well as durable portions of the Kingfisher's bodies.

The Kingfishers are, in general, highly durable. Being crustaceans, they are heavily armored. With the way their bodies are shaped, they have high vertical and horizontal mobility, and are capable of receding into a defensive position while they escape. Due to these many factors, the Kingfishers are incredibly deadly to contend with, and are usually capable of murdering even skilled soldiers unless overwhelmed with high numbers.

Kingfishers are known to be aggressive and territorial, and they do not allow the presence of other species in their dens. Often, foreign sailors will anchor their ship near or within a cove, only to be assaulted mercilessly by Kingfishers the moment they embark onto shore. Some have even, apparently, leaped onto nearby ships and slaughtered their crew. Their appetite does include land mammals, and so none have dismissed this possibility.

Generally, they will grow to weigh very heavily at four tons or so at full size, and are around fifteen to twenty feet in length, their height largely varying based on their body's upward position - but up to twelve or thirteen feet. Considering their strength and effectiveness in taking out groups of common men, there have been previous attempts to domesticate Kingfishers, with limited success at best. Their aggression and unwillingness to share private spaces has prevented them from ever interacting well with humans, and leaves them merely as a violent outlier of society, lurking dangerously within coves.

 ! Message from: Tyrant
Approved. I can always appreciate some critters.

Last edited by Alistair on Wed Nov 14, 2018 3:03 am, edited 1 time in total. word count: 354
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Re: Creations of the Creep (Development Submission Thread)

Saltfetchers

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Saltfetchers are among the most common of Quacian nautical dangers, though they are not entirely on the low end of the spectrum. Saltfetchers are around the size of men and with an almost humanoid appearance, typically at around six feet due to their hunched backs, some a little taller. As a result of this, they are commonly competed with by men who see them as an intelligent - but foreign - threat, and there is considerable documentation regarding Saltfetchers as a force for some arbitrary depiction of darkness, as purveyors of evil and other ideas; depictions which have existed since before the Cataclysm. In truth, they are mostly unintelligent, and much of the mythos behind them is factually untrue.

They are said to be blind, instead capable of seeing only human blood. In fact, they do have tiny eyes on several parts of their bodies, and are capable of seeing around them for a nearly perfect three hundred and forty three degrees. They are also capable of echolocation, but this is more utilized to find others of their kind, so that they may reunite with them from long distances. Saltfetchers are very fast, and while fighting one, their sheer maneuverability might be mistaken for human intellect. They can easily dodge and weave around many attacks, and prefer to do so over allowing blows to impact them, despite their relative durability (at least when compared to humans). However, they are not truly intelligent, and may be easily misled and outmaneuvered. A truly well trained retinue of soldiers, and especially Dragoons, has been shown to be capable of killing a group of Saltfetcher's easily; they fight without organization and go on mad rampages when they feel they are going to die.

But they are strong - a fact that cannot be mistaken. In the past, when attempts at coastal baronies were more common, Saltfetchers would often spell their end upon gaining notice of the presence of many delectable humans. They would raid the settlements in the night, massacring the Heaps and even their garrisons with ease. Their arms are highly powerful and their core can bolster their body's strength and balance significantly - they also have powerful claws on their hands and feet, 'wings' that can seemingly guard their sides from more simple attacks, and tails that can be used to either supplement their balance and traction or assail foes.

In the end, though they may not be Nightmare-Spawn or agents of the end, they are violent and terrible creatures that have plagued Quacian fishermen for a long, long time.

 ! Message from: Tyrant
Approved. I'm all for more squid monsters.

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Re: Creations of the Creep (Development Submission Thread)

Sangue Selvagem {Blood Savage}

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Name: Sangue Selvagem {Blood Savage}
Quick Facts: Stealthy, Have a nasty bite
Height: 5in{female} - 10in{Male}
Width: 1ft - 1 & 1/2ft {including wingspan}
Meta-Location Found: Quacia

Info: The Selvagem is known to sleep in a dark spot during the bright daylight hours. It does so because prolonged exposure to the sun causes its body to become slightly burned, and if exposed to it for too long, they burst into flames. They love to drink the blood of living things, using the anti-coagulation of their saliva to keep the crimson liquid flowing until they have had their fill. It is particularly active in the pitch black of night, stalking its prey relentlessly. This creature will fly around in the night skies, seeking fresh blood to devour from unsuspecting victims, creature or mortal alike.

Habitat: Cold stone structures, caves, forests

Temperament: Cunning & patient, but violent if provoked, often calling for aid from the swarm.

Abilities:
Anti-coagulant Saliva: When bitten, these creatures release an anticoagulation toxin that will prevent one's blood from clotting. This venom lasts within the body for at least 10bits before disappearing within the bloodstream. If attacked by a swarm of this bats, a person could, in fact, bleed to death from the constant bites and venom being placed into their system.

Sticky Wings: This Bat has sticky pads on the end of their wings that allow them to adhere to surfaces. It is a secretion of mucus that allows for its ability to stick to wet, smooth leaves, rough, dry trees, and other surfaces.

Dizzy Fluff: The fluffy fur on its body emits a subtle ultrasonic wave that causes its prey to become dizzy and disoriented if exposed to it for more than 5 bits. It shakes its body in order to create the vibration needed for the ultrasonic waves to be emitted.

Nightvision: They have excellent night vision, enabling them to see in low light conditions or even total darkness. They are nocturnal mammals and have sensitive eyes to sunlight, and prefer to hunt at night. Over the arcs this ability has evolved into peerless eyesight at night or in darkness, allowing them perfect sight in these conditions. They have been attributed to the Attuners of mammals.

Hemovision: Selvagem has the ability to see all major and minor veins of any living being, allowing them to hone in on the delicious red nectar of living beings. They can even see them through inanimate objects like trees, concrete, clothes, and so on making them precise hunters.

Credit: Dosan Saito
 ! Message from: Tyrant
Approved. I like what you've done with these, and bats do fit the motif of Quacia pretty well.
Last edited by Nasod on Sun Jan 20, 2019 11:46 pm, edited 4 times in total. word count: 450
㊮ "I'm nothing more than a snake. With cold skin and no emotions, as I slither around searching for prey with my tongue, swallowing down whoever & whatever looks tasty." ㊮
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Rakvald Tentacle
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Re: Creations of the Creep (Development Submission Thread)

Peat Ash Pepper:

Type: The Spice, must flow.
How To Possess This: Gathering/Crafting
Skill Level/Skills Needed: The base ingredients and product require cooking/brewing and such skills. Finding the special truffles for the higher grades of this spice require fieldcraft or an animal trained well enough to suss out truffles. In order to prevent sickness in the people who ingest the spice, one should have at least competence in cooking/fieldcraft/agriculture. Identifying the type of animal that has edible manure, is also essential so agriculture is an important skill hard to find in Quacia.
Rarity: Common-Rare
Perishability: Better with age.
Estimated Price: Depends on the ingredients. The simplest grade of Peat Ash Pepper requires only some petrified animal dung burned to ash then ground into a powder with some bacon or chicken grease and blood, dried into bricks, and then ground up again into a fine powder. More pricey versions include alchoholic infusions, and then the top tier includes trace amounts of truffle.
Native to: Quacia

Information: Peat Ash Pepper is a staple of the Quacian dinner table. Absolutely cherished by every family that desperately needs spice in their lives, but unable to acquire a decent sample due to price and unavailability. Although one of its ingredients includes dried/aged animal dung, even the simplest grade of Peat Ash Pepper adds a certain amount of body to whatever dish it's included in. The taste of it is slightly salty/umami and gets better with higher grade inclusions such as alcohol and truffles.
 ! Message from: Tyrant
This sounds so icky, but I like that it's something different. Approved. Happy cooking!
Credit: Rakvald
Last edited by Rakvald Tentacle on Tue Jan 15, 2019 6:34 pm, edited 1 time in total. word count: 276
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Re: Creations of the Creep (Development Submission Thread)

Ildred Gallows
break

NPC NAME

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Name: Ildred Gallows
Race: Human
Date of Birth: 23rd of Ashan arc 697
Moderation Type: (Self, Modded)
Able/Willing to Mentor?: Only within those businesses in the good graces of the Guilds. She will not train independent farmers or civilians.
Skills able/willing to Mentor in: Animal Husbandry, Animal Training, Butchering, Agriculture.
Other Information: A thwarthog rancher from Scalvoris, she runs one of the more successful operations in the Plenty. Her hogs are happy, intelligent, and excessively fertile. Her ability to provide for the city above has granted her a degree of leeway in the way she conducts her business, in addition to some seduction and bribery on the side to give her even more freedom.

Rubenesque and vivacious like the thwarthogs she raises, she entertains a good number of gentleman callers, even some among the lesser nobility. She has brown hair, green eyes, and stands rather tall for a human woman at 5'11". Her clothes are well cared for, and her nose is quite often powdered to perfection.

She is, however, excessively ambitious. Ildred has no qualms about driving smaller farms out of business, to the point where they must relinquish their land and animals to her, increasing her status.

Prophet Notes

(Please leave empty for a mod. If there are secrets for this NPC or things to discover, they will be linked for other mods here).

 ! Message from: Tyrant
Approved and moved to Denizens of Disaster (City NPC Thread)


Credit: Rakvald with input from Aegis
word count: 252
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Re: Creations of the Creep (Development Submission Thread)

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The Travelers of the Uncanny Ravine
A symptom of what some would call the 'parasite' of magic is isolation. A mage's life is often prescribed loneliness, abandonment and the great intensity of vitriol by others around them, whether derived from fear, ignorance, or religious zeal. To be accepted as a mage - let alone as a friend, or a member of one's family - is a rare thing. The goal of the Travelers isn't really to counteract that on a wide scale, or to provide all mages a home, or anything like that. It's meant to - for a specific and selective group of people - operate as their bedrock with which to survive a world so hostile to them, and their desires.

The Travelers are often called the Brotherhood. It's a place akin to family, with members referred to as siblings, and the Wayfinder viewed like the father or mother of the group. Everyone in the organization knows everyone - and well. They are all, generally, quite close and know the backgrounds and struggles of each other individual around them. To judge, envy and detest is a cultural taboo; some would say the point of the organization is to meet self-enlightenment, rather than obsessing over the virtues and flaws of others.

And that's, ultimately, where this faction acquires its function. By providing a home to the many members, and a community for them to grow and rehabilitate, they are placed into a rigorous structure of progression and are given the urgency of improvement. The Travelers function as a home, a Guild and an Academy, with facilities and resources offered to its members to progress rapidly in their many talents and arcane faculties. They're given direct attention by Voyagers, and the Wayfinder, who instruct them and offer them both insight and validation.

Much of the purpose of the organization is to create a small, elite number of closely allied, loyal friends. To produce truly stellar individuals, far beyond that of the average rank and file of other magical organizations, the Seeker and Coven coming to mind. With initiations often shared, enchanted relics, clothes and equipment and all manner of things, the Travelers are given all that they need to progress - without the harrowing sadism of the Coven, nor the brutally enforced adherence to any particular ideology.

Many of the members of the Travelers are recommended to take positions of prominence in the outside world, and will often perpetuate a cycle of nepotism with those members seeking to work beneath them. Funneling the resources, information and influence of their respective organizations, a small family tied together bears much power - and the Wayfinder directs that power as he pleases, to whatever cause he pleases.

Fundamentally, the Travelers seek to explore the world, the self, and the unknown, but with the company of those dearly embedded with them. Finding peace and fulfillment is foremost to them and their ways - but like with all mages, the desire for supremacy remains.
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Rather than basing their worldview on the trifling ideologies of the 'Outside', the Travelers look inward, at least at first. Into their own perceptions, their own hearts, questioning what they know and believe and exploring philosophies too familiar to deconstruct alone. Much of the ideology of the Travelers is based on exploring the greater concepts of the world, and of life, and of the self... and examining their value. Exposing arbitrary stigmas, wondering of the value of each joy and pain as the emotion comes to them, and questioning the validity of their prior dreams.

The Travelers are fundamentally inspired by the inquisitive nature of magic, but rather than focusing on the meta narrative of the world, members of the organization focus first on the one thing they must truly master: their emotions. To this end, within the ideology of the Travelers is interwoven a series of harrowing, beautiful, almost mythological introductions to the self and the member's supposed worldview, but often through the distorted lens of drugs and other substances meant to alter the mind.

The ideology of the Travelers is fundamentally built on the belief of its own mental acuity; that its members are enlightened, that they have sought and met understanding. That the Outside -- everyone else -- is of faltering importance, and that they must preserve their own number before any other thing. They may supplement the lives of others around them, but much of their actions are for their true kin, those within the inner circle of the Brotherhood. As the members do typically still interact with the outside world, they will often acquire positions of prominence, but will generally forward their benefits to the Travelers. For this reason, the Travelers can (theoretically) withhold an incredible amount of information and influence at any one given time, depending on the successful development of their members.

With all this in mind, though the organization is fundamentally cult-like, to be a member of the Travelers is not to be controlled, or leashed, or compelled into obedience by a cabal of looming masters at the end of harsh interrogations. The existence of any one member can often be described as 'euphoric' - they are treated with utmost love, acceptance and forgiveness by their peers. Often, a whole night will be spent lain in a circle among one's closest friends, backs pressed to the floor of the courtyard and staring to the stars, telling stories and vividly imagining the deeper complexities presented within the mural of the sky. The core theme, and core ideology, of the faction is the concept of intangible affinity for one another. A love of all who share in the piety of one's dreams - in the strength of their illusions, fantasies, and even their truths.

The Meaning in the Name
The Travelers of the Uncanny Ravine. This is a brief explanation of what the name stands for, and how it ties into the philosophy of the group.

The Travelers is self explanatory; they wish to travel, explore, expand their horizons. The Uncanny is the magical, the spiritual; the metaphysical. The Ravine is the gulf, the divide between what is known and what is unknown, from the bottom of the seas, to the stars, to Emea. Their name is inspired by the dreams of Rupturer's of old, to make magic once again a thing set to surpass mortal limits, to breech the concept of limitations at all. And to know all things.

Rules of Entry
1. To join the Travelers, one must be recruited directly by the Wayfinder. This is to prevent the subversion of the organization's integrity by any unwanted elements. All members are directly vetted with the highest scrutiny.
2. All members of the Travelers must be mages, or must intend to become initiated in magic.

Ranks
The Wayfinder: The Wayfinder, often called the Father or Mother, is at the core of the organization and provides purpose for the faction. Unlike many factions which have an explicitly stated central purpose from the very beginning, the Travelers' direction is perfectly correlated to the will of the Wayfinder, and thus the whole direction of their organization may shift from leader to leader. Considering the almost cult-like beliefs of the group, the Wayfinder is given a particular level of reverence and is offered the utmost compliance by the other members, including the Voyagers. Though there are few rules within the organization, most of them are implicit or are inferred, and can result in expulsion if not followed. To not obey the will of the Wayfinder is one such implicit law, and is enforced perhaps more firmly than any other.

The Wayfinder has access to the whole of the resources of the group, including whatever intelligence they may have stored in the Compass Hall, a guarded study of written knowledge within the building. They are directly responsible for choosing members, and are the only individual capable of both selecting and removing members of the group, unless they delegate this power to a Voyager specifically. The Wayfinder will often take a few pupils, most of which will become Voyagers in a short amount of time. They are typically a powerful mage and an influential political or business figure, and are - like everyone else - expected to share their influence with the Brotherhood.

The Voyagers: Voyagers are the direct operatives of the Wayfinder, and are essentially the arbiters of law within the group. They police other members and ensure they remain in-line with the group's philosophy, as well as ensuring all things within the faction remain peaceful and productive. More than this, they are given the ability to select up to five pupils - Explorers and Lost equally included - and are given the rights to direct them onto any sort of missions and undertakings they like. They're essentially given the option to lead other members of the group, acting in a way like a small-scale Wayfinder.

The Voyagers are typically a Tribunal, and with a majority may determine actions without the consent of the Wayfinder, though he is free to veto any actions they determine. More importantly, they act as de facto leaders when the Wayfinder is not present or is compromised, which is often a common occurrence in a group of... well, travelers. During these times, they essentially act as the Wayfinders themselves, though they are not meant to go against the Father or Mother's will, and can receive repercussions if it is believed they intentionally did so.

Voyagers can be delegated certain authorities by the Wayfinder, at their discretion. Also, they are all gifted an array of gifts by the Wayfinder: a full masterwork set of equipment, of improved mineral quality (such as Adamantite), a magical relic with properties adjusted to them, and the direct tutelage of the Wayfinder. If and when other sects of the organization are built in other sections of Idalos, the position of the Voyager will grow in prominence, as they will be selected to directly lead individual chapters of the group.

The Explorers: The Explorers are the fully-fledged, median members of the organization, and are given full access to most facilities within Woodstock. They are typically offered a basic masterwork set of gear, of steel or poorer quality, and notebooks with information on the magics they're interested in. Generally, in order to become an Explorer one must simply be a trusted, initiated mage, with the initiation often provided by another member of the group. The Explorer will then be given the opportunity to attend lectures held by Voyagers, and will often be invited to group tasks or expeditions. Explorers are given a high level of autonomy and their ventures are generally supported by the group, including helping them prepare for ventures outward, or allowing Explorers of similar intentions the ability to connect and perform their endeavors jointly.

The Lost: The Lost are not fully-fledged members of the group. They are generally those interested in joining, who have been deemed prospects by the Wayfinder. Generally, they may not yet be mages, but may simply need a home and a community to guide them. The Lost sometimes transition outwards and leave the group before full initiation, and this is considered fine. Long-term Lost may include children, such as orphans, and those simply afraid to undergo initiation, though after a time they are expected to leave if they do not progress in their beliefs. Generally they are viewed as acquaintances or passing faces, rather than as 'siblings' or 'dearly beloved friends'.

PC Members
The Wayfinder
1. Alistair Venora

The Voyagers
1.
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The Explorers
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The Lost
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Woodstock Hall
Woodstock Hall is the Headquarters of the Travelers, located within Quacia, in the Gleam. It was purchased by Alistair, the Wayfinder, in Arc 718, and is located directly next to his home and hospice - Ashbrook - as well as the Red Cloak Hospital. Previously serving as the Headquarters of the Guild of Hospitality, Woodstock has been re-purposed to act as a community center and a live-in academy for those selected to join the Brotherhood.

In total, there are around forty small rooms reserved for members, as well as several other major areas to progress and learn. There are multiple meeting halls of considerable size, meant for study and rigorous discussion, a large central library, a courtyard and garden at the heart of the building, a bathhouse and open communal and lecture area on the lowest floor, and several cornerstone stairwells at the end of each hallway for one to quickly navigate between the floors. There is, additionally, a large laboratory for alchemy and other practices. The tower of the building - ascending above the rest of the structure - is known as the Tower of the Father, and is reserved for the Wayfinder and his pupils.

Generally, most magical practice is performed on the lowest floor. There are basins for Transmutation, rough patches of grass and small wells of water for Defiance, and some of the deceased patients of the Ashbrook Hospice are brought as well for direct training in Necromancy. Given the libertine ways of Quacia in regards to magic, this is all tolerated, and the only onus is on the mages to ensure they do not do damage to the building.

If any member desires, they may be given a room to live in. These rooms are somewhat simple; they have a shelf, a desk with a few chairs, and a double bed.
 ! Message from: Tyrant
Approved. Happy Hunting. Moved to Fractured People.
Last edited by Alistair on Mon Jan 21, 2019 2:11 am, edited 2 times in total. word count: 2260
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