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Started by LordVreeg, June 13, 2007, 11:35:23 PM

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LordVreeg

Wow.

Sometimes you just have to move your chair back and try to really see what you've done.  I've run a lot of games in my time, but it is still amazing sometimes to step back.

The Igbarian New Legion just had thier 'Epilogue to Book 1' session last night.  This included necessary tying up of data, an interesting pile of treasures, and researching the huge active scrying pool they found under the Steel Libram.  It included bringing back Cyriel's body back to Samria and the Alternative School of magic.  
[spoiler=treasure]
426 broadsword, masterwork with diamonds and amythist, bloodletting, wo 2700

427 blacksteel scyth of bonesmashing (fort save+15% or break bone, (3d6+10/d6, + penantlies)

Scale Armor Girdle of Air (as scale, -3 AV)

-2 spirit, -1 Air, 15% air MR

Lesser Wings, Air Platform 2/DAy

Arc, fog 1/day, (29000 gp)

6 diamonds, square cut, 1200 Goodwives

yellow potion of Enhance Turn (level 8)

Clear sparkly potion of Detect Hidden (Level 9)

A grey and green potion of Alibi (Level 16)

A red Potion of Mantle of Fire (level 8)

A blue Potion of Hard to Kill (Level 10)

A blue Potion of Patriarchs cure.  (level 9)

Quill Pen of Scrolling, +10% success -3 Spirit, -2 Art for up to 2 scrolls a day, 11000 GP

Emreld Necklace of 12 Circular Emrelds in an Ambretton Brass chain, wo2800 goodwives
[/spoiler]

But much of this was the social maneuvering to be able to take credit for destroying the Anginarian curse of Undead in the town.  And enjoying the fruits of their hard labors, trials, 5 PC and 12 NPC deaths in the past three years, as well as countless close calls.  Squire Grobach was elevated to Sageant of Scales ( Sirrah).  Priestess of Ishma Kiko is being elevated, as well. And Ebeneezer was excoriated for not protecting Cyriel.  Oh well, not everyone was a winner.  There is much still to do, and we laid some of the ground work for their next book/story arc. All the neat Igboniat, Venolvian, and Astrickon items they found will be needed and more in the next, harder section.

The next book is still up to the players, though I expect it will include some level of bringing the fight back at the Antroo Vampyre Lord, and maybe making the North (Recum) road safe again [spoiler=circling around] of course, the original Grey Legion games of 8-9 years ago started with them clearing this road of the Firehazers...before they let loose the Antroo Vampyre and were taken by him[/spoiler] for the caravans and wains coming from the North.  


VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Nomadic

Quote from: LordVreegGoing to change the comm 1 skill "charge" to "Combat movement" , with "Charge", "Interpose Enemy" and "Defended withdrawal" as comm 2 dropdowns.
Charge will still have "Batter/Upend" as a comm 3 dropdown.  "Interpose Enemy" is going to have a comm 3 skill for getting right in the middle of a group and getting them all in each other's way...I just need a name for it.

Divide Enemy perhaps? Are you going to counteract flanking in some way with that skill? Cause otherwise it would be VERY dangerous to ever use it.

LordVreeg

Quote from: Nomadic
Quote from: LordVreegGoing to change the comm 1 skill "charge" to "Combat movement" , with "Charge", "Interpose Enemy" and "Defended withdrawal" as comm 2 dropdowns.
Charge will still have "Batter/Upend" as a comm 3 dropdown.  "Interpose Enemy" is going to have a comm 3 skill for getting right in the middle of a group and getting them all in each other's way...I just need a name for it.

Divide Enemy perhaps? Are you going to counteract flanking in some way with that skill? Cause otherwise it would be VERY dangerous to ever use it.

Yeah, the idea with that skill is it assumes that whirling dervish thing, reducing exposure and adds to the fumble on the opposite side, becasue the skill assumes the ability to make the group attacking a single getting in each other's way and whacking each other.  You know, that famous dodge where one guy skewers his own friend?  So this skill would reduce flankings and AoO, as well as adding to the fumble % on the other side.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Spells help create the 'in-game logic' of the setting.
They create a mood for how the world works, how things get done, and an instant differentiation from reality.

Here are a few new examples from GS spell List.

[ic=Enhance Mechanical Understanding]

Major Sphere Artificer
Spell Source
Initiative 6
Range 1 foot+1 foot plev
Duration 30 min plev
Save none
Save effect none
Spell Success 11
Area of effect 3'
Counter

Spirit cost 12
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 7
Animist cost 0
Total cost 19

Description
This spell gives the caster or target a better understanding of items with mechanical
nature. It hekps understand traps, as well as mechanical devices.
It adds half again the casters level to the % of succcess for any such checks.
The material component is a pait of intertwined steel pins, held in the hands while
casting.
[/ic]
[ic=Greater Strike]

Major Sphere Life
Spell Source Gwynell
Initiative 7
Range touch
Duration 1 hr plev
Save none
Save effect none
Spell Success 6
Area of effect traget
Counter law

Spirit cost 15
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 8
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 23

Description
This spell brings a huge amount of positive energy to the next succesful martial
attack made by the target.
This spell also has a stronger effect when used on the caster than when used on a
target, although both are very useful.
If cast on a target, they gain -2 divider on their next succesful hit, with the same
possible effects (bonus damage).
The caster also gets +4 damage before the divider.
The caster needs to mark the weapon used with a bit of silverized paint (2-3
goodwives).
[/ic]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Now that was a session last night.

Igbarian session, 2/29 (Tokush the 29th), last night, full attendance (7 players and a spouse), with dinner consisting of "Chicken 40 cloves of garlic", 4 cheeses, 10 loaves of bread to sop up the gravy, mixed greens salad, and cranberry walnut bread.  Drank Giacomo Feniccio Cannubi Barolo 04, Silverado Reserve 02 Cab, Sterling 05 cab, Chappelet06 cab (Joe's Volvo, we call it), an 06 Aglianioco, a Rhone, and a Shiraz.
The New Legion finished splitting treasure shares, with each share coming to over 33k Electrum Goodwives (and remember, despite the huge discrepancy between the rich and all else, a wealthy, middle upper class Merchant does well to bring in 3k-5k goodwives in a year, and an unskilled workman generally gets paid a goodwife a day).  Many of them owed from earlier treasure picks, but still, a huge sum. They decided on how much time they will spend in Igbar working on skill kits (The Guildschool mechanic for studying and learning skills), which was decided to be 2 hawaak.  
Ebenezer went to the Alternative school and met with Samria, the Maester, and promptly blew another social CC, despite tithing 3k goodwives.  She's still mad at Cyrial dying, not too mention her husband still looking for thier missing daughter.  Priestess Igli bought more scrolls of healing immediately, Paulina the Mysteriarch picked up the claws George had commisioned before he perished, Squire Grobach was officially titled Sirrah Grobach, moving into the lowest titled eschelon, and Cesuat checked costing on some spells with the Church of Belial the True and Clear.  A few other things got done, but we roleplayed al
l of that which took a while.
Quote of the early night, "There is no non-martial character in Guildschool, Asshole!"  

The group still has many loose ends to tie up while working on their new studies and requisitioning for their longer journeys soon to come.  First on the docket was the promise to the new Master Librarian of the Steel Libram, to finish checking/clearing on the sub catacombs found beneath the hidden stair in the private study.  
They get there half past the fourth hour, and are let through immediately by everyone (since they were just there in force the day before.  The meet with the new Head Librarian, then go back down the hidden stair behind the bookcase.  
Amidst all the first tombs and catacombs, The faced one loan skeletal Legionaire (I rolled on a 7% in all four burial areas, one had one), that was of course, demolished out of hand.
The level below did contain some doors they had bypassed the last time, and they found a laboratory/workspace in one.
Due probably to the skeletal legionaire incident, they were very casual when a thick humanoid in bits and pieces of armor started shambling towards them in the workroom.  After it knocked an arrow out of the air with it's axe, they started to notice.
This was a Flesh Construct, [spoiler=Ouch] Human sized, slowed, immune to mind affecting magic, 30% MR, AV35, PR75(at+10% void-DR, so 115 vs normal weaps, etc) 10% parry, 6% reave arrmor, 60HP, Axe (20+2d8)/d5+10, sf7), multi attack 25% ).[/spoiler], which was slow, outnumbered, and REALLY hard to damage, as all constructs are.  It took 39 seconds of   combat with 10 on one odds to destroy it...It destroyed Sirrah Grobach's and Cesuat's armor, and kept the healers and casters totally busy trying to keep up with the damage (Ebeneezer was at -5 again, Cesuat was at 4, Grobach at 6) and buffing weapons to hurt the damn thing.  
We ended at just after midnight with the end of that fight, one that would have been a lot more meaningful if they had tried it the same time they were looking for the holder of the second Anginarian Ring, but during a minor clean up, it was terrifying, but not so bad.  The Flesh construct was worth 8900 exp total, in case anyone was wondering, with 400 being the smallest share, and three characters getting in the mid 1k for the combat.  
Great night.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Miston, the group I speak about less, my grognards, is heating up.

First, a few Players were discussing some stuff in email, and they had an, 'AH-HAH!' moment.  One of thse moments where they figured out ne of the older little historical puzzles, by putting 2+2 together.  

Secondly, fueled by this, they've bee all about setting an itinerary for their meeting at the end of July.  Getting a list of stuff that needs to get down, tying together some loose ends.  (of course, they are aslo waiting for some people to recover from being Raised).

Thirdly, they've taken a very active interest in all the new spells and other rules listings we've made lately.  

So, I am pretty stoked.  The Mistonians are pretty much the hih-level group, most with 30-50k experience.  So it is nice to see how the high-power rules hold together.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

And...Igbar tomorrow.

1) Cesuat's Truthspeaker in the Church of Belial the True and Clear is looking for him to renounce his Wederlouse standing (member who is not in the active workings) and become more active in the hierarchy of the Church of the True and Clear path.

2) Sirrah Grobach of the Armor of Trade is being asked to speak to a knight of the Blue Turtles.  The two knighthoods are allies, and the Blue Turtles are the group that backed to hidden fastness in the Wibble Hills that the defunct Grey Legion lost when they awoke the Vampyre Lord.  The Blue Turtles are keen on knowing what happened. Of course, the PCs will probably know that Bard Pharren is the one putting the ideas in the Blue Turtles heads...

3) The Group has also not figured out that Fakil, the merc with convenient Thieving skills they picked up, is in reality an agent of the Terrors of the Knife...and is waiting for the right time to Poison Kiko and Pharren.    
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Nomadic

Quote from: LordVreeg3) The Group has also not figured out that Fakil, the merc with convenient Thieving skills they picked up, is in reality an agent of the Terrors of the Knife...and is waiting for the right time to Poison Kiko and Pharren.    

and now I'm even more suspicious of cameleye...

LordVreeg

Carmen, Kellik, or Nomadic?  which one?
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Vigor Sheering

updated a few times due to the changes in Igbar caused by the New Legion.

[ooc]
Vigor Sheering
Second son of Harald, of the Vexian Sheerings, husband of Kelli Van Arrium, Master of the Collegium Arcana, Elixeriest of the Collegium Arcana, Priest of the Serpent Queen

 
Important Skills'"
Basic Chem
  L16
 46%
Basic Artist
 L9
 28%
>Sculpt
 L4
 18%
Basic Merchant
 L9
 26%
HP
 L12
 44HP
Basic Spear
 L11
 26%
>Damage Bonus
 L7
 44 (4 pnts)
Basic Def
 L10
 21%
Basic Meditate
 L7
 19%
Basic Priest
 L8
 24%
>Affect Undead
 L5
 49%
Spirit SP
 L16
 39points
Artificer SP
 L10
 30points
Mentalist SP
 L9
 26points
Necromantic
 L10
 31points
 


Vigor Sheering, Born in 852 RON, is a patrician of the first order in Igbar.  Male, human, and whip-thin in his clear-edged gauntness, he comes from one of the oldest families in Igbar.  Vigor is from the Sheering family, specifically from the Vexian side, the Branch of the Family that kept their business away from the dockside, but was very active in the old Argussian governments.

Vigor studied at the Collegium Arcana from 863 and graduated an Artificer and Elixeriest 'Tor Potum', which means 'above satisfaction' in Makerspeak.  He studied under Kenter Dreddletartum while there, and spent most of a year studying Entropic magic, as well.  He was in his Mid twenties graduating, and immediately became something of a rakish figure, travelling with Red Circle Knight Carson De'chian and the young sage, Pacae Letsos.   They were part of many youthful adventures, travelling as far as Fabled Stenron, and into Argus many times.  While not for public consumption, Vigor and Pacae met a very Young Heliopolis and Falathar in 874 RON, when the foursome, along with Shambar Eltrinio and Adam Warlock, searched for Payne's Viola.  

 

Vigor's life was turned very much upside down in 870, when Trabler Aptor declared the UnicornStateand broke away from Argus.  Though many of the Sheerings understood the reasons why and weathered the change well, Vigor had taken the side of the Double headed eagle rather than the unicorn.  When things quickly went in Trabler's favor, due to Argus' total preoccupation with their southern issues, Vigor was one of the last to swear Fealty to the Unicorn Court.

 

Sir De'Chian was killed in a fight with a Devilkin during that time, and a sobered Vigor Sheering returned to Igbar.  In a sudden turn, he followed his grandmother into the Church of the Green Mother, where she was the High Priestess.   Vigor never stopped using his not-insubstantial skills from the Collegium Arcana, but buried himself in his new area of interest, using his family social position and his new popularity to move quickly into the church hierarchy.  The Church of the Green Mother was then moving up on the Godstraat.

 

Vigor's interests took a turn later, after studying the necromantic arts from Telda Bgat Tennlilg, an Orcash shriver of the Green Mother.  All churches have some level of Necromatic abilities, or close ties with a church that does, so as to shrive the souls of the dead and not leave them abandoned.  Telda initiatiated Vigor into the hidden Serpent Queen Cult.  The Church of the Green Mother decries the serpent queen aspect of Vernidale, but it is an old, hidden cult in many locations, and Igbar's upper hierarchy of the Church of the Green Mother is actually rife with them.  He took his vows as a Priest of the Green Mother officially in 882.

 

In 881, however, he did meet Kelli Van Arrium, a human with Hobyt blood from the Bright Lands.  Their 15 year marriage has resulted in 2 girls, born in 885 and 890.

 

The Terrors of the Knife is the name of the assassin's branch of the Serpent Queen Cult, and they have been hiding out in Igbar since 885.  Vigor took over the leadership in 891.  By then, he was dealing with Telling Homintworth, a very rich spice trader from the Winfire Trading guild.  He was an ally of Goerges Coomi, the Horn Magistrate of the High Unicorn Council, who in 892 was elected leader of Tralm when Trabler Aptor dissapeared.  Things were looking every good for Vigor here, as Coomi was in actuality a Blackstripe agent of Lord Falathar, a castelot mole who had pledged to Heliopolis and Falthar years before, and Coomi has already managed to use Baneo Tromb and Glasswar, the heads of the Blackstripes, to clear the docksides for a landing of Argussian ships.  So Vigor was actually uising the Terrors of the Knife to surrpetitiously aid them, and was waiting for the moment of Argus' triumph, when he heard Palimar declare Coomi an agent of the enemy publically at the Upper House of the Unicorn.  He had rushed to the Dockside, only to see Julian Sempre Lerianolies and his allies clear the agents of Coomi from the docks (which is a huge story in itself).  Vigor cursed his poor luck, hating Palimar, but he had managed to hide his links to the failed coup.

 

Vigor soured here, leaving Grand Green Mother Cheriol to more of her own devices, while he used Telling Homintworth to trade with the Firehazer tribe in the Wibble Hills.   When the Old Vampyre Kexiol Antroo Anginar was let loose by the Grey Legion, and his contacts with the Firehazer's dried up (due the the Vampyre's subjacagtion of the Firehazer'z gartier and fratrecanis leadership), Vigor started heavy scrying of the Wibble hills, and this is where he was caught by Kexiol Antroo.  Vigor was too strong to be totally controlled, but he was impressed enough to offer himself up as a vassal of the ancient and cunning Vampyre Lord.

 

Vigor now has one of the three rings of Anginarian necromancy, sent to him by Kexiol.  The Revanant Wight Wren the White held one of the other rings, and the most powerful ring is held by the ancient Undead Mage Og Antit Osteoper, the second keeper of the Steel Libram.  Vigor is acting under Og's orders, as Og is a Greater Mummy of surpassing power, since being raised by Kexiol.  

Vigor has been working and artificing out of his Family tomb in the Sunken Boneyard, but his workshop has been penetrated by the New Legion, and he has retaliated by sending the Terors of the Knife after them, already almost capturing Kiko and injuring George.  Vigor's patrician edge and church position make the group, which has only a few days before realized that he is in some part behind much of their troubles, loathe to accuse him publically.  

 

A confrontation is close: last time the New Legion ran from his greatest artifice, the Bone Golem.  He has asked and received some more Necromantic aid from the Mummy Og, who hides in the catacombs that connect the Steel Libram tomb in the Sunken Boneyard and his own tomb in the Sub Basement of the Steel Libram itself, and in return he created a Flesh Golem for Og.    Wrne the White was destroyed by the new legion 3 Hawaaks back.Please note that Vigor has access, through the sewers, from the Sheering tomb to the Steel Libram Underground.

 

Most recently, the New Legion has scrubbed clean the underlibram, destroyed Og and the Anginarian amplifier there.  They destroyed the Flesh Golem, as well.  Vigor has removed all his items from the Sheering Family Tomb, except for a few in a secret area.  He has left with his Bone Golem, and has gone north to the Wibble hills, where he serves his master, Kexiol Antroo.  He has agents in Igbar, reporting to him, and the Vampyre still trusts him as the main liason to the town.  
[/ooc]
 
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg


LordVreeg

Quote from: SteerpikeFor some reason your link isn't working, Vreeg!  I think it could be the al caps "LINK" in the code?
Thanks, man!
Try again.  Looks better there.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

New Compleat listing of Playable Factions in Igbar, Capital of Trabler.

FIGHTING
Archer
Bowyers of Ceminiar -- Martial order of the Ceminiarians
Calling Shot -- Quasi-military group; official martial order

 
Bard
Bertrand's Bard School -- Drummer warriors; very loud and annoying to others; proud.
The Frigid Song -- Warrior Bards from the frozen north
Breath of Truth--Small bardic hall allied with the Church of Belial
Dire Tones-Sage/bards, heavily into chanting.

 

Fighter
Terrors of the Knife -- Assassin/Fighters of Vernidale.  As much Assassins as protectors.
Kulranik Swords -- Professional caravan guards, versed in travel and the sword
Hadjel Bonded mercanaries-Teque Guild of Travel's merchants, allied with the Platform of Trade and the Armor of Trade.
Tudzudian Bastards-The Tudzu Caravan Guild's own wide-ranging scouts
Hasturian Swords-The guards of the Winfire trading guild.

 

Kensai/Bard
Martial School of Song -- the "Archers are pansies" guild

 

Martial Arts
Brightblue Limbs -- Martial artists from Xamdu hold
Green Dragon Clan -- Draconian and sly martial artists.
Mysteriarchs of Lathe-Igbar -- Commando-monks from Gwynell

 

Ranger
The Hunters of the Shade -- Verbren's hunters, trackers non-pariel
Cobranic School -- Snake Rangers of the Serpent Queen

 
Ranger/Druid
Defenders of the Land -- of Madrak/Vernidale/Amrist/Ceminiar.  4 different branches.
Defenders of the Land, Vernidale- Ranger's of the Earth Mother
Defender's of the Land, Amrist-Small sect

 

Samurai/honorable warriors
Blue turtles -- The honorable enemy of the Red Circle
Unicorn Swords -- consiously multi-gender school of spear users...
Corobar's Iron Way -- By-the Book keepers of peace and bonded warriors to nobility.

 

Warrior/Knighthood
Caleb's Tactical-- Specialized vs humanoids, in small and large scale
Lance and Slay -- How to kill on the open plains, great individual horse and bow skills
Order of Stenron -- The largest military order in the North
Order of the White Paladin -- Wear white and like it!  Heavily Armored warriors who are used to being outnumbered...and winning.
The Armor of Trade -- The Knights of the PLatform of Trade, the Church of Trade.
Toffler's Defenders -- Marines for the Navy
Trabler Scarlet Pilums -- Military School of Trabler, heavy into cavalry
Tristonian knights -- The knights of John of Triston, Neblerian
Bone Knights of Orcus -- Recently invited to town

 

MAGIC
Alchemical
The Green Flame -- Fire mages, and the eye's alchemical branch
Vasko's Brew -- The blackstripe's poison makers

 
Mage
Alternative School of Magic  --Independent, Irreverent, and in money trouble
Collegium Arcana-Igbar -- The huge, multi national consortium
Red Witches -- Just Outside of Town, blood magic
Shell of Defense -- Igbar militia mages.
Fireblades -- Fire alchemists
The Tower -- Water mages

 
Sage
The Steel Libram-igbar--Ancient seat of learning
Greta's words-Language based school, Much Astrikon knowledge
Anueris Scribes - Finders of Knowledge, very explorer based.
Tuners of the Lute-Scholarly Songsters.

 
THIEVING
 
Assassin
Collegium Tortoris -- old and tiny (and weird)
Holders of the Straight Way -- Belial's Assassins, Ritualistic
Jocien's Knives -- The Blackstripes' warrior arm,
Karin Machinations -- The strong arm of the Eye.
The Scarlet Deductors - The newly formed investigative branch of the Scarlet Pilums
Restitution of Arlieng-The information network of The Sceding Tree

 
 

Thieves
Blackstripes -- Helipolian underworld centered on Coom Isle, in Devens.
Padisha of Pilfering -- independent, real thieves, not political
The Bully Boys -- The dock's underside, local and family-run.
The Eye -- Kasarack's boys, from the huge Stenron-based guild.

 

RELIGION

Churches
Church of Weaves, Igbar -- Bamik, weaver god, many Hobbits
Church of Belial the True and Clear -- Belialist believe in Order, and in getting what
Church of Change (Jubilex of Chaos) -- Very social, and Chaotic
Church of Direction  -- Arlieng the guide,many sages worship here, contains a Shrine to Oblimet
Platform Of Trade (Ogleic) -- The Trade God, the scales, Mercantile church
Church of Fortune (Ishma) -- Goddess of thieves and the hopeful, lucky Ishma
Church of The Living Earth (Madrak the Mighty) -- Huge, solid and Popular
Church of the Green Mother, Igbar  (Vernidale) -- Vernidale, the Green Mother Druidic and neutral
Church of the Autumn Harvest (Amrist) -- very small, Seasons, harvest, From the North
Church of The Hunt (Verbren) -- The warrior arm of nature
Church of the Lawful Triumverate -- Nebler the Defender, Rakastra the judge, Abradaxus the Harsh--very popular
Messianic Church of the Theocracy of Nebler -- Nebler the Shield Many transplants worship here
Church of the Wild Hunt (Geryon) -- Chaotic and wild, The mighty lawlessness of The woods and fields
Church of Hosting (Woerter)- -- Host, and hospitality. The Meeting god

 

Shrines
Shrine of Amerer -- very small, neutral mages and bureaucrats
The Shrine of the Whole (Kiminus) -- Very small, God of Heroes and fools, of the whole person.
Shrine of the Sailor's Rest-Travelers and the weather.
Pastor's Shrine of Knowledge-Small shrine to Saint Renikson of Amerer, Telekonese sage
Hendelic Pawns -Small Shrine of Bael.


MUNDANE
 
Builders
Jerian Fine Homes--Second generation designers and builders of homes.  Specialize in Building in the NighTiche area.  Under the Sceding Tree.

 
Cooking
Tolmar's Bakery -- 3rd generation, amazing cakes
Bamik's Soups -- Children of the Weave eat here often

 
Cooking, service
Hostem's Hospitality -- The huge and famous restaraunt, 3rd generation.  Actual bar is upstairs (the Bowl'), eating halls downstairs.
Fen Tan Teas and Grappa--Harou school of Wastrian food
Parson's Wine and Dine--Omnian food, owned by Phidipiedies.
Saru Butcher's Hall--Meat men of Igbar, a serious school of butchery.
The Upper Crust--Very Well Known and well appointed eatery, with fresh seafood and Rascal Eggs.

 

Government
Ministry of the Unicorn -- School of government.

 

Painting
Goodeval Art school -- From the Stenron branch of painters.
Mosaics by Rentan --frescoes, mosaics,and other lifestyle artworks.
Tara Jeercourt-small school that does hisory of art and teaches the Stenron method.
Rettles Iron Sculpture -- new school of sculpture.

 

Sailing
Igbar sails! -- Sailing school, youth navy
Sheering Family Yacht Club -- Upper crust wealthy yachters

 

Smith
Collishaw's Ironmongery -- Great place to learn how to mend armor
Terviks Metalworks-Fine metalworking found in the best homes.

 

Social
House of Twazinia -- Harou hospitality school, old orbic version
Hostele School -- Large private school, mainly dealing with the sciences and trade, for boys 8 to 13.  Room for just under 800 students.
Parshan House of Chance -- learn how to lose money like a pro
The Grounds of Dismissal -- Banneti's Coffee House
Capo Sheering Cavortment School -- University for math, science, and the classics.  Normally for ages 13-18, mainly male.

 

Trade
Wello House of Adornment -- learn the value of everything!
Birchright Quaffers Guild-Brewery Guild out of the Brewers Quarter.  
Winfire Trading Consortium --  Old Trading guild, very Large.  Trabler Aptor came from this guild.
Sceding Tree -- Traders of commodities, one of the largest
Bren Fashions--Guild of many clothiers.  Works under the Vissipee.
Chiller's Coats and Waether Gear--Works under Vissipee, very old and well known.
Chernow's Libations-Dockside importer and distributor of alcholic beverages, under the Winfires.
Teque Guild of Travelers -- Guild Clan specializing in inns, wagons, land travel. allied with Sceding Tree.
Vissipee Trading Guild- Large trading guild, financially strong.  Competes with Sceding Tree and Winfire.
Pen-Wiggle Traders-moneychangers and lenders, Compete with Bank of Stenron, recently fighting with Vissipees.
Bank of Stenron-2 branches of the multinational bank.
Sol's Bank of Worth--Small bank and savings institute, 2nd generation, under Vissipees.
Sarku Weavers of Bamik--Blessed rug makers, under the Winfires.
Tudzu's Caravans-Omnian Caravan Guild.  Allied with Vissipee in Igbar.
Cheling's Loggers--Guild of loggers and woodcutters, recently added Old Tanik Carving Guild, Allied with WInfires.
Brekham's  Wright's--Stone cutters and Builders.  Alllied with the Winfire Consortium.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg


LordVreeg

Quote from: SteerpikeI have faction envy.

Are the Collegium Tortoris... tortoise themed assassins?

OK, I laughed...

"The Collegium Tortoris has been a favorite lately. The Guild of Torturers and Executioners started around 188 Reckoning of Nebler, in Winterloo (Later to become Stenron). The original Masters of Pain were Ger Torquas Heteritr and Celiois Hemedia.  They presented a front of diplomatic talents and as bodyguards, they they also let it be known that they were versed in information recovery.  They were also, unknown to all, in possesion of the Magic of the Shade, a void-borne source of power undiscovered since the Age of Legends.  They stayed small at first, but were used in the North-west in many courts within a few years.

In 221 RON Winterloo had a backlash, and invaded their fortress on the Corpusmount, on the edge of the Necropolis. By 225 RON, Venolisia, the sole surviving Master of Pain gathered a few suporters, and left in secret to the eaves of the Miston wood, between the evolving State of Winter and the new coastal settlements of the expanding Venolvian empire. He imparted the ramparts with the power of Shade, so the fortress was not seen unless looked for. Being a full Hawaak's ride from the edge of the State of Winter, it was well secluded.

Over the next century, the trade road grew up to pass the Collegium, and a small community of inns and settlemets grew ther, which would become Miston. Due to the magic of Shade, only a few leaders were even aware of the Collegium existing on the edge of their growing forest settlement. At this same time, enough old patrons had been contacted so that many nobles had started to hire one of the masked, felt-cloaked Torturers for their court, as they were trained in diplomacy and strategy, as well as Poisons and the Arts of Truth and Pain.

 

However, as legends grew about the cloaked Shardreapers, as their outside agents were called, it became hard to maintain a veil of secrecy.

In 412 RON, Teffud Kartig IV, the Kartig Host Lord of the Northern Ambrell Court, whose Klaxik clan had employed Torturers for 3 court-generations, suffered a grave assassination attempt. The 3 assasins had gotten within the inner court, and thus had few and mainly ceremonial guards to deal with. They threw off their peaceful disguises, robes from Om, and with black-smeared scimitars dispatched the wide-eyed Ambrell Axemen, whirling to the Seat and Dias, and an axe flashed down onto the unarmored, upraised arm of Teffus Kartig II.    The Lord of the Northern Ambrell Court saw his life pass before his eyes as the blade descended.

Said poisoned blade stopped noisily mere inches from that Noble by a thick, three foot rune-carved sword, spinning from under a black-felt robe, mere feet away. None had even seen the Torturer, Hiram, Steward of Pain and Shardreaper, standing feet away, in his Black cloak and mask. "Now you will know Pain.", came ther muffled voice from behind the mask.

The Assassins sent to kill the Host Lord were Masters of their Guilds, and recovered from their mistake quickly. They spun away, then leapt like sinewy snakes back into battle, turning and darting, working a triangle around the long cloak and mask that almost floated in front of them. Swords and daggers flashed, blades met and clashed. The Kartig Host Lord's deep voice roared for aid over the dim, as said lord, unarmed, had to stand back as his single defender discharged well his commision.

In less than a moment, it was over. Hiram bled from both arms where he had been sliced by the envenomed blades, but two of the Master assasins had been chopped expertly by the wide-bladed executioners weapon. The last Asassin gulped in air, as he had also been slightly injured.

"Feel your blood boil, fool. Feel the heat that will burn your blood away in seconds", he hissed through clenched teeth. "Black Sugar is in your blood, we took no chances." Teffud Kartig IV gasped from behind Hiram at the name of the very rare poison made from Black Dragon Acid.

Hiram looked down and as he put weight forward, he said, "I dined on your child's toy nightly by my 10th year, amateur."

Then Hiram buried the thick blade in the Master Assassin's chest, as fast as thought.


Well, you can imagine, once that story was spread, every High Warlock, every noble, every high priest, wanted a toturerer. For the next two centuries, every Assassin guild's worst enemy became the court torturer. Advisor, bodyguard, and extractor of Truth, all in one.


Yet suddenly, in 640, just as they were reaching a peak of influence, almost all the court toturers were called back to the Ramparts of the Executioner. The chapter Houses shut their doors, and no messenger could even find them to deliver messages.


Now, centuries later, Venolisi, Master of Pain, has once again sent a torturer out into the world. The invasion of the Giants into Miston has convinced him to unlimber the Bridge of Shade, and quietly, to no fanfare, The Guild of Torturer and Execution has rejoined the world.  The outer branches left to their own devices have been called, and a ShardReaper has been let loose on the unsuspecting world again."
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg