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  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    Dec 2011

    Default The Basinguard Confederacy: Rise of Tamend OOC



    Name: Basinguard (formal: The Basinguard Confederacy)
    Alignment: Lawful Neutral
    Ruler Titles: Lord or Lady
    Current Rulers: Barid and Kieyanna Fel
    Capital: Gateway (108.75)
    Other Cities:
    -Storefast (-108.75)
    -Firstholt (110.73)
    -Deepsholt (-110.73)
    -Hinterholt (-111.75)
    -Newholt(-109.77)
    Government: Autocracy, gradually shifting towards monarchy
    Dominant Races: Half-Orc, Ratfolk, and Strix
    Languages: Common, Strix, Orc
    Religion: No official religion; popular domains include community, law, liberation, travel, and protection.
    Terrain Adjustment: Ratfolk, Caverns for Plains

    Kingdom Attributes
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    Economy: 52 (2 Lawful + 9 roads + 4 Gateway + 32 mines + 4 resources + 1 rivers) (+32 BP when collecting taxes)
    Loyalty: 7 (5 Gateway + 2 Landmark)
    Stability: 10 (2 Neutral + 3 Gateway + 4 roads + 1 lair)
    Consumption: -35 (37 Size + 6 District - 78 Farms)
    Control DC: 63
    Size: 37
    Unrest: 0
    Fame: 2
    Infamy: 0

    Cities
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    Gateway
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    Name: Gateway
    Location: 108.75
    Description: Gateway sprawls over the earth, itís stonework buildings alternately dug halfway into the ground or built into spires piercing the sky. Amid the usual bustle of a city (albeit one where a figure flitting past overhead is a normal occurrence) lurks a definite martial air; these people have been badly used in the past, and intend to keep it there. Itís folk are friendly enough, it taciturn and headstrong - just mind what you say and youíll do fine.
    Population: 4,000 (Large Town)
    Demographics: Half-Orcs 34%, Ratfolk 31%, Strix 29%, Other 6%
    Defense: +10
    City Modifiers to Kingdom Attributes: Economy +4, Loyalty +5, Stability +3, Fame +1
    Settlement Modifiers: Law +3, Lore +4, Prosperity +4, Society +2, Crime +1, Corruption -2
    Settlement Qualities:
    -Lawful Neutral: Increase Law by 1; Increase Lore by 1.
    -Utopian Experiment: Society +2, Lore +1. Decrease Corruption -2, Crime -1.
    -Legendary Marketplace: Increase Prosperity +2, Crime +2. Treat Base Value and Purchase Limit as if the settlement were one size category larger.
    -Financial Center: Increase Prosperity +2, Law +1. Increase Base Value and Purchase Limit by +40%.
    -Magically Attuned: Increase base value by 20%; increase purchase limit by 20%; increase spellcasting by 2 levels
    District #1 (10/36 lots used):
    1 Granary (12 BP, 1 lot) Loyalty +1, Stability +1
    1 Smithy (6 BP, 1 lot) Economy +1, Stability +1
    1 Library (6 BP, 1 lot) Economy +1, Loyalty +1, Lore +1
    2 House (3 BP, 1 lot) Unrest Ė1
    1 Stable (10 BP, 1 lot) Economy +1, Loyalty +1, Base Value +500
    1 Alchemist (18 BP, 1 lot) Economy +1, Base Value +1,000, 1 minor potion or wondrous item
    1 Military Academy (36 BP, 2 lots) Loyalty +2, Stability +1; Fame +1, 1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon; Law +1, Lore +1
    1 Ruined Castle (54 BP, 4 lots) Economy +2, Loyalty +2, Stability +2, Unrest Ė4; Fame +1, Defense +8
    1 Barracks (6 BP, 1 lot) Unrest Ė1, Defense +2, +1 Law
    4 City Wall (2BP, no lot) Unrest -2, Defense +1
    4 Moats (2 BP, no lot) Unrest -1, Defense +1
    Magic Item Slots: 1 minor potion or wondrous item; 1 minor armor, shield, or weapon; 1 medium armor, shield, or weapon
    Spellcasting: 7th level
    Base Value: 8,800gp
    Purchase Value: 40,000gp
    Cost: 84 BP = 1 (preparation) + 10 (1 discounted granaries) + 4 (1 discounted smithy) + 4 (1 discounted library) + 2 (2 discounted houses) + 8 (1 discounted stable) + 16 (1 discounted alchemist) + 34 (1 discounted military academy) + 0 (ruined Castle) + 1 (1 barracks at half-price from military academy, then discounted) + 0 (4 discounted city walls) + 0 (4 discounted moats)

    Storefast
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    Name: Storefast
    Location: -108.75
    Description: Below the castle where the people originally settled lies a ruined mint, waiting only for easy repairs to set it in motion. As yet few live here, but plans have been laid to bring the mint back into production and create a more comfortable city for the ratfolk to live in.
    Population: 250
    Demographics: Ratfolk 59%, Half-Orcs 28%, Strix 8%, Other 5%
    Defense: +8
    City Modifiers to Kingdom Attributes: N/A
    Settlement Modifiers: Law +2, Lore +3, Corruption -2, Crime -1
    Settlement Qualities:
    -Lawful Neutral: Increase Law by 1; Increase Lore by 1.
    -Utopian Experiment: Society +2, Lore +1. Decrease Corruption -2, Crime -1.
    -Small-Folk Settlement: Increase Law +1, Lore +1. Medium-sized and larger creatures treat the Settlement's Crime and Society statistics as a penalty due to their difficulty in maneuvering or sneaking around in the miniature Settlement. Small or smaller creatures treat the Settlement's Crime and Society statistics normally.
    District #1 (1/36 lots used):
    1 Ruined Mint (30 BP, 1 lot) Economy +3, Loyalty +3, Stability +1; Fame +1
    1 House (3 BP, 1 lot) Unrest -1
    4 City Wall (2BP, no lot) Unrest -2, Defense +1
    4 Moats (2 BP, no lot) Unrest -1, Defense +1
    Magic Item Slots: 1d4 Minor
    Spellcasting: 1st
    Base Value: 50
    Purchase Limit: 500
    Cost: 2 BP = 1 (preparation) + 1 (1 discounted House) + 0 (4 discounted City Walls) + 0 (4 discounted Moats)

    Firstholt
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    Name: Firstholt
    Location: 110.73
    Description: The first location settled by the basinguard, in the days since their move to Gateway it has been fortified to serve as a bastion for their armies. Nothing much is left, as industry has been concentrated in the capital, but there remain some few people who care for the soldier's needs.
    Population: 250 (Thorp)
    Demographics: Half-Orcs 38%, Strix 37%, Ratfolk 16%, Other 9%
    Defense: +8
    City Modifiers to Kingdom Attributes: N/A
    Settlement Modifiers: Law +4, Lore +1, Prosperity +2, Society -1, Corruption -1
    Settlement Qualities:
    -Lawful Neutral: Increase Law by 1; Increase Lore by 1.
    -Military: Increase Law +3. Decrease Corruption -1, Society -1.
    -Good Roads: Increase Prosperity +2.
    District #1 (1/36 lots used):
    1 House (3 BP, 1 lot) Unrest -1
    4 City Wall (2BP, no lot) Unrest -2, Defense +1
    4 Moats (2 BP, no lot) Unrest -1, Defense +1
    Magic Item Slots: 1d4 Minor
    Spellcasting: 1st
    Base Value: 50
    Purchase Limit: 500
    Cost: 2 BP = 1 (district cost) + 1 (1 discounted House) + 0 (4 discounted City Walls) + 0 (4 discounted Moats)

    Deepsholt
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    Name: Deepsholt
    Location: -110.73
    Description: Basinguard's first foray into using the upper/lower city design, Deepsholt is somewhat rougher about the edges than the other forts. Corridors lead in odd directions and the construction style changes from one area to another as different methods were explored and abandoned. As such it is the most idiosyncratic of the forts, but much loved by the people living there.
    Population: 250 (Thorp)
    Demographics: Half-Orcs 38%, Strix 37%, Ratfolk 16%, Other 9%
    Defense: +8
    City Modifiers to Kingdom Attributes: N/A
    Settlement Modifiers: Law +4, Lore +1, Prosperity +2, Society -1, Corruption -1
    Settlement Qualities:
    -Lawful Neutral: Increase Law by 1; Increase Lore by 1.
    -Military: Increase Law +3. Decrease Corruption -1, Society -1.
    -Good Roads: Increase Prosperity +2.
    District #1 (1/36 lots used):
    1 House (3 BP, 1 lot) Unrest -1
    4 City Wall (2BP, no lot) Unrest -2, Defense +1
    4 Moats (2 BP, no lot) Unrest -1, Defense +1
    Magic Item Slots: 1d4 Minor
    Spellcasting: 1st
    Base Value: 50
    Purchase Limit: 500
    Cost: 2 BP = 1 (preparation) + 1 (1 discounted House) + 0 (4 discounted City Walls) + 0 (4 discounted Moats)

    Hinterholt
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    Name: Hinterholt
    Location: -111.75
    Description: Although built to the same design as the other forts, deployment to this remote station is either treated as a punishment or reward by the men of Basinguard's armies, depending on how eagerly they seek combat. With the amount of pent-up energy contained here, it's no wonder it holds the record for most men incapacitated without seeing combat. Bar brawls (and just plain ol' brawls) are common enough that surviving a tour here is almost a badge of honor - especially if you leave with your face intact.
    Population: 250 (Thorp)
    Demographics: Half-Orcs 38%, Strix 37%, Ratfolk 16%, Other 9%
    Defense: +8
    City Modifiers to Kingdom Attributes: N/A
    Settlement Modifiers: Law +4, Lore +1, Prosperity +2, Society -1, Corruption -1
    Settlement Qualities:
    -Lawful Neutral: Increase Law by 1; Increase Lore by 1.
    -Military: Increase Law +3. Decrease Corruption -1, Society -1.
    -Good Roads: Increase Prosperity +2.
    District #1 (1/36 lots used):
    1 House (3 BP, 1 lot) Unrest -1
    4 City Wall (2BP, no lot) Unrest -2, Defense +1
    4 Moats (2 BP, no lot) Unrest -1, Defense +1
    Magic Item Slots: 1d4 Minor
    Spellcasting: 1st
    Base Value: 50
    Purchase Limit: 500
    Cost: 2 BP = 1 (preparation) + 1 (1 discounted House) + 0 (4 discounted City Walls) + 0 (4 discounted Moats)

    Newholt
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    Name: Newholt
    Location: -109.77
    Description: Newest of the forts, Newholt has yet to gain any particular reputation beyond that of a cushy spot to land a posting at - it even still has that new-building smell.
    Population: 250 (Thorp)
    Demographics: Half-Orcs 38%, Strix 37%, Ratfolk 16%, Other 9%
    Defense: +8
    City Modifiers to Kingdom Attributes: N/A
    Settlement Modifiers: Law +4, Lore +1, Prosperity +2, Society -1, Corruption -1
    Settlement Qualities:
    -Lawful Neutral: Increase Law by 1; Increase Lore by 1.
    -Military: Increase Law +3. Decrease Corruption -1, Society -1.
    -Good Roads: Increase Prosperity +2.
    District #1 (1/36 lots used):
    1 House (3 BP, 1 lot) Unrest -1
    4 City Wall (2BP, no lot) Unrest -2, Defense +1
    4 Moats (2 BP, no lot) Unrest -1, Defense +1
    Magic Item Slots: 1d4 Minor
    Spellcasting: 1st
    Base Value: 50
    Purchase Limit: 500
    Cost: 2 BP = 1 (preparation) + 1 (1 discounted House) + 0 (4 discounted City Walls) + 0 (4 discounted Moats)


    Armies
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    Rough Riders: 110.73
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    LN Medium Army of Half-Orc Beatstick Cleric 1
    HP: 11 ACR: 2
    DV: 14 OM: +4 (ranged)
    Tactics: Standard, Withdraw, Spellbreaker*, Dirty Fighters*
    Morale: +0
    Resources: N/A
    Special: Darkvision, +1 HP per ACR, Spellcasting 1, Channel Positive Energy, *2 bonus tactics
    Speed: 2
    Consumption: 1

    Falcon Knights: 108.75
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    LN Medium Army of Half-Orc Brute Rogue 1
    HP: 9 ACR: 2
    DV: 13 OM: +6
    Tactics: Standard, Withdraw, Expert Flankers (stacking), Dirty Fighters*, Seigebreaker*, False Retreat*
    Morale: +0
    Resources: Giant Falcon Mounts
    Special: Darkvision, Sneak Attack, Flight, *3 bonus tactics
    Speed: 5
    Consumption: 2 (recruitment cost: 2 BP )

    1st Guard: 108.75
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    LN Huge Army of Strix Beatstick Cleric 1
    HP: 27 ACR: 6
    DV: 19 OM: +9 (ranged)
    Tactics: Standard, Withdraw, Sniper Support*
    Morale: +0
    Resources: N/A
    Special: Darkvision, Flight, Spellcasting 1, Channel Positive Energy, -2 DV when fighting in caverns, *1 bonus tactic
    Speed: 4
    Consumption: 3

    2nd Guard: -111.75
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    LN Huge Army of Strix Beatstick Cleric 1
    HP: 27 ACR: 6
    DV: 19 OM: +9 (ranged)
    Tactics: Standard, Withdraw, Sniper Support*
    Morale: +0
    Resources: N/A
    Special: Darkvision, Flight, Spellcasting 1, Channel Positive Energy, -2 DV when fighting in caverns, *1 bonus tactic
    Speed: 4
    Consumption: 3

    Hexes Claimed, Terrain Improvements, and Special Terrain
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    Aboveground (9 Plains Hexes claimed):
    107.74: 1 road, 3 farms
    107.75: 1 road, 1 bridge, 3 farms
    108.74: 1 road, 1 bridge, 3 farms
    108.75: 1 road, 1 bridge, 3 farms, 1 Ruined Castle
    108.76: 1 road, 3 farms
    109.73: 1 road, 1 bridge
    109.74: 1 road, 1 bridge, 3 farms
    109.75: 1 road, 3 farms
    110.73: 1 road, 1 bridge, 1 Lair
    Cost: 45 BP = 9 (9 hexes explored) + 15 (9 roads and 6 bridges) + 21 (21 discounted farms)

    Underground (28 Cavern Hexes claimed):
    All caverns have a road and a mine.
    107.74
    107.75: Resource, 3 farms
    108.74
    108.75: 1 Landmark, 1 Ruined Mint, 3 farms
    108.76: Resource, 3 farms
    108.77
    108.78
    109.72
    109.73
    109.74: Resource, 3 farms
    109.75: Resource, 3 farms
    109.76
    109.77: Ruined Park
    109.78
    110.72
    110.73
    110.74
    110.75
    110.76
    110.77
    110.78
    111.72
    111.73
    111.74
    111.75
    111.76
    112.75
    112.76
    Cost: 183 BP = 28 (28 hexes explored) + 28 (28 roads) + 112 (28 discounted mines) + 12 (12 discounted farms) + 12 (12 discounted mines)

    Leadership Roles
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    Players & Re-Named Roles:
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    Players:
    arskyer: Barid Fel (cohort Kieyanna Fel)
    Saidoro: Trisk Vikri (cohort Davrio)
    Darkminde: paladin//archer
    MasonDon: dread//XXXX

    Re-Named Roles:
    Consort=Steward
    High Priest=Mediator

    Rulers: Barid Fel & Kieyanna Fel
    Steward: Darkminde
    Councilor: Barid Fel
    General: Davrio
    Grand Diplomat: Kieyanna Fel
    Heir: Darkminde
    Mediator: Kieyanna Fel
    Magister: Trisk Vikri
    Marshall: MasonDon
    Royal Enforcer: Davrio
    Spymaster: Tris Vikri
    Treasurer: Tris Vikri
    Warden: Davrio

    Leadership Kingdom Modifiers:
    Economy:
    Loyalty:
    Stability:

    Backstory
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    The roots of Basinguard lie in the late stages of the Last War, when nations strove mightily for the ascendancy. One of them, in a wild bid for power, gathered together itís vast stock of ďoptimalĒ slaves (bred for ease of maintenance, flexibility, and fecundity). Itís mages joined, they began to draw on the life force of the assembled masses in a ritual that lasted through the night. Finally, just as they were about to unleash this incredible energy, magic - which had always been constant, steady - shrugged; and the mages died for it. Their victims, weakened, struggled from the ground and gazed about themselves with eyes unused to autonomy.

    As they cast about the area, they found another group - of smaller, rodent-like beings - also surrounded by dead and dying mages. In unspoken agreement the two groups ran, fleeing into the dawn. But not all of their masters were dead, and in short order they were pursued, the slowest cast down and slain. They made for the hills, and lost their tormentors in the caves of the mountains.

    After a time they emerged and, fearing what waited in the lowlands, settled near the caves that offered them safety. As their numbers grew, they explored the lands about them and encountered another band of recluses- winged beings who kept to the heights - with whom they brokered an uneasy peace.

    So the three races came to live together - the little ones inhabiting the caves, the winged ones the aeries, and the first ones between them, binding them together. For generation upon generation they lived like this, toughening to bear the hardships of the mountains, leaving their mountain fastness only rarely. Until, that is, a sudden plague spread through their crops, destroying much and spawning a sense of dread that spread like wildfire. Starving, the people began to flee their homeland in a wild imitation of their first flight.

    This time, however, the stories ending was different. One of their own, an experienced explorer, rose to the challenge of the times and took control of the panicked people. Together with a few competent advisors, he led them out of the mountains and settled them near the sea, founding a nation based on the principle of his forebears; forbearance, wisdom, and strength.

    Today, Basinguard has emerged as a neutral power, stubbornly determined to go it's own way. Itís gates stand open for trade, the walls tall for war, and all the while itís people stubbornly expand to fill the open spaces of the lowlands.

    Miscellaneous:
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    Maps:
    -Universal
    -Political
    Rules:
    -Kingdom Building
    -Mass Combat & House Rules
    -Recruitment & Assorted House Rules
    Other:
    - +15 BP from arskyer
    - +6 BP from Saidoro
    Last edited by arskyer; 2013-12-17 at 12:47 AM.

  2. - Top - End - #2
    Dwarf in the Playground
    Join Date
    Dec 2011

    Default Re: The Basinguard Confederacy: Rise of Tamend OOC

    Reserved just in case.

  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Dec 2011

    Default Re: The Basinguard Confederacy: Rise of Tamend OOC

    At time of posting, Kingdom attributes are without Leadership modifiers - let me know when RFLS approves your characters and I'll add them in.

    If you'd prefer a different name for your role, let me know and I'll add that too.

    Let's try to keep conversations here, but if you think it's likely to be sensitive let's take it to PMs. Wouldn't want our plans for world domination getting out.

  4. - Top - End - #4
    Halfling in the Playground
    Join Date
    Oct 2011

    Default Re: The Basinguard Confederacy: Rise of Tamend OOC

    What are we looking for in a character for the Marshal? I'm honestly torn between two ideas at the moment - A dread/soulknife who constantly takes the job into his own hands, where his fear and reputation help keep those below him in line and stave off enemies.

    Or a tactician/something who's more of a strategy genius and hands-off player, preferring to give advice and lay plans.

  5. - Top - End - #5
    Dwarf in the Playground
    Join Date
    Dec 2011

    Default Re: The Basinguard Confederacy: Rise of Tamend OOC

    I like the feel of the dread, brings in the plain old scariness factor. Plus it'd be a fun opposite to the paladin, remind people we're neutral, not nice.

  6. - Top - End - #6
    Dwarf in the Playground
    Join Date
    Dec 2011

    Default Re: The Basinguard Confederacy: Rise of Tamend OOC

    So I've been bouncing around ideas for the different factions that might exist in Basinguard, and I've come up with the following blurbs (feel free to propose your own or tear mine to shreds)(names are placeholders, not meant for play):

    The Hawks: The most militant, believe BG needs to expand rapidly to gain enough strength to prevent another gaining power over them.

    The Swiss: Prefer to consolidate what BG has, keeping good strength of arms but not aggressively so.

    The Kids: Upcoming generations, keen to see the world and make their mark on it. The bulk of the army, especially the mercenary Guards.

    The "Lords": Untitled (BG's got no official nobility) but functionally noble. Composed of the wealthiest families, they are the most fractious of the factions but can wield enormous power when unified (usually opposing taxes).

    The Dons: Underworld barons, desire a large amount of unrestricted trade with which to line their coffers. Generally civilized, keeping things quiet and off the streets, but still ruthless bastards.

    The Monks: More philosophers than priests, teach the popular domains of BG. Perhaps the least influential (scarcity of funds), but quickly growing in popularity.

    Thoughts?

  7. - Top - End - #7
    Bugbear in the Playground
     
    Goblin

    Join Date
    Aug 2010

    Default Re: The Basinguard Confederacy: Rise of Tamend OOC

    Crafting List:
    {table=head]IDN|Name|Price|For|Paid|Progress|Time Remaining
    00|Cloak of Resistance +2|4,000 GP|Trisk Vikri|No|0 GP|2 Days
    01|Cloak of Resistance +2|4,000 GP|Davrio|No|0 GP|2 Days
    02|Blessed Book|12,500|Trisk Vikri|No|0 GP|6.5 Days
    03|Headband of Majesty|94,000|Barid Fel|No|0 GP|47 Days
    04|Ring of Craft Magic|12,000 GP|Trisk Vikri|No|0 GP|6 Days
    05|Belt of Physical Might|40,000|Barid Fel|No|0 GP|20 Days
    06|Cloak of Resistance +2|4,000 GP|Barid Fel|No|0 GP|2 Days
    07|Cloak of Resistance +2+2|+12,000 GP|Trisk Vikri|No|0 GP|6 Days
    08|Cloak of Resistance +2+2|+12,000 GP|Barid Fel|No|0 GP|6 Days
    09|Cloak of Resistance +2+2|+12,000 GP|Davrio|No|0 GP|6 Days
    10|Glove of Storing|10,000 GP|Barid Fel|No|0 GP|5 Days
    11|Bracers of Falcon's Aim|4,000 GP|Barid Fel|No|0 GP|2 Days
    12|Circlet of Persuasion|4,500|Barid Fel|No|0 GP|2 Days[/table]

    Going to keep that updated as I start crafting things, let me know what you want made and I'll add it to the list. I'm willing to craft items for teammates for their price in materials, prices will be negotiated with anyone else. I'll add your custom items whenever you give me the detail, Arskyer.

    Trisk's backstory is up after sitting in a text file on my desktop the last few days because I forgot to post it. I introduced the idea of Ratfolk scavenging old-world magic and trying to do useful things with it with varying degrees of success. Made a group with that theme in the blurbs section.

    Expanded Blurbs. Gave some new names on the idea that they would be mostly nicknames coined by detractors rather than rigidly defined and advertised political parties like you see in the real world.
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    Basinguards' youth makes it something of a hotbed for political thought, for though it is governed by a single figure every one of its citizens specifically made the decision to follow that leader in recent memory. This has lead to a number of groups and schools of thought which advocate either an attempt to sway Barid's mind in one way or another or even splitting off from Basinguard entirely and establishing a new society nearby.

    Ideas:
    Warmongers(The Hawks): A nickname growing in popularity in reference to those in Basinguard with expansionist views. Warmongers aren't officially organized, but the basic ideas have flourished among many of the common folk of Basinguard, though strangely not in its military. Generally, Warmongers point to their old history as slaves to justify their views, citing a need to make the nation impenetrable so as to ensure that they will never again be subjugated. Their detractors claim that the desire for expansion will never end until the Warmongers have conquered all of the world.

    The Old Guard(The Swiss): A group which wants first and foremost to return to how life was lived in the mountains. They advocate for consolidation and fortification of what land is already claimed before venturing out further and cite the need for safety security and caution. Detractors claim that the Old Guard's ideas will lead only to stagnation or defeat at the hands of a group not so fettered.

    Meddlers(The Kids): Meddlers are a fractious sort, each looking to use the formation of Basinguard in their own way for their own purposes. Not much of a political movement, more a persistent element of society.

    The Goyiri(The Dons): The Goyiri started as a family of Strix smugglers who operated in the nearby kingdoms. Today, they are one of the largest criminal groups operating in Basinguard, with fingers in all manners of places and a great deal of internal competition and rivalry. No one member rules the Goyiri and no one member collects the lion's share of the profits, instead it is run by a number of independent bosses with a complex set of rules for how they are allowed to interact with one another and settle disputes. Sometimes those rules are bent or broken, but not as often as one might think.

    The Speakers of the Clans(Part of the Lords): Ratfolk society is divided into a number of large, powerful and tightly-knit families called clans, each with its own customs and traditions. One common custom is in sending a small number of respected speakers to meet with those of other clans at regular intervals to discuss issues which impact everyone. In theory, these old and experienced speakers decide the views of the Ratfolk population on almost every part of society. In practice, ratfolk are clever and quite good and exploiting or furtively ignoring rules when they are in the mood to do so and the Speakers know better than to reach decisions they know will be ignored. Still, the Speakers are not a group to underestimate.

    Not sure what to do with the rest of the "Lords".

    The Reclaimers: Initially a collection of Ratfolk studying the items stolen from their once masters, both the groups membership and their goals have expanded since the founding days. Now accepting the brightest of all three races, the Reclaimers aim to recover and reconstruct old-world magics for the profit of society(and more importantly, themselves). Most Reclaimers care less for the underlying principles of a piece of magic than what they can use it for, and they will happily employ functioning artifacts, newly crafted wonders and the useful side-effects of old magical malfunctions side by side without worrying about the dangers.

    Monks kinda got eaten by the Reclaimers, but I could expand on them a bit more if you wanted.


    Side note: I liked Barid being in his 30s more than his 20s, when I chose 24 for Trisk it was with the intention that she be quite young for her role. Last I checked we're the only kingdom for whom all of our component races are shorter lived than humans, but that only goes so far.

    Also, I wrote a letter.
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    To Barid Fel
    Greetings, as discussed here is the first of the reports on the exploration. I've contracted the Lantern Archon who carried this message to remain until you arrive with the first wave of settlers, you can send any responses back with it.
    I have just arrived at the site three days ago, and found the castle exactly where you described it and exactly as grand. I'm rather surprised no one else has settled in it yet given the good condition, I admit that I didn't entirely believe what you'd told me about it until seeing it with my own eyes. I've begun drawing up plans for where to put the main walls, given the good soil condition I think it best to establish walls of iron in central ditches with walls of stone flush on either side to provide further support and to give us something to build battlements on. I'll start marking the territory but won't throw up any walls until people arrive as requested. Once the walls are in place I can begin layering on a few magical defenses as well, though those will require your approval. The simplest is a permanent image of the wall along its outside making the wall appear to be several feet farther back than it is. I suspect this could be quite damaging to any invading army hoping to employ siege breaking tactics. The second is a number of explosive runes on the outward face of the wall, covered by permanent images. The images will render the runes harmless to most, but those touching the wall such as anyone employing a siege ladder or attempting to climb or burrow through will see the rune and have opportunity to detonate it. Either could be a great asset in defending the walls from attack, though either would also require additional measures to ensure that the populace was safe.
    Initial explorations into the castle showed it to be safe enough, I threw up webs over a few passageways leading to rooms or walkways I felt could be dangerous to the unwary and repaired a few crumbling supports but it's in remarkably good shape for whenever we get the laborers on it. Unfortunately, there's also not much I can accomplish on my own without more laborers and resources, so it'll still be a bit open air when you arrive. I've taken over one of the less collapse towers as a workshop and covered the entrance with permanent images and webs, so I should be safe enough while I work. I may just leave those up when you arrive, I find myself liking the idea of a tower of my very own.
    I did a little maintenance on the riverbanks with walls of stone, they were damaging the castle's foundations at a few points. I blended the stone well, no one should notice. Also, I started augmenting the surrounding plant life a bit to make the farmland more impressive to the farmers. Hopefully that'll assuage some of their doubts about coming so far.
    I've designated land outside the castle for farms and houses, I can put both together quite quickly once you arrive.
    And finally, I've done some explorations of the deeps below. I know what you have to say about that already, but I assure you that I was very careful. Anyway, what I found was worth the risk. There was an old world mint below, an intact one. The device takes in metals of all kinds, removes impurities and passes out coins printed with a distinctive and difficult to forge arcane mark listing their weight and composition. Any attempt to change either removes the mark making clipping, shaving and coring of coins far more difficult than it would be otherwise. We'll need to do a fair bit of work on the surrounding area to render it usable for mass production, but just the fact that the machine itself works is thrilling.
    That's all I've done so far. I'll write back if your reply has any questions or when I have news.
    -Trisk Vikri
    Last edited by Saidoro; 2013-12-28 at 12:36 PM.

  8. - Top - End - #8
    Dwarf in the Playground
    Join Date
    Dec 2011

    Default Re: The Basinguard Confederacy: Rise of Tamend OOC

    I like the expanded blurbs and ratfolk scavengers - was gonna write more, but RL came up. More later.

    Re: Age
    Yeah, I liked the older Barid as well, but then I checked the aging effects and noticed he was sitting on Middle Age without the modifiers. So I got lazy and lowered the age to keep from having to make changes. But, on further inspection, my build is already set to deal with (and exploit) that pretty easily with only minor tweaks. I'll check 'em past RFLS, and be (hopefully) good to go.

    Crafting!
    Spoiler
    Show
    If you can finish the headband first, it's the only piece that's particularly critical. Finish the others as you like, no rush but they're nice to have.
    Custom Headband: CHA +6, WIS +4, and INT +4 (47,000 construction cost)
    Belt of Physical Might +4 (DEX & CON) (20,000 construction cost)
    Cloak of Resistance +4 (4,000 construction cost)
    Glove of Storing (5,000 construction cost)
    Bracers of Falcon's Aim (2,000 construction cost)
    Circlet of Persuasion (2,500 construction cost)

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