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The 12
Sept 17, 2012 13:41:11 GMT -5
Post by Warhammer Exec (Dane) on Sept 17, 2012 13:41:11 GMT -5
Exactly what I require from all of you, for all of the council members.
1/12
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The 12
Sept 17, 2012 20:40:09 GMT -5
Post by ollumhammersong on Sept 17, 2012 20:40:09 GMT -5
Councillor Thark Still working on his class. It won’t be relevant for a while at least. Councillor Thark is a Ratfolk of considerable power and prestige back in the deep burrows and undercity of home. On the surface He appears in name only. No one knows he is a Ratfolk because He never goes to council meetings, never meets with clients, servants, or political leaders, face to face and will only meet with other council members in such a way if he deems it absolutely necessary, and even then only heavily robed and disguised. Meeting the council in such a way has only been necessary once in order to physically take the council seat from its previous occupant. Like all council members he maintains lodgings within the city limits but no one can ever recall seeing him enter or leave. It is more a home for his Intermediary Mister Ventris who sits on the council on behalf of Councillor Thark and who to the eyes of the public handles all of mister Thark’s financial, and political business and who makes all public appearances required of the Councillor. This includes guild business. The House itself is riddled with secret passages and rooms all well-guarded by men who have never seen the Councillor and are their primarily to protect Mister Ventris and known only to the Councillor, Ventris, The guard Captain and a few of the Ratfolk Assassins that the Councillor sends to keep an eye on Ventris, ensure his loyalty and These also keep an eye out for assassination attempts against Ventris Provided of course that he continues to act in the intrusts of councillor Thark. Mostly Unnecessary for Mister Ventris is quite loyal to Councillor Thark and his ideals. Also like all of the other councillors maintains a network of eyes, ears, and muscle throughout the city and areas beyond to keep him well appraised. Are disposable assets that only do his work because of debts or blackmail, His regular soldiers and Guards on the other hand are surprisingly loyal despite having never seen or heard the man. Thark uses debt and money as a way of control from the low peasants to handle all of the small jobs and take the front of the blame, merchants who control the flow of wares, to the upper class who have dominion over them all and the influence to sway opinions of both the mob and other nobles. Despite this philosophy Thark does not wish crime to take a foothold in the city. Crime complicates things and can lure any man, even his own against him. The constant thorn makes ruling and organization difficult when too much coin is passed around and merchandise is constantly taken, it is even more troublesome to keep the mob on your side if they suspect involvement. As such on the surface Thark keeps his nose clean, All of Mister ventris’s dealings are clean and they never involve any sort of crime syndicate or any crime group for the chance that they could betray him and the information they learn to another councillor. the mojarity of the people in debt to him dont know they are in debt to the Councillor, Intermediaries through intermediaries is how the councillor likes to work. Most people owe money to a man who works for and is watched by one of Tharks most loyal people who in turn follows the command of Mister Ventris. This allows problems to be cut out and removed before they can even be traced to someone associated with him.
Thark uses his own men because he knows they serve him and are loyal (and they fear the retribution he can bring down on them) Crime is messy and not as powerful as behind the scene tools. While a knife here or there is useful and can certainly silence an unwanted voice, What if you can turn that voice to your purpose.
All in all Thark is very lawful neutral. Gaining, spending and trading political favour is a game to his people and one they excel in. He doesn’t not want the city destroyed or crippled with crime and war, after all a strong, healthy city is a city worth ruling and through him the undercity could expand its own trade and political influence and start to affect the surface world.
A lot of his missions will involve gaining favours, such as saving the son of one of the noble families in the league of Trium and sending them on investigation and fetch missions or even clearing out the city of some scum, for the first few quests they will be told as little as possible, more likely the opposite of what they are actually doing. If the same PC’s are pooling their influence in Thark’s favour he may let them in on more information during the missions but only to those PC’s he believes are at least somewhat loyal despite whoever else is in the party. Not a lot of assassinations but killing of creatures and humanoids is expected to a degree as long as it is quite; absolute necessary and it won’t be linked back to him. He doesnt care about killing as long as you dont rampage adn kill an entire town or kill people who will raise questions. again Anything that will raise people attention he hates because it potentially can be alot of work to keep it quite. He will not involve criminals because anyone who can be bought by one man can be bought by another.
There here is what I have so far, Open to suggestions I know His methods combined with his anti crime outlook for the city may seem like an odd combonation. he just sees crime as dangerous and annoying when trying to run a city. Im no good at explaining this crap over a text box.
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The 12
Sept 17, 2012 23:37:18 GMT -5
Post by Warhammer Exec (Dane) on Sept 17, 2012 23:37:18 GMT -5
2/12 - sounds fine.
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The 12
Sept 18, 2012 8:29:54 GMT -5
Post by q on Sept 18, 2012 8:29:54 GMT -5
Underneath the gnomes, the halflings, the ratfolk; underneath the sewers and the water table is marvel of engineering it is perfectly built stone well going straight through the rock to the darkness below , stationed on the top of this well is a large tribe of Svirfneblin who work for the city as exterminators of the highest caliber.
Their organization known by many names works with the outliers of society to help them integrate into the surface world, at least that is what they claim. In reality they are our stalwart guardians of the dark. Mothers soothe their children to sleep with tails of how these brave... 'men'... and 'women' fight the creatures in the dark so you can sleep peacefully. And they are paid handsomely for their services, though some grumble that the Svirfneblin are taking advantage of the city, very few have the balls to go assess their work. Their is a dark side to what they do, by aiding the more foreign, the Svirfneblin will accept anyone to their ranks no questions asked, and will allow anyone to leave for a price. For who better to fight monsters, then monsters. Disgruntled drow, dominated aberrations, bound Duergar, creatures of slime and shadow, and rumor says even illithids work for this shadowy organization. But for all the horror, and possible evil; the fact is this organization will accept anyone and at it's heart does seem to have the genuine interests of the city at whole, thus they are allowed as seat on the counsel. People in the past have taken the seat temporary but are always disposed, quietly surrender it, vanish without a trace, or gladly give it up for the seat is rumored to be cursed.
Still they will accept anyone, placing Geas on those more dangerous and requesting payment for their services, and will always do what they are asked for a price. And while they view the Adventurers guild as competitors they are relieved they can stop fooling around on the surface and do what is really important. Still people worry, how long can the Svirfneblin keep this up before they are corrupted, or killed? How long until the turn on the surface world for everyone has heard the saying: Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. to which the Svirfneblin say the same thing "Boo"
They will primary be sending the PCs on missions which end up underground, though some missions might be to aid there non-human agents, or to retrieve materials needed by said non-humans. Some missions will be strange some good, some evil. on a whole the organization leans lawful good but on average are Neutral.
Update the "Rotating" seat is not rotating it is currently a Ultrathid wearing an unconvincing disguise of a hat + beard (DC 10 Perception) everyone in the chambers are very, very, very uncomfortable (for those who don't know what this monster is, picture an illithid, bad right? now picture an 11 foot tall illthid... with 10 foot long tentacles...) Anyone who detects evil him gets the powerful reading of 'chaotic good'
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The 12
Sept 18, 2012 9:52:52 GMT -5
Post by Warhammer Exec (Dane) on Sept 18, 2012 9:52:52 GMT -5
Who is their representative Q?
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The 12
Sept 18, 2012 10:26:10 GMT -5
Post by Nygil, Nickolie on Sept 18, 2012 10:26:10 GMT -5
The man from the neutral planet.
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The 12
Sept 18, 2012 10:34:50 GMT -5
Post by q on Sept 18, 2012 10:34:50 GMT -5
Bingo, actually it is a rotating Svirfneblin or other member who just shows up votes and leaves is that okey
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The 12
Sept 18, 2012 19:05:18 GMT -5
Post by liam on Sept 18, 2012 19:05:18 GMT -5
Gleebones Lemontwigs
"When you walk around scared all the time, it's as if you're carrying a sign over your head that says 'victim'. You need to learn that things don't always turn out badly. Sometimes, the monsters give you chocolate."
CG Gnome Necromancer
This cheerful and energetic wizard is somewhat of an oddity among necromancers, in that he uses legally leased bodies almost exclusively. In exchange for a significant (from the point of view a commoner) loan, his clients agree to lease their bodies to him upon death, for a term of 10 or 20 years. Upon the conclusion of this contract, the bodies are returned to their families (if any) for an honourable burial. This arrangement, he claims, is beneficial to all involved- struggling commoners get the money they need to survive, when they need it, and at an interest rate far lower than is available from any of the major banks. In exchange, they need only give up something that they weren't going to be using anyway.
His grinning, squeaky-clean skeleton minions (sometimes painted bright, cheerful colours, but often just sparkling white) are frequently found engaged in philanthropic endeavours. They don't eat, drink, tire, or complain about cleaning garbage out of a sewer for 50 straight hours. Their most recent large project was the construction of the city's newest orphanage, which Gleebones donated to the church of Sarenrae, free of charge. His feelings were only slightly hurt when they impolitely declined his offer of skeletal janitors and groundskeepers.
Other, specialized skeletons labor under the supervision of his apprentices in his workshop churning out consumer goods. They focus especially on toys and candy, which he distributes freely to underprivileged children on festival days.
While he has done much to improve the public image of necromantic magic as something that is not only not inherently evil but also extremely useful to the public good, he still faces some opposition. His rivals portray him as everything from a well-meaning fool playing with forces he doesn't understand to a cackling villain who simply must be up to something.
An important part of dispelling the "wicked necromancer" stereotype is fierce retaliation against those who would wield the powers of life and death for evil, and he is not afraid to hire adventurers to ensure that said retaliation is swift and thorough. He appreciates the intact recovery of libraries, magical apparatus, and the corpses of the evildoers (so that they may in death repay their debt to the community), but concedes that public safety must always come first. He might also contract adventurers to raid a dungeon in search of arcane secrets, or to provide extra security if his workers are operating in unfriendly territory.
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The 12
Sept 18, 2012 19:49:09 GMT -5
Post by Warhammer Exec (Dane) on Sept 18, 2012 19:49:09 GMT -5
4/12
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The 12
Sept 18, 2012 20:22:05 GMT -5
Post by Nygil, Nickolie on Sept 18, 2012 20:22:05 GMT -5
Gleebones Lemontwigs and Maitilde Carebetter should be stout friends, to the woe of all evil in the city. She would be the very kind and nice grandma, to your grand child with to much energy and that really odd habit that no one in the family cares for, but grama understands... or at least she tries to.
As for Thark there would be no bad blood between them, but also no trust.
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The 12
Sept 18, 2012 22:04:21 GMT -5
Post by Warhammer Exec (Dane) on Sept 18, 2012 22:04:21 GMT -5
10/12
These are Colin and Charles, I believe.
Brent and Jon both have three, so they can be dropped if more spots are needed.
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The 12
Sept 18, 2012 23:15:36 GMT -5
Post by Nygil, Nickolie on Sept 18, 2012 23:15:36 GMT -5
Maitilde Carebetter, 68 year old female halfling Paladin 11 (Hospitaler/Oath of Charity).
Matti is the nicest and smallest old lady. She runs the cities out reach program to help the poor, homeless and sick, as well as school and homes for orphans. Even the most evil of men have their hearts softened by her kind smile and gent suggestions.
Matti is the sort of paladin who makes peace between warring groups instead of attacking the one that looks eviler. Though, she will kill if she has to in order to protect those she loves and cares for.
Matti is known for her work with the local guard and many paladin claim her as their teacher and treat her like a mother or grandmother. Every where she goes she is followed by a shaggy old silver saint Bernard, who is in fact a saint (celestial), named Berard.
She will send the guild on missions of mercy, never asking them to kill, but knowing that some times they must.
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The 12
Sept 21, 2012 1:43:55 GMT -5
Post by Charles on Sept 21, 2012 1:43:55 GMT -5
Details are en route, but I've been swamped this week with work.
So far I know he'll be a Mafia-boss-esque Assassin. Friendly up front, sociable, straightforward. Very criminal. LE or NE. I'm contemplating making him an actual Efreet - a genie assassin that gets people to wish for their own deaths is a pretty wicked concept, eh?
The name needs to be something catchy and profound - friendly and terrifying. I'm open to suggestions.
PS: Unless it's already taken, I think he'd fit very well into the fourth seat.
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The 12
Sept 21, 2012 11:25:12 GMT -5
Post by brent on Sept 21, 2012 11:25:12 GMT -5
Mixalaus (Bloodline of Hephaestus) L/E: Right hand man of the Dwarven High King of Alexia, capital city of the Dwarven nations, and direct descendant of Hephaestus [no name yet]. Mixalaus is cunning and ruthless, he would strangle a baby without a second thought if ordered to do so and will stick strictly to his mandate. He intends to see the southern regions of the Dwarflands (for lack of better name) brought under a single rule and law and bring strength to the Dwarves through unity and traditional values.
Illias (Bloodline of Anteus) L/G paladin 10: Trusted companion and friend of the direct descendant of the eldest son of Anteus. Holds the position as a personal favor because while he lives by the strict code of a paladin, he is capable of getting things done regardless. He and those he represents see the best change for a strong Dwarven nation in strong allies across the continent, abundant trade and openness to foreign values. He often has conflicts with Mixalaus and for either one to achieve their goals, one must be removed from the council.
Daewyn (Priestess of Alexia) N/G cleric 10 (realized i didn't have Alexians on the council, can i switch the stewards out?): Like most followers of Alexia she is soft on the outside but hard as stone underneath. Others tend see her friendly attitude as a weakness, while she wields it like a weapon. Alexians believe that without those who are weak or seek to undermine the stability of the Dwarven nations, it will naturally reach a state of peace and prosperity. As such while Alexians seek to eliminate conflict in all forms, they also are not above enforcing slavery of lesser species, even Dwarves like the Deurgar.
If someone needs space to put somone on the council, you can take away Daewyn, and ill add her later.
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The 12
Sept 21, 2012 11:43:23 GMT -5
Post by Rofusco on Sept 21, 2012 11:43:23 GMT -5
Karbaros: Chaotic Evil: Human: Rogue/Assassin Known only by his first name, Karbaros is a member of The Dirge which is an assassins guild based in the Republic of Dreistiones. Karbaros is motivated to create political tensions and encourage warfare whenever he can to keep a steady flow of assassination jobs for The Dirge. His experience regarding assassination methods and techniques have allowed him to acquire and defend his seat on the council. He will likely hand out assassination missions to players and/or encourage them to spark rivalries between nobles and various political groups. While he appears to hold some sway within The Dirge, he is only a puppet of the higher ranked assassins. he will hand out missions for pretty much any faction, though mainly those in Soreillia.
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