settings:ageron:toth
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===The Oligarchy=== | ===The Oligarchy=== | ||
- | For millennia, Toth has been ruled by a handful of elite families of mages. In particular, the city is dominated by necromancers and, to a lesser extent, other earth mages. Traditional law doesn’t quite apply in Toth, as the entire island is often in chaos due to inter-family conflict, in which the oligarchs vie for power against each other. This has prevented the city from retaking the wilds of Koth, as the families often sabotage each other when they try to rebuild the ruins | + | For millennia, Toth has been ruled by a handful of elite families of mages. In particular, the city is dominated by necromancers and, to a lesser extent, other earth mages. Traditional law doesn’t quite apply in Toth, as the entire island is often in chaos due to inter-family conflict, in which the oligarchs vie for power against each other. This has prevented the city from retaking the wilds of Koth, as the families often sabotage each other when they try to rebuild the ruins. |
+ | |||
+ | ===Relations with the Rel' | ||
+ | |||
+ | There are rumors in the city of a clan of rugged survivalists living out in the wilds of Koth, but nobody can actually confirm their existence. The city government officially denies the existence of the [[settings: | ||
====The Black One==== | ====The Black One==== | ||
- | Not much is known about [[settings: | + | Not much is known about [[settings: |
====Priesthoods==== | ====Priesthoods==== | ||
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==General== | ==General== | ||
- | In this region, priests are much less numerous than they are on the mainland. The mages of the region have zero appreciation for the gods, as they don’t like any additional oversight into their more unscrupulous activities. This often means that priests are left death threats or, in some cases, completely disappear. | + | In this region, priests are much less numerous than they are on the mainland. The mages of the region have zero appreciation for the gods, as they don’t like any additional oversight into their more unscrupulous activities. This often means that priests are left death threats or, in some cases, completely disappear. In the past, priests have frequently tried to retake or cleanse the island, but have always failed due to the sheer numbers that the city boasts, combined with the brutal and ingenious tactics of its necromancers. |
==Ra and Tor== | ==Ra and Tor== | ||
- | At the current moment, Ra’ites and Tor’ites have enough forces to avoid being overrun, but the sheer number of local mages is too much for them to claim the city for their own. While none of the families may currently challenge the priests, it’s only a matter of time before the ghoul-callers come knocking on the temple doors with hordes of undead. | + | At the current moment, Ra’ites and Tor’ites have enough forces to hold a small presence on the island, but the sheer number of local mages is too much for them to claim the city for their own. While none of the families may currently challenge the priests, it’s only a matter of time before the ghoul-callers come knocking on the temple doors with hordes of undead. |
==Rudri== | ==Rudri== | ||
- | If there were any location of Jaern in which the worship of Rudri was tolerated, Koth would be it. Rudri, being a god of chaos and darkness, thrives off of the behaviors of the island’s inhabitants, | + | If there were any location of Jaern in which the worship of Rudri was tolerated, Koth would be it. Rudri, being a god of chaos and darkness, thrives off of the behaviors of the island’s inhabitants, |
==Isis== | ==Isis== | ||
- | Isis keeps a relatively lackluster presence on the island, as she is cautious to send her priests to an island that has been so horribly corrupted by death magics. | + | Isis keeps a relatively lackluster presence on the island, as she is cautious to send her priests to an island that has been so horribly corrupted by death magics. Additionally, |
==Osiris== | ==Osiris== | ||
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==Zepherin== | ==Zepherin== | ||
- | Zepherinites on the island are primarily fighting against the defilement of corpses. | + | Zepherinites on the island are primarily fighting against the defilement of corpses. In an almost ironic twist, in their crusade to prevent the cremation of corpses on the island, the Zepherinites are inadvertently assisting the necromancers bolster their forces. |
==Taurus== | ==Taurus== | ||
- | Taurus is a relatively well-received god on the island, especially among the oligarchy. The families tend to be pretty secretive, with a high preference towards subterfuge, and are always hoarding knowledge of their dark magics. As such, Taurus reaps pretty high informational profits from the island, as everybody is hoarding secrets from each other. | + | Taurus is a relatively well-received god on the island, especially among intellectuals and members of the oligarchy. The families tend to be pretty secretive, with a high preference towards subterfuge, and are always hoarding knowledge of their dark magics. As such, Taurus reaps pretty high informational profits from the island, as everybody is hoarding secrets from each other. |
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==Ker’Lacht== | ==Ker’Lacht== | ||
The [[settings: | The [[settings: | ||
+ | ===Anomalous Figures=== | ||
+ | ==Ork, the Elf== | ||
+ | This strange elf is, by all accounts, completely insane. He has the body of an elf, believes he's an orc, and speaks with a dwarven accent. Even more strange is how this fully blooded elf has an exceptional WIL, +4 Grapple Mod, and mental stubbornness to go with his +4 Linear Mod, Exceptional PER, enhanced vision, enhanced hearing, and distance judgment. (Basically, he has all of the physical abilities of an elf, but has the mental attributes of an orc.) Typically, this character is seen wearing haphazardly applied makeup, visual prosthesis, and " | ||
====Interesting Locations==== | ====Interesting Locations==== | ||
- | ===Dead Man's Inn=== | + | ===Landmarks=== |
- | The Dead Man's Inn is one of the more upscale bars of the region, where most of the powerful necromancers in the city go to drink. It's a fairly nice establishment, | + | ==Central Square== |
- | ===First Financier' | + | The central square of Toth is a spacious plaza, surrounded by several of Toth's most important buildings, such as the Bank and City Hall. In the middle of the square stands a mysterious, crystalline tower. Though the tall, dark structure is frequently gazed upon by the public, nobody in the city knows anything of its origin. Creatures with the "see magic" ability will notice that the tower has a high amount of power. |
- | This is the largest bank in the city, and is owned by the [[settings: | + | ==The Docks== |
+ | These spacious docks are critical to the city's economy. The main docks, which are built on top of an ancient, man-made inlet, can house up to 5 large (120 ft long) Metioujo. The docks are surrounded by various warehouses used for commercial purposes, as well as a few inns and brothels for travelers and sailors. | ||
+ | ==City Hall== | ||
+ | Home to most of the city's government offices and courts. | ||
+ | ===Bars, Inns, and Restaurants=== | ||
+ | ==Dead Man's Inn== | ||
+ | This bar is the more "rough and tumble" | ||
+ | ==The Black Death== | ||
+ | The Dead Man's Inn is one of the more upscale bars of the region, where most of the powerful necromancers in the city go to drink. It's a fairly nice establishment, | ||
+ | ===Businesses=== | ||
+ | ==First Financier' | ||
+ | This is the largest bank in the city, and is owned by the [[settings: | ||
+ | ==Vas-N' | ||
+ | This building is where the [[settings: | ||
+ | ==Vas-N' | ||
+ | Home to a large portion of the goods traded by the Vas-N' | ||
+ | ==The Ghutan Barristry Firm== | ||
+ | The most reliable legal firm in the city, which is owned by the [[settings: | ||
+ | ===Homes=== | ||
+ | ==Ker' | ||
+ | This waterfront mansion is home to the [[settings: | ||
====Appendix==== | ====Appendix==== | ||
===Pronunciation Guide=== | ===Pronunciation Guide=== | ||
+ | * Rel' | ||
* Kahl-Er: Call-air | * Kahl-Er: Call-air | ||
* Vas-N' | * Vas-N' | ||
* Ghutan: Goo-t-ah-n | * Ghutan: Goo-t-ah-n | ||
* Ker' | * Ker' |