User Tools

Site Tools


settings:ageron:toth

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
settings:ageron:toth [2016/04/30 16:20] macraesmithsettings:ageron:toth [2016/06/14 02:18] macraesmith
Line 7: Line 7:
 ===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'yae=== 
 + 
 +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:ageron:koth:rel_yae|Rel'yae]], but that doesn't stop a handful of inquisitive and audacious individuals from attempting to make contact. In fact, several of the city's smugglers are supposedly using their rural connections to help transport their goods.
  
 ====The Black One==== ====The Black One====
Line 37: Line 41:
 ==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==
Line 59: Line 63:
 ==Ker’Lacht== ==Ker’Lacht==
 The [[settings:ageron:toth:Ker'Lacht|Ker'Lacht]] lineage actually aren’t necromancers, however, they dabble in stranger, darker rituals. The Ker'Lacht family is one of the rare groups of lizards within the city walls. They’ve been rumored to consort with demons, and possibly even selling off their children to demons to bargain for power. Out of all of the families, the Ker'Lacht clan relies the least on magic, and is more dependent on wit, skill, and ruthlessness. The [[settings:ageron:toth:Ker'Lacht|Ker'Lacht]] lineage actually aren’t necromancers, however, they dabble in stranger, darker rituals. The Ker'Lacht family is one of the rare groups of lizards within the city walls. They’ve been rumored to consort with demons, and possibly even selling off their children to demons to bargain for power. Out of all of the families, the Ker'Lacht clan relies the least on magic, and is more dependent on wit, skill, and ruthlessness.
 +===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 "orcish" costume choices to disguise himself as an orc. This character is a professional butcher, and can buy nomadic incants at base cost.
 ====Interesting Locations==== ====Interesting Locations====
-===Dead Man's Inn=== +===Landmarks=== 
-This bar is the more "rough and tumble" locale, and is the preferred drinking spot of mercenaries and adventurers. The bar is staffed by clumsy, horribly incompetent ghouls, which most of the regulars find humorous and oddly charming, rather than off-putting. This establishment is owned by [[settings:ageron:toth:lisa|Lisa Kahl-Er]]. +==Central Square== 
-===The Black Death=== +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. 
-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, and is actually staffed by some of few dwarves on the island. This bar is owned by the [[settings:ageron:toth:vas-n_yar|Vas-N'yar]]. +==The Docks== 
-===First Financier's Bank=== +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. 
-This is the largest bank in the city, and is owned by the [[settings:ageron:toth:ghutan|Ghutan]] family. The building is well-constructed, and is made of marble. The family uses ghoul labor, which means that wait times at the bank can often exceed an hour for something as simple as a withdrawalThat being said, the sheer quality of the facility's security, in addition to the Ghutan's practical monopoly on the financial industry, makes it extremely popular among the local populace. In particular, the facility is guarded by the Ghutan family's infamous Death Knights, which have publicly dismembered many potential thieves.+==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" locale, and is the preferred drinking spot of mercenaries and adventurers; it's located right by the city's main gate. The bar is staffed by clumsy, horribly incompetent ghouls, which most of the regulars find humorous and oddly charming, rather than off-putting. This establishment is currently owned by [[settings:ageron:toth:lisa|Lisa Kahl-Er]]. 
 +==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, and is actually staffed by some of few dwarves on the island. This bar is owned by the [[settings:ageron:toth:vas-n_yar|Vas-N'yar]]. Strangely, the building has several references to a mysterious, cloaked or armored figure
 +===Businesses=== 
 +==First Financier's Bank== 
 +This is the largest bank in the city, and is owned by the [[settings:ageron:toth:ghutan|Ghutan]] family. The building is well-constructed, and is made of marble. The family uses ghoul labor, which means that the service is typically a tad bit slow, but wealthier individuals are often seen getting preferential treatmentThe sheer quality of the facility's security, in addition to the Ghutan's practical monopoly on the financial industry, makes it extremely popular among the local populace. In particular, the facility is guarded by the Ghutan family's infamous Death Knights, which have publicly dismembered many would-be thieves
 +==Vas-N'yar Mercantile Center== 
 +This building is where the [[settings:ageron:toth:vas-n_yar|Vas-N'yar]] organize their extensive mercantile businesses. It's conveniently located right next to the city's docks. 
 +==Vas-N'yar Warehouse== 
 +Home to a large portion of the goods traded by the Vas-N'yar. While this warehouse is very heavily guarded, successfully stealing some of its good could be extremely profitable if they were resold to the right buyer... 
 +==The Ghutan Barristry Firm== 
 +The most reliable legal firm in the city, which is owned by the [[settings:ageron:toth:ghutan|Ghutans.]] Though their prices aren't cheap, the family's extensive skills, combined with their abundance of influence within the city, make them favored to win almost any legal case. 
 +===Homes=== 
 +==Ker'Lacht Residence== 
 +This waterfront mansion is home to the [[settings:ageron:toth:ker_lacht|Ker'Lacht Lineage]]. The home has over a dozen points of access that allow members of the family to slip in and out of the house. The property is surrounded by a thick, iron fence, which is covered with strange, mysterious markings.
 ====Appendix==== ====Appendix====
 ===Pronunciation Guide=== ===Pronunciation Guide===
 +  * Rel'yae: R-el-yay
   * Kahl-Er: Call-air   * Kahl-Er: Call-air
   * Vas-N'yar: Voss-knee-are   * Vas-N'yar: Voss-knee-are
   * Ghutan: Goo-t-ah-n   * Ghutan: Goo-t-ah-n
   * Ker'Lacht: K-air-lock-t   * Ker'Lacht: K-air-lock-t