Noth's Secret Scheming Chamber

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Noth
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Posts: 829
Joined: Sat Jul 16, 2016 4:51 pm
Race: Mixed Race
Profession: Monster
Renown: -370
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Noth's Secret Scheming Chamber

Man, been needing one of these for a while. Probably not much for a bit, but it's good to have the space ready.

Current Kill count: 49.

To do:
Business Management Solo
Bounty Hunter Solo
Army Training Solo
Meditation Solo

Buy Resurrecto ring.
Get Navy her gift.
Get Nightshade her 'gift' if possible.
Make Neronin laugh IC
Guestmod for The Wise and Wonderful One.
Get a Golem Mount.
Look into Half Dead applications.
Have a seasonal group thread.
Cause a cataclysm.
Kill a godling.
Corrupt Finn.


That'll do for now, pig. It'll do for now.
Last edited by Noth on Tue Jul 03, 2018 5:44 pm, edited 14 times in total. word count: 98
Image

Credit to Pegasus


As a note: Noth is a Grandmaster in Intimidation. That means that he's at least as scary as the Count from Sesame Street. Beware.

"The tyrant confuses those he can't convince, corrupts those he can't confuse, and crushes those he can't corrupt." - Anonymous
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Noth
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Posts: 829
Joined: Sat Jul 16, 2016 4:51 pm
Race: Mixed Race
Profession: Monster
Renown: -370
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Noth's Secret Scheming Chamber

Scheming and Plotting

How to Destroy Rhakros-Option 1- Conquest:
  1. Barter services for a favor from Faldrun
  2. Wait until ruler of Etzos/militarily powerful
  3. Seek defensive pact with Hiladrith.
  4. Begin kidnapping of Rhakrosians when possible. Keep this confined to only a few. Synthesize cures to common and rare poisons from these as best as possible, and then spread the cure quietly through the Etzori water supply. Do not alert others to this, because if the Rhakrosians learn that Etzori units are immune to poisons, they will change their poisons.
  5. Call in favor, have Faldrun set the jungle on fire. Blow the smoke back towards the Fields of Gauthrel. This will hopefully eliminate two issues: The potential for poisonous smoke, and any future reprisals from the Lotharro over conquesting. It is rather hard to be upset when you're choking on your tongue, after all.
  6. Let the jungle simmer for a season, or until all of the wood is ashen white.
  7. Walk over the ash, contemplating how it's difficult to tell what was truly alive, and what was just trees. Feel awful, because you're terrible. Accept that, because E-V-I-L.
  8. Wait for signs of reprisal, or make some up to ensure defensive pact triggers.
  9. The smoke and fire should have eliminated most insects in the area, so those shouldn't be much of an issue.
  10. Screen the army with undead where possible. They are immune to disease and poison, and are therefore excellent shock troops as meatshields.
  11. Scoop up families where possible. Send them back towards Etzos. These will be incorporated into the population as time passes.
  12. Killing Lissy will be difficult. She is powerful, though eliminating her support will halt that slightly. She has allies, and the burning of the jungle will be rather obvious to them. Shadow creatures from Aelig can be countered easily with fire. Look into fire weapons for combating them. Sessfiends have potential to be present as well. They are strong, but can be killed conventionally. Once one is dead, raise the corpse, use it to combat enemies.
  13. End Prediction: Rhakrosian territory ruined. Will be effectively unusable for some time. Global disease may potentially wane, though that is only a vague hope. Immortals will escape and the invasion will grind to a halt in their presence. Retreat before losses are untenable. Families will flee to Etzos and be accepted immediately with housing and benefits. Restrict worship, but otherwise support their culture. Eventually, offer citizenship to those who serve in an auxiliary capacity to the army, benefit from knowledge of poisons in future campaigns.
How to Destroy Rhakros- Option 2-Rescue/Assimilation:
  • Barter services for favor from Faldrun
  • Gain defensive pact with Hiladrith
  • Call in favor, have Father Faldy set the jungle alight, direct the smoke to Lotharro, etc etc.
  • Pretend to be mortified at the loss, mobilize small forces to go into the jungle, but make it clear that these are attempting to help. Rescue citizens, save people, stop small bits of the fire.
  • Officially offer sanctuary to Rhakrosian refugees after their stupid city burns to the ground.
  • Be a hero to them. Make it clear that they are all welcome with the exception of Lissy, because Immortals are a no can do.
  • End Prediction: Rhakrosian territory ruined, Lotharro race hopefully weakened. Rhakrosian refugees flee to Etzos where they can be incorporated, and their secrets learned. You completely bypass the hate which commonly comes with conquest, and simultaneously paint yourself in a good picture on the global scene, what a saint you are.
word count: 591
Image

Credit to Pegasus


As a note: Noth is a Grandmaster in Intimidation. That means that he's at least as scary as the Count from Sesame Street. Beware.

"The tyrant confuses those he can't convince, corrupts those he can't confuse, and crushes those he can't corrupt." - Anonymous
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Noth
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Posts: 829
Joined: Sat Jul 16, 2016 4:51 pm
Race: Mixed Race
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Noth's Secret Scheming Chamber

Last edited by Noth on Sat Jun 02, 2018 5:58 pm, edited 4 times in total. word count: 37
Image

Credit to Pegasus


As a note: Noth is a Grandmaster in Intimidation. That means that he's at least as scary as the Count from Sesame Street. Beware.

"The tyrant confuses those he can't convince, corrupts those he can't confuse, and crushes those he can't corrupt." - Anonymous
User avatar
Noth
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Posts: 829
Joined: Sat Jul 16, 2016 4:51 pm
Race: Mixed Race
Profession: Monster
Renown: -370
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Noth's Secret Scheming Chamber

Posting NG stuff here as a reminder.

Some Clarifications

1.) It is only a single gauntlet. I guess it's just too much DnD in my life, where everything is stated as sets.
2.) It has no effect on mark or mortalborn abilities, nor does it negate Blessings or Curses. Mortal-sourced ether only.
3.) Though I have expressed it as a "field", it only handles ONE magic type at a time. Which is to say that if two mages cast two different spells at you at once, you can only negate one of them.
4.) It only handles magic that is in currently in casting flux. It will not negate completed or established magic. For instance, you could not touch a Becomer and "Poof" him back to human form, nor touch alchemically created products and neutralize them. You could, however, interrupt an alchemical process if it involved magic materials in the process of being altered.
5.) You must be in such position as to be reasonably considered a target. This is tougher to define. If a Defier brings a spike of stone out of the ground at you, the fact that it is still being affected, as it grows toward you, makes it still "in flux", and you could touch it and reverse it's creation. But if an "Area of Effect" spell creates a wide sinkhole under your feet, you can not exert enough widespread negation to stop it, though you might be able to cause the ground directly beneath your feet to stabilize, if you could crouch quickly enough. If you found a wide field of fire erupting around you, you could negate the immediate circle around you, but the heat and loss of air would still be an issue. You could not just simply "walk out" without some previous meditative experience. First, because the rest of the fire would now be established, and second, because, as I've already stated above, the gauntlet is less effective on natural energies.
6.) It is not limitless in use before running out of power and needing time to recharge. A well would help this problem, of course, and I do not recall offhand if one was implanted in it at creation. However, because I DO want this to be a powerful item, and because the enemy caster gets his ether back as if never cast, I don't want you to always lose a magic battle of attrition to a mage that just keeps casting over and over until your gauntlet is spent. But I DO have to consider that the enemy mage may not know how many times you can negate his effort, and run away instead. Obviously it can negate less-powerful spells more often before needing recharge. I would say:
10 Novice spells
7 Competent spells
5 Expert spells
3 Master spells
1 Legendary spell
I am going to say that the Legendary negation hinges on you having a higher Meditation level than your target. Also, that the number of points higher that you are becomes the percentage of additional negations. (example: If you have 50 Meditation and your target has only 20, you have a 30% bonus to the number of negations. this would give 3 more Novice, 2 more Comp and Expert [rounded up and down respectively], and one more Master. Legendary should require more than just a 51% majority, let's say you need 75% for a second negation.)
7.) The bit where no one but Noth can touch it without being paralyzed...I think I will change that to be that Noth is the only one that can use it. BUT....if it was to somehow be "activated" in someone else' hands, they would be affected. But the paralysis is not permanent; more like a seizure. This is also to reflect that the electro-stimulus of the body IS a natural energy and so the glove is less effective without the aforementioned meditative experience, which would allow him to deliberately inflict this seizure on someone.
word count: 673
Image

Credit to Pegasus


As a note: Noth is a Grandmaster in Intimidation. That means that he's at least as scary as the Count from Sesame Street. Beware.

"The tyrant confuses those he can't convince, corrupts those he can't confuse, and crushes those he can't corrupt." - Anonymous
User avatar
Noth
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Posts: 829
Joined: Sat Jul 16, 2016 4:51 pm
Race: Mixed Race
Profession: Monster
Renown: -370
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Noth's Secret Scheming Chamber

Diamond in the Rough Imports
  • Character Name: Noth
  • Current Wage: 13 gn
  • Profession's Main Skill: Intimidation
  • Business Management Skill: 26
  • Business Name: Diamond in the Rough Imports (DRI)
  • Business Location: Foster's Landing - Etzos
  • Type of Business: Smuggling front for Al'Angyryl
  • Business Description:
    Upon first sight of the warehouse that takes up the bulk of DRI, one might believe that the place is entirely abandoned. The walls of the place are littered with the occasional hole which has been plugged up shoddily, and there is the whisper of wind seeping through unknown crevasses which is audible even from outside. Perhaps the second thought that may fill a bystander’s mind upon learning that the building is in fact an active business would be that the workers must be incredibly industrious, for there is seldom sight of them going to and from the structure, nor of the goods that must certainly be stored within.

    In actuality, DRI is populated by a relatively low number of employees, but it serves as a covering business for the illegal smuggling operations done by Al’Angyryl. Weapons, armament, jewels, gems, and other valuables stolen during the caravan raids performed by the group are covertly planted in the DRI warehouse until buyers can be found and smugglers can be summoned to sneak the desired goods to their hidden purchasers. The criminal nature of the business is concealed by its relatively light presence in Foster’s Landing, along with a healthy dose of bribery and coercion given to local officials to keep them away.

    Prospective customers rarely meet with the many employees of DRI, though a small barred window is provided through which persons may converse with the company receptionist, and where orders may be placed for desired goods.
  • Number of Employees: 1 PC, 3 NPCs
  • Shop Details:
    Warehouse - Total Cost of 1755 gn paid for by Neronin.
    Quality: Below Average
    Size: 2000 Square Foot
    Furniture: x4 Large Shelves, x2 Locks for Door and Chest respectively, Chest.
    Additional Features: x1 Stable, x1 Wagon and Horse, Basement is Present.
  • Inventory:
ItemPrice
Studded Leather Chest-Piece 10 gn
Leather Greaves 3 gn
Leather Gloves 3 gn
Iron-tipped Crossbow Bolts 1 gn per 20
Shortsword 8 gn
Combat Spear 15 gn
Gemstones (Except Diamond, Emerald, Onyx, and Ruby) 1/2 of Pricelist. If odd number, round up by 1 nel.
Special Order Goods – Most common items not on the list can be ordered in advance for when the next shipment arrives, but doing this will mean paying 3x Pricelist for a good.
Employees
Name:The Don
Race: Lotharro
Date of Birth: Saun 1, 672
Skills:
Blades (Sword): 30
Leadership: 25
Business Management: 30
Strength: 15

Appearance: A plump man with black hair, green eyes, and a powerful stance, the Don often commands the attention of a room, dressed in casual clothes with his signature red necktie. He wears a 'brace' upon his back which constantly makes metallic noise whenever he bends or stretches, though its true nature as a hardy piece of scale mail seems to go otherwise unknown to most.

Personality: The Don is an authoritative figure, expecting respect from those under him, but remaining loyal to those who stick with him. He often reminisces about the old trials wherein he was the boss of an entire crime family which ran the streets of Etzos, but those trials have since passed. He is both meticulous and hardy in his work, and becomes a vicious combatant in battle; unwilling to surrender, even at threat of death.

Job: Manager of DRI, Hoister.
The Don takes over many of the administrative issues that arise in regards to DRI, and ensures that employees are working at their highest level of efficiency. He assists in the loading and unloading of crates when not busy with other issues so as to ensure that the merchandise is well cared for and not damaged in transit.
Name: Wolfram Doyle
Race: Human
Date of Birth: Ashan 4, 693
Skills:
Strength – 30
Endurance – 30
Unarmed – 30
Detection - 10

Appearance:A Hoss crammed into the body of a man, Wolfram is a large fellow to say the least, standing at roughly 6’7 feet tall. He bristles with raw musculature, and typically wears clothing and outfits that accentuate what he refers to as “his ballistas.” He is bald, but keeps a light reddish beard. Given his outward appearance, its’ little surprise he’d end up in a place like DRI.

Personality: Wolfram is a boisterous and pushy sort of person. He is a notorious prier into other people’s problems, and will not relent until he has discovered the whole truth. His lack of talent when it comes to reading deceptive ticks, however, mean that he’s commonly deceived. He enjoys a bout of wrestling, and a chance to test his strength against others, and has even occasionally been involved in the odd street brawl or two, but he’s not a particularly violent person at heart, and wouldn’t be fit for many of the more vile activities surrounding DRI’s benefactors. He’s not a very materialistic person, though he likes to give the impression that he spends much of his time out gambling and drinking to fit in with the other criminals he encounters. In actuality, Wolfram takes nearly all of his pay back home to help raise his six siblings, and rarely has time for such hedonistic luxuries.

Job: Hoister
Wolfram is one of the person’s in charge of lifting boxes and crates of supplies, and repositioning or transferring them around to the stable outside. His job is primarily dull physical labor.
Name: Ryder (PC)
Race: Human
Date of Birth: 14th Vhalar, 690
Skills:
Longsword - 50
Strength - 24
Endurance - 23

Appearance: Ryder is a tall, hardened man. With a prominently scarred hand, and other battle wounds to match, he keeps himself with a firm posture. Weapons are always on his person, but despite the intimidation he is also friendly. So long as you stay on his good side, he will be welcoming and relatively kind, while maintaining formality. Getting on his bad side, however, will show a harsher side of Ryder.

Job: Security
Ryder takes on the role of Security at DRI, acting both proactively and reactively in times of crises. He is in charge of ensuring that the secrecy of the facility is maintained, and that intruders are dealt with appropriately.
Name: Alice Cartesian
Race: Biqaj
Date of Birth: Ashan 22, 681
Skills:
Writing – 30
Deception – 30
Cryptography - 15
Persuasion - 25

Appearance: Alice is a rather small woman, standing at only 5’3. She is of a diminutive build, and it is apparent that she does not often find it necessary to strain herself physically. She wears a golden necklace at all times inscribed with the word “Mora”. She is often seen wearing a pair of spectacles and keeps several snippets of paper attached to her side at all times, both written upon and fresh. It is not uncommon to find her with ink strains across her fingers and the sides of her garments, though she otherwise remains quite clean.

Personality: If a person were not looking for her, there’s a fair chance that they would pass over Alice. She is rather quiet, and not at all a very sociable person; certainly a strange choice for a receptionist given that the work typically entails treating with the public. Yet, when put into public view, she immediately becomes someone far more cheery and gregarious. The reason for her sudden change in personality is, incidentally, not so much a feat of acting as much as the more grim reality. Alice only works at DRI to keep her family safe from the threat of Al’Angyryl. Her husband incurred a rather severe debt to one of the criminal gangs later assimilated into the militant criminal faction, and she now works to pay off that extensive debt in hopes that both she and her family will be safe. Perhaps the greatest reason she has yet to call upon the Black Guard is because she understands that her family is being watched at all times, and that it is a futile endeavor.

Job: Alice’s job consists of dealing with the public, and taking orders through her small window. Privately, she is also in charge of forging any number of documents which assure the validity of DRI as a company which often donates to foreign charities as part of a global program to support education. In actuality, this is how DRI manages to send its funding to Al’Angyryl without warranting much suspicion.
Ledger
Initial Business Registration - 150 gn
Warehouse/Stable + Starting Furniture - 1755 gn (Paid by Neronin)
x1 Wagon and Horse - Acquired Here
word count: 1457
Image

Credit to Pegasus


As a note: Noth is a Grandmaster in Intimidation. That means that he's at least as scary as the Count from Sesame Street. Beware.

"The tyrant confuses those he can't convince, corrupts those he can't confuse, and crushes those he can't corrupt." - Anonymous
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Noth
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Posts: 829
Joined: Sat Jul 16, 2016 4:51 pm
Race: Mixed Race
Profession: Monster
Renown: -370
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Noth's Secret Scheming Chamber

Al’Angyryl


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The Breakers of Order
(Umaya language)
First surfaced within Zi'da of the 716th arc, the Al'Angyryl is what some individuals consider a group of nefarious and power-hungry scaremongers based in and around the City of Etzos. Not much is known about their objectives, nor of their members, yet assault, robbery, and murder are common crimes associated with this group.

Leadership
► Show Spoiler
word count: 106
Image

Credit to Pegasus


As a note: Noth is a Grandmaster in Intimidation. That means that he's at least as scary as the Count from Sesame Street. Beware.

"The tyrant confuses those he can't convince, corrupts those he can't confuse, and crushes those he can't corrupt." - Anonymous
User avatar
Noth
Approved Character
Posts: 829
Joined: Sat Jul 16, 2016 4:51 pm
Race: Mixed Race
Profession: Monster
Renown: -370
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Wealth Tier: Tier 1

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Noth's Secret Scheming Chamber

The Ranking System of The Bloody-Handed Armies of Al’Angyryl

Talon – The lowest-ranking soldiers of Al’Angyryl. These make up the vast majority of the organization. They are typically equipped with some form of armor and armament as a part of their recruitment. They have little in the way of special privileges, but are afforded basic creature comforts and necessities to ensure that they are kept in fighting condition.
Benefits: Basic creature comforts and necessities along with payment for their service.
Responsibilities: Fight for the Prince of Eternal Mercies, and get paid doing it. Fiend – A Fiend is a soldier who has managed to make a name for themselves, or to stand out from their peers in terms of either pure combative ability or due to leadership talents. Fiends are placed in charge of small groups and squads of Talons usually ranging from between six to eight and act as their immediate supervisors, ensuring that their needs are met, and communicating any issues to their superiors so that logistical issues are resolved in a timely fashion.
Benefits: The same as Talons, though they are often given better equipment to showcase their higher status, and are allowed to order around their inferiors.
Responsibilities: The supervision of small squads and groups of Talons, and their maintenance.
Hand – The Hands of the Prince of Eternal Mercies act as Lieutenants for his armies, and take responsibility when he is unable to command directly. Hands are typically extremely talented warriors and leaders, though some are also less-talented in these regards and act simply as Adjutants responsible for the accomplishment of differing goals and objectives including general security and supply.
Benefits: Personal quarters, higher payment, better equipment, and the ability to speak with the Prince at any time without reprimand.
Responsibilities: The management of groups of thirty Talons and five – six Fiends, and the issuance of orders in the absence of the Prince. They are also typically responsible for varying other duties including Security, Supply and Requisition, and Medical work and ensure that these areas are staffed and dealt with appropriately.
Executioner – The highest title available for anyone below the Prince, an Executioner is responsible simultaneously for the termination of traitors and hostile agents, but also for ensuring that the Hands are accomplishing their goals in a timely fashion, and that no one in the group is feeding off of it as a parasite. The Executioner is especially trusted, and as such is an extremely rare rank, handed out only to those who have proven themselves capable.
Benefits: Same as a Hand with additional payment and extremely rare and powerful equipment. Authority over all others in the faction. Authority to condemn and execute traitors without trial.
Responsibilities: Ensure that everything is operating as requested. Lead entire operations and manage their logistics and leadership. Execute traitors and ensure the purity of the faction. Act effectively as Second-in-Command.
word count: 485
Image

Credit to Pegasus


As a note: Noth is a Grandmaster in Intimidation. That means that he's at least as scary as the Count from Sesame Street. Beware.

"The tyrant confuses those he can't convince, corrupts those he can't confuse, and crushes those he can't corrupt." - Anonymous
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