• Information • [Rharne Faction] The Shadow Quarter

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[Rharne Faction] The Shadow Quarter

The Shadow Quarter
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"I don't make deals with the Devil, Richy. The Devil makes deals with me - and I hold him to them." - Tony Blandstead, Founding Kingpin of the Shadow Quarter


History of the Shadow Quarter

All cities have their own underground, be it a small drug trade or a major fighting ring hidden in the depths. Yet few cities, if any, have one as large as the Shadow Quarter. Funded with drugs, slaves and various crime-dealings, the faction lies in the underbelly of Rharne and possesses incredible influence and power throughout the city. With political figures, wealthy merchants and lowly thieves all playing a part in the dealings and crimes of the Shadow Quarter, they are an imposing group that has given the Lightning Knights and Thunder Priestesses trouble for hundreds of Arcs now.

The Shadow's Founders

Dating back to the Arc 524, the Shadow Quarter was founded by a small criminal organization with bigger dreams. Aspiring to become the greatest in Rharne, the group set out to negotiate with the wealthy, slowly making their way through the different Quarters of Rharne until they had eyes and ears everywhere. Now, the divide of wealth in Rharne holds no barriers to the Shadow Quarter, having important figures both current and historically from every tier of wealth and every area of Rharne.



Becoming a member
All members of the Shadow Quarter are followed at first, viewed from afar by the many spies in the city as the higher-ups scout out potential accomplices and allies. Once a Season of this scouting has gone by the person in question will be approached by a low-ranking member, who is also being watched, and will be told that they are invited to join the Shadow Quarter and that failure to do so will result in death. Should they decline the offer the low-ranking Shadow Quarter member is to kill them. Should they fail to do so both will mysteriously disappear that night, neither being seen again, as a higher-skilled assassin will be sent to deal with them and they will be left to rot in their home as a statement - or thrown into the river to never be seen again.

In order to join the Shadow Quarter you may:

A.) Request an existing PC member to bring you in
B.) Speak with a Rharne Mod about being initiated. This initiation can be self-modded but requires mod approval first.

NOTE:Before any form of initiation you must register as an applicant OOC and a moderator must approve the initiation attempt. This allows us to be aware of all of those being initiated so we can step in if we don't believe that the character in question would be suitable as a Shadow Quarter Member.

Apply here to join the Shadow Quarter


Due to the investigation that occurs before you can be brought in, it is incredibly rare and difficult for morally good PC's to be allowed in, with security high for the secrecy and safety of the Shadow Quarter and its associates. Any PC looking to join the Shadow Quarter should be morally grey at best, utterly void of Empathy at worst.


Shadow Ranks

Ranking up in the Shadow Quarter is different from the other, official factions of Rharne as the ranks are based on trust and performance. Due to this the Shadow Quarter has two sections. First, the Base Quarter, is the beginning of someones career with the shady underground. Told very little and uninformed, sometimes even given wrong information on who is in charge, the Base Quarter is full of anyone not trusted by the higher-ups. Over 99% of the members of the Shadow Quarter are in these ranks and will stay that way, very few ever rising to any of the roles and jobs in the Higher Quarter. These select individuals are not only trusted, but powerful and accomplished in their trade, showing true potential and ability to run the Shadow Quarter with full trust and secrecy. Most will never know of the existence of these individuals and those that make their presence known do so with a fake persona, claiming to be many ranks lower than what they truly are.

Base Quarter

Prospects: As they are first approached and are considered for their role in the Shadow Quarter, the Prospects are given no information and are solely told they are now a part of the Shadow Quarter. No guidance is given other than to continue to make profit and store it, waiting for the time they are truly allowed into the Quarter.

Affiliates: Finally a part of the Shadow Quarter, the Affiliates are true members, given tasks and jobs on occasion and talking directly to their Shadow Lord in order to receive payment and give back to the Quarter. These members are still watched from afar, their progress being monitored to see if they are worthy of any higher ranks. Most of the members of the Quarter stay at this point or die before they can progress further.

Soldiers: Soldiers are a simple but trusted role, progressing above affiliate and being given jobs that others may not. Small groups of soldiers will be tasked with taking out important targets or protecting valuable cargo, silencing witnesses and other various tasks. Despite the name Soldier, these roles are not all fighters, many are simple drug-traders or smugglers that are given special permissions and are able to do jobs beyond that of an affiliate.

Shadow Lords: Seen as the "highest rank" to any uninformed, these are the head of the Base Quarter and are the only role in this category that knows of higher ranks existing, though they know nothing of who the real top dogs are. Any and all Base Quarter members are to answer to Shadow Lords. However, these members are still given little to no information on the real important aspects of the Shadow Quarter and are, therefore, expendable.

The Higher Quarter


Boss Hand: Working directly under the Kingpins, the Boss Hands are powerful and influential members of the Shadow Quarter. While there is no exact limit to how many Boss Hands there can be in the Shadow Quarter, the highest number to date is seven, with five currently in play. Each Boss Hand answers to one particular Kingpin, working as a direct part of their criminal empire, usually selected based on shared talents or interests.

Kingpins: The top of the food chain in the Shadow Quarter, these five individuals are directly in charge of all the events in the Shadow Quarter, even if most don't realise it. Nothing slips past the infinite eyes of these five. Should one wish to become a Kingpin they have to show more than just devotion to the Quarter, but talent and potential. As well as this, the existing Kingpins are unlikely to give up their own position, meaning a spot would have to be opened - be it through natural causes or strange occurrences.

OOC NOTE: Kingpins may not be used in self-moderated plots without moderator oversight/permission.

Shadow Quarter Rewards


NOTE: Not every tier is given a reward by the Shadow Quarter, due to the lack of trust and risk of handing out "branded" or "Identical" items to those that may well lose them or reveal secrets. Due to this, rewards are few and far between, but the ones that are given will help massively.

All Members - Thrice spoken Word: A simple but straightforward strategy, the Shadow Quarter has a word that changes by the Cycle. This seemingly innocent word, or perhaps phrase, is used to identify other members of the Shadow Quarter by inserting it three times into a standard conversation. This word changes by the Cycle and will be updated by the Rharne Mods when needed.

The current word is Citrus.

Shadow Lords - Darkness' Blessing: As men and women shrouded in Darkness it is only fitting that a weapon of their choice is too. The Shadow Lord is given either a new, Good+ weapon of choice or a prior weapon they owned can be given the enchantment of darkness. This enchantment alters the weapon, shrouding it in low light. While the normal daylight or the light of a torch will give the weapon it's usual shape the darkness will conceal it, making it entirely invisible in any situation dimmer than candlelight.

Boss Hands - Shadow's Ring: With a job that requires frequent stealth and caution, the Boss Hands are given a ring that they keep should they become a Kingpin - a ring that allows entire stealth. Their body becomes invisible and their vision clearer, able to see perfectly fine in total darkness. Using this during daytime or any light can be blinding and prolonged periods of it will cause permanent eye damage. In darkness, however, the Boss Hand is near impossible to see. Only their sound and general stealth skill limit them.

Kingpins - The Five Artifacts of the Quarter: The Five artifacts are all powerful gemstones, capable of granting the wielder a unique but useful effect. These five gems stay within the Kingpins and no new ones have been made since the originals. Because of this, and the nature of the role of Kingpin, the only way to obtain one of these artifacts is to become a Kingpin yourself by killing the previous wielder. These Gems are seemingly alive, beckoning people that fit their personality and power to them, meaning no Kingpin can ever feel safe in their position and must constantly stay alert. As one final trait of the gems, their powers can not be used on another wielder, meaning the Kingpins in-fighting is handled with raw power, magic and blessings alone - not with help of the gemstones. Because of this, no two gems can be used at the same time by one person, making it impossible for one Kingpin to rule over all of them.

The five gems are as follows:

The Hiding One - The Delana Gem: A powerful, unique gemstone for those that wish to avoid any interaction with the Immortals and their followers - the Delana gem allows the user to hide from any Immortal that is looking for them. While this ability can not prevent them being found through normal, mortal means such as tracking or stalking, the stone is still incredibly powerful for the Kingpin that wields it.

The Voracious One - The Blood Gem: A gem that feels almost sentient and malicious to the one possessing it, the Blood Gem fuels the fear behind the Kingpin that wields it, giving them an aura of intimidation beyond that of any skill or personality. Anyone who makes eye contact with the Voracious Kingpin finds themself uncomfortable with high discipline and paralyzed with fear at any discipline below competent.

The Watchful One - The Scouring Stone: The Watchul One is granted the ability to read the thoughts of one other individual at a time, reading the mind of even the most mentally durable. However, the higher their Discipline or Meditation is will result in fewer words being understood and heard. Unless the person has total mental block from a magic or ability, however, their mind can still be read.

The Defensive One - The Reflex Stone: Rather than active ability, the wielder of this stone is granted a mysterious instinct when their life is in danger. A few seconds before they are about to be attacked the Defensive One feels a strange chill down their neck, warning them of oncoming danger. While they don't know the direction or form of danger they are in, this artifact gives enough time for them to react accordingly to most situations.

The Opposing One - The Kata Crystal: Seemingly useless on the surface, with no blatant abilities, the Kata Crystal grants immunities to any form of mental communication, control or manipulation. This effect has no bias, impacting both friendly and enemy attempts at Telepathy or positive emotions being shared, but will equally negate all negative ones.


Ranking Up


Ranking up in the Shadow Quarter follows no point system, only promoting those that are trusted and useful. Because of this the promotion is done on a case-by-case basis, judging their chance of rankup based on how many threads they have done as a member of the Shadow Quarter. While any threads, no matter how small, will make a difference you can only be promoted if you have done well with your level. Any of the Higher Quarter jobs will require a plot to be done in order to be promoted, on top of all the usual work.



Post here to claim threads for rank up.
These threads can ONLY be threads you have done at your current rank, not any prior or older ones


Current Members
N/A

Important NPC's:

Cheshire

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Race: Human

DoB: 78 Ashan 674(42)

Title: Kingpin/Trafficker of Drugs, Alcohol, Slaves

Gemstone: The Defensive One

Description: A strong, powerful man - Cheshire is the bearer of the Defensive Stone. Despite being a powerhouse himself the man ensures he is secure at all times, paying anyone he has to, ensuring his safety in all situations. Of all the Kingpins he seems the most paranoid of losing his position, yet none of the other Kingpins can deduce if it is out of fear for his life or addiction to power. Whichever it is, however, the others dare not question - for the short temper of the man could cause a conflict between Kingpins that would result in extreme danger.

Skills: Negotiation (Master), Persuasion (Master), Torture (Master), Intimidation (Expert), Business Management (Expert), Politics (Expert), Deception (Expert), Strength (Expert), Unarmed Combat (Expert)

Notes: Due to the nature of the two the Defensive One and the Watchful One are constantly at each other's throat, yet neither would risk starting a fight amongst the Kingpins.

Witch Doctor

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Race: Naerikk

DoB: 23 Cylus 629 (87)

Title: Kingpin/Trafficker of Poisons, Powerful Objects, and Drugs

Gemstone: The Hiding One

Description: A beautiful, albeit intense, woman - the Witch Doctor has no known name amongst the other Kingpins. Her skill with magic and raw power in a fight makes her one of the more dangerous of the Kingpins, making her someone that few would want to dare fight. Despite her beautiful appearance, the trained eye can see and smell marks of her Necromancy and Rupturing, the magic mutations clear on her.

Skills: Necromancy (Master), Rupturing (Master), Chemistry (Master), Alchemy (Master), Poison (Master), Intimidation (Expert), Etiquette (Expert), Negotiation (Expert), Blades (Dagger) (Expert), Torture (Expert), Politics (Expert)

Notes: Rarely confrontational with anyone, due to the power she has among the group.

Practitioner

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Race: Aukari/Biqaj

DoB: 2 Ymiden 684 (32)

Title: Kingpin/Occultist

Gemstone: The Voracious One

Description: Intense eyes and a sinister glare make up the main traits of the Practitioner, another Kingpin who goes only by an Alias. With a knack for torture and devout worship to Immortals that wish to see Rharne barren and destroyed, as well as the rest of Idalos, the Practitioner is a force to be reckoned with. Rather than fight his own battles, however, the practitioner has a small army of cultists that he commands - those believing he is chosen by the Gods and he will one day bring about anarchy.

Skills: Torture (Master), Leadership (Master), Persuasion (Master), Deception (Master), Intimidation (Master), Politics (Expert), Rhetoric (Expert)

Notes: Adored of Faldrun, Mastes and Favored of Sintra

Sarah Glazebrook

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Race: Human

DoB: 5 Saun 680 (36)

Title: Kingpin/Spymaster

Gemstone: The Watchful One

Description: Beautiful, white hair and pale blue eyes make Sarah stunning to behold. Combined with her simple yet formal attire, the Watchful One is a master of the true darkness. With control over the many spies and assassins of the Shadow Quarter, Sarah is a persuasive force - doing whatever it takes to get her way. Her ability to read people may be good, yet her ability to fight is poor, the physically weakest of the Kingpins.

Skills: Seduction (Master), Psychology (Master), Persuasion (Master), Deception (Master), Intimidation (Master), Poison (Expert), Stealth (Expert), Detection (Expert), Intelligence (Expert)

Notes: Constantly fighting with the Defensive One over his paranoia and fear

Maldrur Ironborn

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Race: Ithecal

DoB: 61 Ashan 670 (46)

Title: Kingpin/Combat Specialist

Gemstone: The Opposing One

Description: Cold, cunning and ruthless all fit Maldrur Ironborn. A powerful Thiussum with vicious weaponry and a knack for killing, the Opposing One is the most physically imposing of the group. His specialty lies in hidden fight rings and attacks on various businesses, ordering most of the underground attacks in Rharne.

Skills: Handaxe (Master), Intimidation (Master), Strength (Master), Endurance (Master), Tactics (Expert), Stealth (Expert)

Notes: Dual wields his two handaxes, both of Masterwork quality.

OOC NOTE: Kingpins may not be used in self-moderated plots without moderator oversight/permission.



Rewritten by Joey Lupo and Vyto
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Re: [Faction] The Shadow Quarter

Name: Joey Lupo
Current Ranking: Affiliate, aiming to be made Soldier (Or Shadow Lord, I won't complain :twisted: Kidding, ofc)

List of threads:
Just Business - Meeting Vyto and roping him into some Shady Dealings

Now, here is where my Starter Quest came into play. Rather than write it on order of how I wrote the threads, I'll link them in time order to make it easier.

Shadows Never Sleep - Joey and Vyto fight some thugs, killing one and not realizing they just caused some long term issues
Beginning of the End - Joey is threatened by Argus and makes plans to fight back
All in a Name - Joey finds Argus' home
Family Matters - Joey enters Argus' home and interrogates his family for information
Dark Devotion - Joey is jumped, but bribes Argus' own men to help him out
Keep it Professional - Joey and his new temporary allies burn down Argus' business
Nearly Time - While Argus is out his wife tells Joey of a meeting the next trial
Grand Finale - Argus dies and Joey is announced as the man behind it, while watched from afar
word count: 183
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Nikolaus
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Re: [Faction] The Shadow Quarter

Character Name: Nikolaus
Their reason for joining the Shadow Quarter: To find out the truth about the journal that his father left him and also investigating the possible ties that the Shadow Quarter have with his in-laws. Also with plans of gaining a foothold/business expansion in Rharne.
Skills that may benefit the Shadow Quarter: Business Management
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Re: [Faction] The Shadow Quarter

Re: Joey Lupo
 ! Message from: Pig Boy
Let me know when your review issues are resolved here, and once all your other threads are also reviewed I'll take another look.
Re: Nikolaus
 ! Message from: Pig Boy
Your business management skills aren't quite there yet. The Shadow Quarter prefers those who have history dealing with their members. Even then membership is no guarantee.

Finish a few threads/solos/collabs involving Nikolaus doing business, getting better at doing business, and making some waves in the community. Also try to build up some wealth to where you demonstrate your capabilities to the Quarter. Then someone from the Quarter will probably show an interest in him.
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Re: [Faction] The Shadow Quarter

Re: Joey Lupo
 ! Message from: pig boy
Looks like your review is cleared, and I just reviewed the final chapter in this story. Congrats, you're now a soldier in the Shadow Quarter. Better watch your back.
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Nathan Van De Gucht
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Re: [Faction] The Shadow Quarter

Character Name: Matthieu Boucher
Their reason for joining the Shadow Quarter: He was already a member of the Shadow Quarter (Opted for joining the Shadow Quarter in character creation)
Skills that may benefit the Shadow Quarter: Chemistry
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Re: [Faction] The Shadow Quarter

 ! Message from: Pig Boy
Hey Matthieu, I'm happy to let you into the Shadow Quarter as part of your background, the only trouble with that is that your history consists of a single scene. There's no real summary of who Matthieu is, where he comes from, etc. I'd like you to work some more on that history. PM me when you've developed some more of his history before that pivotal moment, and we'll probably be alright to let him in as a small time-player in the Quarter.
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Re: [Faction] The Shadow Quarter

Nathan Van De Gucht wrote: Fri Jan 08, 2021 7:22 am Character Name: Matthieu Boucher
Their reason for joining the Shadow Quarter: He was already a member of the Shadow Quarter (Opted for joining the Shadow Quarter in character creation)
Skills that may benefit the Shadow Quarter: Chemistry
 ! Message from: Pig Boy
Alright, you're in the Shadow Quarter as a Prospect. FIrst thing you'll want to do is submit your character sheet for approval. Then once you've done that, you're free to start posting. The next few steps in the Shadow Quarter for Nathan will be to start making money. I'd like to see at least a single wealth thread completed, therefore, before your pc starts interracting with Affiliates and possibly soldiers. Remember that Shadow Lords are well beyond your level, and aren't likely to arrange meetings. have fun!
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Re: [Faction] The Shadow Quarter

The Shadow Quarter
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All of Rharne's Faction claims are now dealt with centrally - so that you don't need to make claims in multiple places for the same thread.

Please post all Shadow Quarter applications and claims in our Faction Thread: here

To keep things tidy, this thread has been archived. The write up may be found here

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