Factions and NPCs
"Who to See and Who to Avoid"
There is rarely a unanimous accord on how to deal with any given issue. There are often collaborations, arrived at secretly, to bypass the "interference" of a different authority. And these collaborations are occasionally betrayed by agents of previously made collaborations by those same authorities. All in all, there is a constant web of power plays, sell-outs and hedged arrangements, punctuated by coercion, bribery and disappearances.
*These NPCs are not available for self-moderating. But a PSF ticket may convince someone to to mod them for you.
The Tower
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High Marshall Brogen Pahrn
"The Tower" is the term citizens use when referring to the authorities that reside in the Tower of Ministers. But it is also the name of the unspoken alliance that wishes to keep things going as they are. This is mostly any and all that are loyal to High Marshall Pahrn, and feel his hereditary rule to be the best for everyone. And while the heads of the various ministries all have agendas and pet projects of their own, few are more than only occasionally openly opposed to him. It is to all their benefits to avoid major changes. But they all hope to usurp the praise and adulation he enjoys from him.
Pahrn is essentially an honorable man, whose policies are consistent with his genuine viewpoints. He feels the Immortals to be a scourge upon Idalos, reminding his opponents that even the supposedly "beneficial" ones have distorted humans into monstrous travesties of nature, intended to be nothing more than tools to further their arrogant whims. But he did not always include all deities beneath this umbrella of harsh judgement. It is difficult to place exactly when this opinion became so all-inclusive, but it has steadily grown to an unwavering hatred of all Immortals.
Nonetheless, Etzos is run in an orderly and profitable manner. This has been the case since the city was first established and ruled by his ancestor, Morgan Pahrn, whose likeness guards the gate in the form of a monolithic statue. Anything that disrupts the smooth running of this city is immediately attributed to the influence or outright interference of these deities.
Karnos Vuda
Formerly the secret true ruler of Etzos, Vuda advanced his agendas through the subtle manipulation of other high ranking officials, including High Marshall Pahrn himself. He kept just enough active contention alive in conferences to dissuade this truth from coming to light. It is not that everything happened exactly to his greatest advantage, but most setbacks did not come as a surprise to him, and he usually had already prepared contingencies to glean hidden benefits from them. The very fact that he appeared to lose ground from time to time only helped shield his manipulations from being obvious.
Much of Marshall Parhn's growing intolerance towards acceptance of Immortals is because of Vuda's mind games, and magic. It served Vuda's ends entirely for Pahrn to become more and more hostile this way. Since powerful pools of magic power are released upon the death of an Immortal, and since Vuda is an accomplished magic user, he is all for the eradication of Immortals.
His association with Pahrn, and his ascension to the spheres of influence in a city that stands against Immortals, could not have worked out better. All he needed to do was allow a few incidents to become tragedies, and spin the details to ensure that Immortals and their minions take the blame, and the flames of mob mania are fanned to serve his goals.
In his mind, he sees himself as one who could one day rise to wield so much magic power as to equal an Immortal. And the more of them he eliminates along the way, the more sources of power he gains, and the fewer rivals he has to deal with. So he very much wants to encourage hostility towards Immortals. But he does not want it to be obvious. So for now, he keeps in the background, using his skills and magic to stay relatively unnoticed, and letting High Marshall Pahrn lay the violent groundwork for his ultimate victory.
This is the only enhancement that Pahrn has been made aware of. But there are two other spells at work. A second aspect of the rituals imparted a subtle impulse into each piece to don more. This fixation grows with each additional piece applied. The third element being that, once the entire suit is on, the wearer considers all suggestions by Vuda to be inarguably wise, ingenious and logical. To prevent this pattern from being too easily recognized, Vuda has attuned an additional artifact to negate this effect when he is nearby. This makes it much easier to dispute any allegation that he has cast a spell of some sort on the High Marshall.
Since Lisirra’s siege of Etzos by way of deadly plagues, Vuda fled the city, and his conniving ways of manipulation were discovered –the latter information is of course highly confidential. He wasn’t heard from again until the 1st of Cylus 721, where he saved Marshall Pahrn from a certain death during the battle to drive Sintra out of the city (see: Rebirth and Return). Additionally, his necromantic reinforcements as well as his development of an anti-arachnid rune were instrumental in Sintra’s defeat. Now a revealed Abrogator, a Praetor, he rules Highbend –not from the shadows, this time.
He and Pahrn, while not quite on amicable terms, do seem to respect one another, if not as individuals, then as powerful leaders in their own right. Seeing more benefit in uniting under a common goal for the betterment of the region rather than adopt a hostile attitude because of past grudges, a loose alliance between them came to be. With Pahrn’s endorsement, Vuda rules Highbend as an independent city-state separate from Etzos. Highbend’s military employs many mages, ‘scouted’ by Vuda himself, and serves as a bulwark to fend off foreign threats. In addition, Highbend mages are ‘loaned’ to the Etzori army to help deal with situations that benefit from the use of Domain Magic.
The Old Guard
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Patron Lerrik Calloso
74-arc-old human male
Politics - 80 / Socialization - 55 / Detection - 58
Linguistics - 57 / Investigation - 42
Immortal Marks: Unknown
Patron Lerrik Calloso is not a popular member in the Ministers' council, and he knows it. But he has earned the others' respect by his very endurance in the face of nearly unanimous scorn. His title of "Patron" displays his lack of acknowledged qualifications for anything more specific. This is both true and untrue at the same time. While he lacks comprehensive knowledge of any one subject, there is probably no more fully educated man in Etzos.
He spends a good deal of time in the library, not only adding to his knowledge, but gauging the strength of anticipated debates, by knowing what source of lore they are based on. These both contribute to his ability to successfully counter his adversaries by showing their viewpoints to be close-minded and self-serving. It is likely that this amassed knowledge has made him more aware of the depth of manipulation that Vuda has achieved than any others regularly found in the council chamber. It has also made him aware of just how dangerous the Chief Adviser may be.
When he is not in the library, or gleaning information from subordinate officials without their truly realizing it, he moves around the city, gauging its mood. Where he is unpopular in the Minister's Chambers, he is just the opposite in the streets. His major function in the council is to relay any growing pro-Immortal sentiments among the city's populace. Originally, this was to allow the Black Guard to follow up these leads and silence them. But Patron Calloso's own skill at misdirection led the guard in circles.
Naturally, he was brought to the council to answer to this alleged subversion. But instead, he convinced the council that it was to their benefit to know how the people really felt about their old devotions to their deities. He advised the council that they would be better served by compromise than by brute suppression of their ideologies. And while he will never turn the overall policy of the city regarding Immortals, he has accomplished the enactment of a small degree of tolerance. It is entirely due to his efforts that citizens may now partake of private individual worship in their own homes.
He has made it clear to the council that while he will relay comments and slogans heard in the streets, he will not name names or betray plans by these people, unless they look to cause violence, indirect or otherwise. He expected to be arrested upon utterance of this defiant attitude, but surprisingly, Chief Adviser Vuda supported him. This, of course, was followed by High Marshall Pahrn's agreement as well. Since then, Calloso has secretly tried to investigate Vuda whenever possible. He is slowly growing his own network of informants toward this end. Sadly, he doesn't realize that Vuda is fully aware of this. Only time will tell what use Vuda will make of this.
For now, he has achieved a small mixed victory by convincing the council to let Lisirra's minions craft toxins for use in the army. This was in exchange for letting them establish a small shrine on one floor of the "Pillar of Society" where they can conduct what amounts to public worship. Of course, this tower is the least public of them all; and the corner where the shrine is located is fairly out-of-the-way as well. And though Colloso would have preferred just about any Immortal to Lisirra, he hopes that this precedent will become the grounds for greater freedom of worship in Etzos.
The Citizen's Committee
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Lady Jillian Terris
38-arc-old human female
Socialization - 70 / Politics - 65 / Etiquette - 45 / Detection - 62 / Leadership - 57
Immortal Marks: Unknown
To look at Lady Jillian Terris, one would think she must be the sweetest young dear ever to grace a room full of back-stabbing politicians. One would assume the length of her tenure in such an environment to be measured not in arcs, or cycles, or even trials; but rather breaks, before breaking down in the face of joint ministerial belligerence and bluster, and running off in tears.
But she would have it no other way. It is this very misconception that brings the rest of the council to dismiss her as unlikely to have any connection to those times that their well-laid plans went awry. This is not to say that her goals are to oppose all such plans. But when she finds opportunities to turn them to her advantage, or to skim the profits from them, she does not hesitate.
This serves two primary functions; the first being that it keeps the other members of the council wary of each other, antagonizing already existing grudges, and the second being that it gives her additional resources to further her own ends. She does not use these “windfalls” to line her own pockets, at least not to any degree that a knowing citizen would not smile and call justice. If a word had to be chosen to describe the “racket” she indulges in, it would most closely be categorized as “favors”.
As the Minister of the Citizenry, she has the most immediate awareness of the peoples’ wants and needs; as well as the social and political obstacles that prevent them from being met. She uses her position to circumvent these obstacles for the peoples’ benefit, and enjoys an ever-growing network of grateful, loyal and willing servants. Where the High Marshall has authority, but little contact; or where Patron Calloso has knowledge, but too narrow of a social focus; or where even Vuda himself has power, but no true friends; Lady Terris has all three.
She has the authority to enact proposals, and to see them advanced far enough along, that the other ministers feel it counter-productive to halt these efforts by the time they become aware of them. She has the knowledge to see far-reaching results of these efforts, so she can gauge which ones are worth the temporary reprimands she will suffer for her “failure to keep the council informed” of her proposals; and she has the popular support of the many citizens who have benefited from these efforts. The one time she was angrily dismissed from office, there was a near riot in the streets of Etzos.
She had the sense to take the humble road, calming the crowd, assuring them that she trusted the judgment of the council, and pleading with the people not to make matters worse. Vuda was astounded by the immediate reaction of the populace, and had her promptly reinstated. He now grudgingly concedes that he greatly underestimated her, and is currently trying to discover how extensive her network of informants and agents really is. But he’s finding that the very loyal and extensive nature of it is largely defeating this effort.
In fairness, Vuda is not seeking to tear Lady Terris’ network down. Rather, he seeks to combine it with his own. For this reason, he has not yet tried to expose her to the rest of the council. At this point however, Lady Terris has shown no similar interest whatsoever. This may stem from her belief that Vuda's days may be numbered in Etzos. Her numerous connections in every corner of Etzos have provided her with one item of information that sets her apart from all others on the council. She knows that there is a Seeker cell in town. She is currently trying to gauge whether this may ever become as much of a threat to her as it will surely be to the Chief Adviser.
The Stone Cutters
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Lord Thorden Trask
42-arc-old human male
Business Management - 65 / Intimidation - 42 / Socialization - 37
Leadership - 42 / Mining - 68 / Jewel Crafting - 75
Immortal Marks: Unknown
A generally unpleasant man, the Minister of Trade also oversees the gathering and processing of Etzos' primary source of wealth, the gemstone industry. He does not feel that his ministry's contribution to the city economy is sufficiently appreciated. Etzori gemstones have, by now, found their way to the bracelets, rings and crowns of wealthy individuals in every corner of Idalos. As a result, the industries of Etzos have obtained materials that would have been otherwise denied them, due to geography.
Lord Trask feels that his ministry's priorities should transcend all others, for where would they be without this source of commerce and cooperation. They, of course, respond that their constituencies would be equally resentful if they were to be reduced to nothing more than Lord Trask's private workforce. The debate goes on as usual from there; Trask insisting he meant no such thing; the others insisting that they DO appreciate his invaluable services; the importance of the jobs offered countered by the importance of there being bodies to fill them; the schooling to train the workers; the military to protect the dig sites; cooks, medics and clothiers to provide their services at these sites.
Trask's anger simmers at the suggestion that he does not appreciate the importance of these things. He insists he only wants a compromise. But he rarely gains one. His words are no more sincere than those of the other council members. They too, veil their true goals behind declarations of altruism and public welfare. He knows they need his expertise, both in obtaining the jewels and in evaluating their worth and setting trade scales. But he also knows that a single industry does not a city make. He needs them too.
So he no longer presses his case beyond the obligatory objections on behalf of his subordinates. They in turn, have come to accept his reports that nothing is gained by that approach. His organization is surprisingly loyal within itself, banding together in stubborn support of its different offices. Lord Trask does, in fact, command a substantial following of laborers, crafters and bookkeepers. But he has become convinced outright defiance will ultimately undermine their hope for increased gains.
So instead, he doctors the ledgers of the excavations, skimming the reported numbers of the unearthed gems by enough to set aside sufficient wealth to make connections of his own. Some of the jewels that have reached foreign courts have concluded under-the-table bargains made by the agents of Lord Trask. For himself, he rationalizes that any betrayal he is forced to initiate against the council will be nothing more than what they have forced him to do.
The Black Guard
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Guard Captain Berrit Segrille
35-arc-old human male
Combat: Blades - 77 / Unarmed Combat - 62 / Endurance - 58
Socialization - 53 / Leadership - 55
Immortal Marks: Unknown
Some of Lord Trask's bribes have also found their way into the auxiliary coffers of Etzos' city watch, The Black Guard. But Guard Captain Berrit Segrille's hands are open to all takers. He plays no favorites, accepting "gratuities" from all quarters. And while this undeniably brands him as "corrupt", he maintains a code of honor that he will not compromise. When he has accepted a payment to turn a blind eye or deaf ear, this favor will not be rescinded by a better offer. Nor will he accept contracts for actual criminal acts, like burglaries, extortion or assassinations.
He believes that what some would call "corrupt" others would call an equalizer. He believes his availability to make the law more "versatile" in its application, makes it more fair to those that do not have prestige and influence to stand in their favor. All it takes is money to offset the advantages of status. What could be more fair than that?
Now of course, not all of those beneath him have this same code, and it has been confirmed several times that he will eliminate such stains upon his brand of honor. Knowing that those of the Black Guard who would defy these limitations would be in a position to threaten scandal, he sees to it that such a situation never arises. Accidents happen.
This policy has kept him in place thus far, despite his bribability being well known to everyone in the council. They all play him on a "first-come-first-served" basis. He is a known quantity. And part of what is known is that he is a master swordsman that does not ignore insult or challenge. For the most part, he upholds the law quite diligently. This includes following the rule about being unarmed in council. He would not have it said that the council ruled in his favor because he may have held a blade to someone's throat.
Privately, he has stated that he prefers doing his favors for Lady Terris. He states that this is because when such embellishments to the duties of law enforcement are at her request, they tend to more genuinely serve the interests of the common people. And he truly wants a city where the common people can freely enjoy themselves. He simply believes that no law can be worded so perfectly as to always ensure justice. It may also be that the rumors of an increasingly intimate dalliance with the Minister of the Citizenry are true.
The Smiths and Masons' Guild
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Gritt Paxler
58-arc-old human male
Smithing - 88 / Intimidation - 65 / Leadership - 44 / Combat: Axes and Bludgeons - 76
Immortal Marks: Unknown
There is one constant in the council of ministers. That is the alliance of The Smiths and Masons' Guild with The Tower. They are the two oldest factions, having been cemented at the time of the Pahrn party's original rescue of the small group of stone workers from the minions of a hostile Immortal at the wilderness site where Etzos was founded. They found like minds in each other, and in a literal sense, the very first council meeting was conducted right there in what became the quarry of Etzos.
Originally it was not so much a forum for debate, as it was to quickly decide and agree on the fastest and sturdiest defenses to erect against further hostilities and retribution. Members of the two groups collated their knowledge of the various perils and materials on hand, and took quick votes on the location, layout and construction of a stronghold for their families' security. There was no time for long-winded debates about the finer points of possible future culture. They reasoned such things could be dealt with as they arose.
But as the city developed, and other specific concerns inspired focused groups of citizens, other factions became prominent enough to justify the formations of ministries of their own. By this time, second-generation replacements had already taken over for the original founders, and the hereditary nature of their selection to office had naturally given them a sense of priority over these "newcomers".
The first opposing faction was quickly relegated to secondary status, along with the anticipated resentment. But the leader of that new ministry showed exceptional insight by showing a meekly subordinate attitude, and siding with the established pair against the next faction that arose. But in secret, the two new factions came to an agreement that they would play along as followers, convincing the two original parties that they would remain unchallenged.
So when a third faction arose, the two "newcomers" suddenly joined forces with it to present a united front, demanding a written declaration of equal authority among ministries. The Tower and Guild feigned this concession, deciding on the spot to employ the same strategy that had worked against them. They decided then that they would always back each other, which would force the three upstarts to do the same, if they wanted to overcome what they considered the "established order".
Since then, these two factions have done everything they could to settle ahead of time what their position on anticipated issues would be. They have sometimes gone so far as to take turns who would have their way between the two of them, when they could not agree in advance. No matter how far apart their viewpoints have been, they have always remained amiable while they came to terms on who would win out. Privately, they still hold that they are the only two "legitimate" factions in Etzos. This is largely due to the fact that they are the only two factions that have always been led by their hereditary bloodlines, Paxler and Pahrn. The current head of the Smiths and Masons' Guild is no exception.
The Army of the Etzori
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The Four Marshalls
Former Marshalls
VALEN HALLARD
35-arc-old human male
Combat Blades - 70 / Detection - 75
Tactics - 73 / Mount: Land - 55
Navigation - 63 / Leadership - 52
Immortal Marks: Unknown
There is always an arm of the Army of the Etzori garrisoned within the city proper. Whichever arm this is at the time of any given council meeting, that Marshall will attend the meeting to give an update of all they have encountered during their rotation. This is in addition to the messenger pigeons sent during times afield.
While it is difficult to gauge the political leanings of officers that are away from the wheeling and dealing of the ministers so much of the time, some tendencies can be counted on. With Valen Hallard, "The Golden Boy", the ministers play a delicate game of flattery to win him to their point of view. Hallard's high opinion of himself absorbs flattery like a sponge, but will suddenly reach a point where he realizes it is being overdone to manipulate him. Then his pride becomes wounded, and puts a random spin on his impression as to who is being sincere and who is trying to use him. His response then becomes obstinate and uncooperative.
The game does not end there though, as the obvious losers of Hallard's support try to drag the other ministers down with them with added fluff. But this often backfires, resulting only in Hallard's greater determination to follow his impression. The thing is, he truly is a great military tactician and a charismatic leader; born of an old bloodline from Morgan Pahrn's original party. He has been groomed for leadership from day one. Unfortunately, he only seems to be able to shrug off the inevitability of political chicanery when it is directed at someone else.
Valen Hallard was killed in action during the siege on Rhakros in Saun 729. The circumstances of his death are unclear and his body, along with those of the troops he led into battle at that time, was never recovered. Based on reports of nearby squads, it is suspected he was caught in an ambush and died a horrible death through poisonous vapors. The remnants of his army, commanded by his subordinate officers, were absorbed into Marshall Royce’s army.
27-arc-old human female
Combat: Blades - 77 / Athletics - 73 / Mount: Land - 68
Animal Husbandry - 65 / Tactics - 75 / Leadership - 68
Immortal Marks: Unknown
The next rotation into the city brings the only woman ever to reach the rank of Marshall. The red sash has always been a rank indicator for a Marshall of the Etzori, but Freiga "the Red" has opted to rely on her stark red hair to fulfill that requirement. Few have ever had any difficulty finding her in a crowd. One need only look for either the largest heap of dispatched foes, or the source of retreating enemies, or both.
Choosing to don only a light package of armor, Brann is a dynamo, seemingly able to turn blazing red fury on and off at will. She appears ready to charge recklessly after a retreating foe, only to pull up just in time to reveal a waiting ambush, while avoiding falling into it. Her anticipation of such enemy tactics is unrivaled. In fact, just about the time the enemy is cursing their failure to exploit their position, they find that their position was already discovered and they are the ones being ambushed.
She has been bait for a number of such military reversals, and has had several mounts shot out from under her. But she always escapes unscathed. Perhaps "escaped" is a poor choice of words, for usually she then charges in, enacting bloody revenge upon those who killed her noble mount. She mixes patience and impulsiveness with strategic brilliance, and the Arm beneath her is of unsurpassed loyalty. But it was not always so.
When she first embarked on a military career, she did not fool herself with the hope that she would have the same shot as the men. She knew she would be the object of both the pride and lust of the male soldiers and commanders. She did not hold this against them, as she quickly made them eat their words, along with many teeth. She uses the assumptions men make about her gender against them, being perfectly willing to act tearful and panicked in order to set them up for a humiliating turn-around.
She considers this condescension to be just another tool to exploit. Otherwise, she does not play gender games in her command. It is only during her occasional council meeting duties that she displays any sort of pro-female tendencies. Being a woman bucking a male-dominated situation, she has an understandable empathy for Lady Terris, and is inclined to support her. One of the male ministers tried to hire handsome Guard Captain Berrit Segrille to seduce her, in an attempt to drive a jealous wedge between the two women. Segrille only laughed and declined the offer, insisting he would "prefer to live, thank you."
Freiga Brann was killed in action during the siege on Rhakros in Saun 729. According to soldiers who fled the carnage, she and her troops were overrun by a great swarm of Lisirra’s monstrous flesh-eating bugs. Due to the state of her remains, and those of the troops that perished at her side, it was impossible to recover her body. The remnants of her army, commanded by her subordinate officers, were absorbed into Marshall Royce’s army.
38-arc-old human male
Tactics - 68 / Detection - 73 / Combat: Ranged - 65
Medicine - 53 / Stealth - 68 / Intelligence - 48
Immortal Marks: Lethroda (Sintra) 1
This last Marshall has gained the nickname "The Spider". Most citizens and soldiers assume it is because of the surname "Webb". Those who have fought with him think it may be a tribute to his exceptional trap and ambush tactics. Marshall Webb is content to allow these people to believe whatever they wish. The one detail they are accurate about is that it is in response to the development of this nickname that he has had his armor embellished with stylized arachnid designs. But the designs are not meant as any tribute to his nickname.
Webb never fully adapted the anti-Immortal attitude of his city. Where some army personnel do not care for the inclusion of toxin-laced arrows into their ammunition, Webb embraced it. He had high hopes of delivering a taste of Lisirra's own "medicine" to her minions while on recon rotation to the south. He had not counted on her agents possessing a substantial degree of immunity to the toxins her mission in Etzos had provided to the Army of the Etzori in exchange for worship rights. He cursed his own short-sightedness for this mistake. Fortunately for Webb, this initial run-in was no large-scale disaster, due to the small number of Rhakros troops they encountered.
The fact was, it was a breakthrough moment for the man. For what he did encounter was a different Immortal; one that also had a good deal of knowledge relating to toxins, as well as a healthy dislike for Lisirra. It was Sintra; she of the domains of Manipulation and Entrapment, as well as arachnids. He found that she was of like mind to his own. Of course, this was no doubt a result of her own manipulation of his mind. But his attitude was close enough to hers that her words found easy purchase in his current state.
She promised him a bounty of arrows laced with an arachnid-based toxin, one that Lisirra had had nothing to do with developing. She promised him Lisirra's troops would have no resistance to it. She promised him a victory over Lisirra's troops. She promised him her mark, which would enable him to better manipulate the council, to arrange his return to the south. In his frustration, and the shame of his defeat, he found salvation in his new matron. He in turn, promised to return and deliver punishment to Lisirra. He promised to be an agent of her will in the council, and work towards making worship of Sintra a top priority.
This last promise she rejected, citing her desire to remain more secretive. She said she would prefer that he bring disgrace upon Lisirra's cell instead. That having a loyal agent in a high position of Etzos would be sufficient for now. She said she would alert him to occasional tasks she wished performed. That he was to remain ignorant of their ultimate goal, the better to be unable to betray them, should he be discovered. Marshall Webb, "the Spider", has had tremendous success, both in the field, and with the council, ever since.
Marshall Webb was assassinated by Kasoria (with Llyr Llywelyn as his accomplice) on 91 Vhalar 719 here for conspiring against Etzos, his loyalty quite clearly belonging to Sintra rather than the city and its people he swore to protect.
35-arc-old human male
Combat Blades - 70 / Detection - 75
Tactics - 73 / Mount: Land - 55
Navigation - 63 / Leadership - 52
Immortal Marks: Unknown
There is always an arm of the Army of the Etzori garrisoned within the city proper. Whichever arm this is at the time of any given council meeting, that Marshall will attend the meeting to give an update of all they have encountered during their rotation. This is in addition to the messenger pigeons sent during times afield.
While it is difficult to gauge the political leanings of officers that are away from the wheeling and dealing of the ministers so much of the time, some tendencies can be counted on. With Valen Hallard, "The Golden Boy", the ministers play a delicate game of flattery to win him to their point of view. Hallard's high opinion of himself absorbs flattery like a sponge, but will suddenly reach a point where he realizes it is being overdone to manipulate him. Then his pride becomes wounded, and puts a random spin on his impression as to who is being sincere and who is trying to use him. His response then becomes obstinate and uncooperative.
The game does not end there though, as the obvious losers of Hallard's support try to drag the other ministers down with them with added fluff. But this often backfires, resulting only in Hallard's greater determination to follow his impression. The thing is, he truly is a great military tactician and a charismatic leader; born of an old bloodline from Morgan Pahrn's original party. He has been groomed for leadership from day one. Unfortunately, he only seems to be able to shrug off the inevitability of political chicanery when it is directed at someone else.
Valen Hallard was killed in action during the siege on Rhakros in Saun 729. The circumstances of his death are unclear and his body, along with those of the troops he led into battle at that time, was never recovered. Based on reports of nearby squads, it is suspected he was caught in an ambush and died a horrible death through poisonous vapors. The remnants of his army, commanded by his subordinate officers, were absorbed into Marshall Royce’s army.
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FREIGA BRANN27-arc-old human female
Combat: Blades - 77 / Athletics - 73 / Mount: Land - 68
Animal Husbandry - 65 / Tactics - 75 / Leadership - 68
Immortal Marks: Unknown
The next rotation into the city brings the only woman ever to reach the rank of Marshall. The red sash has always been a rank indicator for a Marshall of the Etzori, but Freiga "the Red" has opted to rely on her stark red hair to fulfill that requirement. Few have ever had any difficulty finding her in a crowd. One need only look for either the largest heap of dispatched foes, or the source of retreating enemies, or both.
Choosing to don only a light package of armor, Brann is a dynamo, seemingly able to turn blazing red fury on and off at will. She appears ready to charge recklessly after a retreating foe, only to pull up just in time to reveal a waiting ambush, while avoiding falling into it. Her anticipation of such enemy tactics is unrivaled. In fact, just about the time the enemy is cursing their failure to exploit their position, they find that their position was already discovered and they are the ones being ambushed.
She has been bait for a number of such military reversals, and has had several mounts shot out from under her. But she always escapes unscathed. Perhaps "escaped" is a poor choice of words, for usually she then charges in, enacting bloody revenge upon those who killed her noble mount. She mixes patience and impulsiveness with strategic brilliance, and the Arm beneath her is of unsurpassed loyalty. But it was not always so.
When she first embarked on a military career, she did not fool herself with the hope that she would have the same shot as the men. She knew she would be the object of both the pride and lust of the male soldiers and commanders. She did not hold this against them, as she quickly made them eat their words, along with many teeth. She uses the assumptions men make about her gender against them, being perfectly willing to act tearful and panicked in order to set them up for a humiliating turn-around.
She considers this condescension to be just another tool to exploit. Otherwise, she does not play gender games in her command. It is only during her occasional council meeting duties that she displays any sort of pro-female tendencies. Being a woman bucking a male-dominated situation, she has an understandable empathy for Lady Terris, and is inclined to support her. One of the male ministers tried to hire handsome Guard Captain Berrit Segrille to seduce her, in an attempt to drive a jealous wedge between the two women. Segrille only laughed and declined the offer, insisting he would "prefer to live, thank you."
Freiga Brann was killed in action during the siege on Rhakros in Saun 729. According to soldiers who fled the carnage, she and her troops were overrun by a great swarm of Lisirra’s monstrous flesh-eating bugs. Due to the state of her remains, and those of the troops that perished at her side, it was impossible to recover her body. The remnants of her army, commanded by her subordinate officers, were absorbed into Marshall Royce’s army.
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DRULIK WEBB38-arc-old human male
Tactics - 68 / Detection - 73 / Combat: Ranged - 65
Medicine - 53 / Stealth - 68 / Intelligence - 48
Immortal Marks: Lethroda (Sintra) 1
This last Marshall has gained the nickname "The Spider". Most citizens and soldiers assume it is because of the surname "Webb". Those who have fought with him think it may be a tribute to his exceptional trap and ambush tactics. Marshall Webb is content to allow these people to believe whatever they wish. The one detail they are accurate about is that it is in response to the development of this nickname that he has had his armor embellished with stylized arachnid designs. But the designs are not meant as any tribute to his nickname.
Webb never fully adapted the anti-Immortal attitude of his city. Where some army personnel do not care for the inclusion of toxin-laced arrows into their ammunition, Webb embraced it. He had high hopes of delivering a taste of Lisirra's own "medicine" to her minions while on recon rotation to the south. He had not counted on her agents possessing a substantial degree of immunity to the toxins her mission in Etzos had provided to the Army of the Etzori in exchange for worship rights. He cursed his own short-sightedness for this mistake. Fortunately for Webb, this initial run-in was no large-scale disaster, due to the small number of Rhakros troops they encountered.
The fact was, it was a breakthrough moment for the man. For what he did encounter was a different Immortal; one that also had a good deal of knowledge relating to toxins, as well as a healthy dislike for Lisirra. It was Sintra; she of the domains of Manipulation and Entrapment, as well as arachnids. He found that she was of like mind to his own. Of course, this was no doubt a result of her own manipulation of his mind. But his attitude was close enough to hers that her words found easy purchase in his current state.
She promised him a bounty of arrows laced with an arachnid-based toxin, one that Lisirra had had nothing to do with developing. She promised him Lisirra's troops would have no resistance to it. She promised him a victory over Lisirra's troops. She promised him her mark, which would enable him to better manipulate the council, to arrange his return to the south. In his frustration, and the shame of his defeat, he found salvation in his new matron. He in turn, promised to return and deliver punishment to Lisirra. He promised to be an agent of her will in the council, and work towards making worship of Sintra a top priority.
This last promise she rejected, citing her desire to remain more secretive. She said she would prefer that he bring disgrace upon Lisirra's cell instead. That having a loyal agent in a high position of Etzos would be sufficient for now. She said she would alert him to occasional tasks she wished performed. That he was to remain ignorant of their ultimate goal, the better to be unable to betray them, should he be discovered. Marshall Webb, "the Spider", has had tremendous success, both in the field, and with the council, ever since.
Marshall Webb was assassinated by Kasoria (with Llyr Llywelyn as his accomplice) on 91 Vhalar 719 here for conspiring against Etzos, his loyalty quite clearly belonging to Sintra rather than the city and its people he swore to protect.
42-arc-old human male
Combat: Blades - 80 / Unarmed Combat: Brawling - 75 / Torture - 60
Leadership - 65 / Mount: Land - 55 / Intimidation - 68
Immortal Marks: Unknown
The next cycle brings Slatrick Royce, "The Black"; A man of dark armor and dark temper. His mother worked the brothel circuit, and this encouraged an unfortunate play on the first syllable of his first name (unfortunate for those who made this joke where he could hear, anyway). He grew up learning the most brutal hand to hand techniques, and employed them both against his antagonists, and the Black Guard regulars who came to the scenes of tavern brawls to arrest him.
He was eventually singled out and given a chance to avoid a sentence of exile by a term in the infantry. He rose in rank quickly, based primarily on his body count, reaching the title of "Braxton" in record time. He nearly ruined his promising military career by refusing to acknowledge his subordinate role in the Shockflight he was posted in. But when his defiance was shown to have saved an entire Shield of the army, the impending disciplinary action was reevaluated and he was promoted to "Flightmaster" in the previous man's place.
Both the "Shieldarm" now immediately above him, and the previous Flightmaster, conspired to eliminate him. This ambush went sour on them and Royce survived to tell his version of events. Since there was now no living testimony to the contrary, it was accepted as the official version. It may have actually even been the truth.
This resulted in his installment as the new Shieldarm. The men below him were now in awe of this unstoppable rise, and fell in with zealous support. In a surprise move, the Marshall now above him suddenly retired, giving his full endorsement to this young military firebrand to replace him. The High Marshall had a strangely satisfied smile on his face as he put his mark on this proposal, putting Royce in command of a full quarter of his army.
Royce is a grudging favorite of the council, as he will not play politics with anyone. It is a refreshing respite from their own games to know exactly where they stand.
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33 arc old human female
Tactics - 80 / Combat: Staves and Polearms - 63 / Detection - 75 / Leadership 70 / Mount: Land - 65 / Discipline - 68
Immortal Marks: Unknown
Hinda Velora is the first of the new Marshalls to be elevated to the position. Her claim to fame is the Rhakros siege, where she not only quite successfully guided her troops through the obstacles and ambushes set up by Lisirra and her loyal Rhakrosians, but also leading the charge of Lisirra, the Queen of Pestilence herself, after infiltrating the Immortal's Domain. As a result, she has been lauded the 'hero of Rhakros' by the Etzori masses, being righteously honored and revered for her resourcefulness and courage in the face of unholy terror.
Holding the rank of Braxton before the Rhakros siege, Hinda Velora had already made a name for herself with her leadership and accumen for strategy, tactics and her sharp, observant eye. She rose quickly through the ranks during the raid on Rhakros as her superior commanders fell and competent leadership was required. She attained the rank of Marshall there, though she was only formally inaugurated on the 10th of Saun 719 upon her triumphant return.
Marshall Velora is stoic and level-headed, able to analyse situations quickly and take countermeasures where needed. She cares little for glory and fame, instead prioritizing the survival of her troops. She is the type of commander to listen to the ideas and suggestions of her subordinates, and values the quality of those more than its source --even if it would prove superior than an idea or plan of her own. That said, Hinda is a no-nonsense hardass leader who takes no lip from anyone, especially those under her command.
In battle, she leads by example, leading from the front lines rather than hang back. While inspiring for her troops, it has given birth to rumors of her having a death wish. They might not be wrong. Between the Aukari raids of 718 where she lost her husband and her two children, Lisirra's lethal plagues and the subsequent retalliatory siege on Rhakros, Hinda Velora has lost all her family, her close friends, and trusted comrades in arms. She has very little left but her undying loyalty to Etzos and a burning desire to serve it to the best of her ability.
As the rank of Marshall is denoted by the color red, she has taken to wearing a red cape and red leather gloves when fulfilling her role as Marshall in any formal or ceremonial capacity. When engaging in combat, she ditches the cloak in favor of a trusty spear adorned with a crimson tassel.
Much more about the Army of the Etzori can be found here.
Original Version by Maltruism
Factions and NPCs
"Who to See and Who to Avoid"
There is rarely a unanimous accord on how to deal with any given issue. There are often collaborations, arrived at secretly, to bypass the "interference" of a different authority. And these collaborations are occasionally betrayed by agents of previously made collaborations by those same authorities. All in all, there is a constant web of power plays, sell-outs and hedged arrangements, punctuated by coercion, bribery and disappearances.
*These NPCs are not available for self-moderating. But a suitably groveling PM might convince me to mod them for you.
The Tower
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High Marshall Brogen Pahrn
"The Tower" is the term citizens use when referring to the authorities that reside in the Tower of Ministers. But it is also the name of the unspoken alliance that wishes to keep things going as they are. This is mostly any and all that are loyal to High Marshall Pahrn, and feel his hereditary rule to be the best for everyone. And while the heads of the various ministries all have agendas and pet projects of their own, few are more than only occasionally openly opposed to him. It is to all their benefits to avoid major changes. But they all hope to usurp the praise and adulation he enjoys from him.
Pahrn is essentially an honorable man, whose policies are consistent with his genuine viewpoints. He feels the Immortals to be a scourge upon Idalos, reminding his opponents that even the supposedly "beneficial" ones have distorted humans into monstrous travesties of nature, intended to be nothing more than tools to further their arrogant whims. But he did not always include all deities beneath this umbrella of harsh judgement. It is difficult to place exactly when this opinion became so all-inclusive, but it has steadily grown to an unwavering hatred of all Immortals.
Nonetheless, Etzos is run in an orderly and profitable manner. This has been the case since the city was first established and ruled by his ancestor, Morgan Pahrn, whose likeness guards the gate in the form of a monolithic statue. Anything that disrupts the smooth running of this city is immediately attributed to the influence or outright interference of these deities.
Chief Adviser Karnos Vuda
The true ruler of Etzos, Vuda advances his agendas through the subtle manipulation of other high ranking officials, including High Marshall Pahrn himself. He keeps just enough active contention alive in conferences to dissuade this truth from coming to light. It is not that everything happens exactly to his greatest advantage, but most setbacks do not come as a surprise to him, and he will have prepared contingencies to glean hidden benefits from them. The very fact that he appears to lose ground from time to time only serves to shield his manipulations from being obvious.
Much of Marchall Parhn's growing intolerance towards acceptance of Immortals is because of Vuda's mind games, and magic. It serves Vuda's ends entirely for Pahrn to become more and more hostile this way. Since powerful pools of magic power are released upon the death of an Immortal, and since Vuda is an accomplished magic user, he is all for the eradication of Immortals.
His association with Pahrn, and his ascension to the spheres of influence in a city that stands against Immortals, could not have worked out better. All he needs to do is allow a few incidents to become tragedies, and spin the details to ensure that Immortals and their minions take the blame, and the flames of mob mania are fanned to serve his goals.
In his mind, he sees himself as one who could one day rise to wield so much magic power as to equal an Immortal. And the more of them he eliminates along the way, the more sources of power he gains, and the fewer rivals he has to deal with. So he very much wants to encourage hostility towards Immortals. But he does not want it to be obvious. So for now, he keeps in the background, using his skills and magic to stay relatively unnoticed, and letting High Marshall Pahrn lay the violent groundwork for his ultimate victory.
This is the only enhancement that Pahrn has been made aware of. But there are two other spells at work. A second aspect of the rituals imparted a subtle impulse into each piece to don more. This fixation grows with each additional piece applied. The third element being that, once the entire suit is on, the wearer considers all suggestions by Vuda to be inarguably wise, ingenious and logical. To prevent this pattern from being too easily recognized, Vuda has attuned an additional artifact to negate this effect when he is nearby. This makes it much easier to dispute any allegation that he has cast a spell of some sort on the High Marshall.
The Old Guard
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Patron Lerrik Calloso
74-arc-old human male
Politics - 80 / Negotiation - 55 / Observation - 58
Linguistics - 57 / Rhetoric - 47 / Investigation - 42
Immortal Marks: Unknown
Patron Lerrik Calloso is not a popular member in the Ministers' council, and he knows it. But he has earned the others' respect by his very endurance in the face of nearly unanimous scorn. His title of "Patron" displays his lack of acknowledged qualifications for anything more specific. This is both true and untrue at the same time. While he lacks comprehensive knowledge of any one subject, there is probably no more fully educated man in Etzos.
He spends a good deal of time in the library, not only adding to his knowledge, but gauging the strength of anticipated debates, by knowing what source of lore they are based on. These both contribute to his ability to successfully counter his adversaries by showing their viewpoints to be close-minded and self-serving. It is likely that this amassed knowledge has made him more aware of the depth of manipulation that Vuda has achieved than any others regularly found in the council chamber. It has also made him aware of just how dangerous the Chief Adviser may be.
When he is not in the library, or gleaning information from subordinate officials without their truly realizing it, he moves around the city, gauging its mood. Where he is unpopular in the Minister's Chambers, he is just the opposite in the streets. His major function in the council is to relay any growing pro-Immortal sentiments among the city's populace. Originally, this was to allow the Black Guard to follow up these leads and silence them. But Patron Calloso's own skill at misdirection led the guard in circles.
Naturally, he was brought to the council to answer to this alleged subversion. But instead, he convinced the council that it was to their benefit to know how the people really felt about their old devotions to their deities. He advised the council that they would be better served by compromise than by brute suppression of their ideologies. And while he will never turn the overall policy of the city regarding Immortals, he has accomplished the enactment of a small degree of tolerance. It is entirely due to his efforts that citizens may now partake of private individual worship in their own homes.
He has made it clear to the council that while he will relay comments and slogans heard in the streets, he will not name names or betray plans by these people, unless they look to cause violence, indirect or otherwise. He expected to be arrested upon utterance of this defiant attitude, but surprisingly, Chief Adviser Vuda supported him. This, of course, was followed by High Marshall Pahrn's agreement as well. Since then, Calloso has secretly tried to investigate Vuda whenever possible. He is slowly growing his own network of informants toward this end. Sadly, he doesn't realize that Vuda is fully aware of this. Only time will tell what use Vuda will make of this.
For now, he has achieved a small mixed victory by convincing the council to let Lisirra's minions craft toxins for use in the army. This was in exchange for letting them establish a small shrine on one floor of the "Pillar of Society" where they can conduct what amounts to public worship. Of course, this tower is the least public of them all; and the corner where the shrine is located is fairly out-of-the-way as well. And though Colloso would have preferred just about any Immortal to Lisirra, he hopes that this precedent will become the grounds for greater freedom of worship in Etzos.
The Citizen's Committee
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Lady Jillian Terris
38-arc-old human female
Persuasion - 70 / Politics - 65 / Etiquette - 45
Bribery - 49 / Observation - 62 / Leadership - 57
Immortal Marks: Unknown
To look at Lady Jillian Terris, one would think she must be the sweetest young dear ever to grace a room full of back-stabbing politicians. One would assume the length of her tenure in such an environment to be measured not in arcs, or cycles, or even trials; but rather breaks, before breaking down in the face of joint ministerial belligerence and bluster, and running off in tears.
But she would have it no other way. It is this very misconception that brings the rest of the council to dismiss her as unlikely to have any connection to those times that their well-laid plans went awry. This is not to say that her goals are to oppose all such plans. But when she finds opportunities to turn them to her advantage, or to skim the profits from them, she does not hesitate.
This serves two primary functions; the first being that it keeps the other members of the council wary of each other, antagonizing already existing grudges, and the second being that it gives her additional resources to further her own ends. She does not use these “windfalls” to line her own pockets, at least not to any degree that a knowing citizen would not smile and call justice. If a word had to be chosen to describe the “racket” she indulges in, it would most closely be categorized as “favors”.
As the Minister of the Citizenry, she has the most immediate awareness of the peoples’ wants and needs; as well as the social and political obstacles that prevent them from being met. She uses her position to circumvent these obstacles for the peoples’ benefit, and enjoys an ever-growing network of grateful, loyal and willing servants. Where the High Marshall has authority, but little contact; or where Patron Calloso has knowledge, but too narrow of a social focus; or where even Vuda himself has power, but no true friends; Lady Terris has all three.
She has the authority to enact proposals, and to see them advanced far enough along, that the other ministers feel it counter-productive to halt these efforts by the time they become aware of them. She has the knowledge to see far-reaching results of these efforts, so she can gauge which ones are worth the temporary reprimands she will suffer for her “failure to keep the council informed” of her proposals; and she has the popular support of the many citizens who have benefited from these efforts. The one time she was angrily dismissed from office, there was a near riot in the streets of Etzos.
She had the sense to take the humble road, calming the crowd, assuring them that she trusted the judgment of the council, and pleading with the people not to make matters worse. Vuda was astounded by the immediate reaction of the populace, and had her promptly reinstated. He now grudgingly concedes that he greatly underestimated her, and is currently trying to discover how extensive her network of informants and agents really is. But he’s finding that the very loyal and extensive nature of it is largely defeating this effort.
In fairness, Vuda is not seeking to tear Lady Terris’ network down. Rather, he seeks to combine it with his own. For this reason, he has not yet tried to expose her to the rest of the council. At this point however, Lady Terris has shown no similar interest whatsoever. This may stem from her belief that Vuda's days may be numbered in Etzos. Her numerous connections in every corner of Etzos have provided her with one item of information that sets her apart from all others on the council. She knows that there is a Seeker cell in town. She is currently trying to gauge whether this may ever become as much of a threat to her as it will surely be to the Chief Adviser.
The Stone Cutters
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Lord Thorden Trask
42-arc-old human male
Business Management - 65 / Intimidation - 42 / Rhetoric - 37
Leadership - 42 / Mining - 68 / Jewel Crafting - 75
Immortal Marks: Unknown
A generally unpleasant man, the Minister of Trade also oversees the gathering and processing of Etzos' primary source of wealth, the gemstone industry. He does not feel that his ministry's contribution to the city economy is sufficiently appreciated. Etzori gemstones have, by now, found their way to the bracelets, rings and crowns of wealthy individuals in every corner of Idalos. As a result, the industries of Etzos have obtained materials that would have been otherwise denied them, due to geography.
Lord Trask feels that his ministry's priorities should transcend all others, for where would they be without this source of commerce and cooperation. They, of course, respond that their constituencies would be equally resentful if they were to be reduced to nothing more than Lord Trask's private workforce. The debate goes on as usual from there; Trask insisting he meant no such thing; the others insisting that they DO appreciate his invaluable services; the importance of the jobs offered countered by the importance of there being bodies to fill them; the schooling to train the workers; the military to protect the dig sites; cooks, medics and clothiers to provide their services at these sites.
Trask's anger simmers at the suggestion that he does not appreciate the importance of these things. He insists he only wants a compromise. But he rarely gains one. His words are no more sincere than those of the other council members. They too, veil their true goals behind declarations of altruism and public welfare. He knows they need his expertise, both in obtaining the jewels and in evaluating their worth and setting trade scales. But he also knows that a single industry does not a city make. He needs them too.
So he no longer presses his case beyond the obligatory objections on behalf of his subordinates. They in turn, have come to accept his reports that nothing is gained by that approach. His organization is surprisingly loyal within itself, banding together in stubborn support of its different offices. Lord Trask does, in fact, command a substantial following of laborers, crafters and bookkeepers. But he has become convinced outright defiance will ultimately undermine their hope for increased gains.
So instead, he doctors the ledgers of the excavations, skimming the reported numbers of the unearthed gems by enough to set aside sufficient wealth to make connections of his own. Some of the jewels that have reached foreign courts have concluded under-the-table bargains made by the agents of Lord Trask. For himself, he rationalizes that any betrayal he is forced to initiate against the council will be nothing more than what they have forced him to do.
The Black Guard
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Guard Captain Berrit Segrille
35-arc-old human male
Weapon: Longsword - 77 / Unarmed Combat - 62 / Endurance - 58
Socialization - 53 / Leadership - 55 / Bribery - 44
Immortal Marks: Unknown
Some of Lord Trask's bribes have also found their way into the auxiliary coffers of Etzos' city watch, The Black Guard. But Guard Captain Berrit Segrille's hands are open to all takers. He plays no favorites, accepting "gratuities" from all quarters. And while this undeniably brands him as "corrupt", he maintains a code of honor that he will not compromise. When he has accepted a payment to turn a blind eye or deaf ear, this favor will not be rescinded by a better offer. Nor will he accept contracts for actual criminal acts, like burglaries, extortion or assassinations.
He believes that what some would call "corrupt" others would call an equalizer. He believes his availability to make the law more "versatile" in its application, makes it more fair to those that do not have prestige and influence to stand in their favor. All it takes is money to offset the advantages of status. What could be more fair than that?
Now of course, not all of those beneath him have this same code, and it has been confirmed several times that he will eliminate such stains upon his brand of honor. Knowing that those of the Black Guard who would defy these limitations would be in a position to threaten scandal, he sees to it that such a situation never arises. Accidents happen.
This policy has kept him in place thus far, despite his bribability being well known to everyone in the council. They all play him on a "first-come-first-served" basis. He is a known quantity. And part of what is known is that he is a master swordsman that does not ignore insult or challenge. For the most part, he upholds the law quite diligently. This includes following the rule about being unarmed in council. He would not have it said that the council ruled in his favor because he may have held a blade to someone's throat.
Privately, he has stated that he prefers doing his favors for Lady Terris. He states that this is because when such embellishments to the duties of law enforcement are at her request, they tend to more genuinely serve the interests of the common people. And he truly wants a city where the common people can freely enjoy themselves. He simply believes that no law can be worded so perfectly as to always ensure justice. It may also be that the rumors of an increasingly intimate dalliance with the Minister of the Citizenry are true.
The Smiths and Masons' Guild
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Gritt Paxler
58-arc-old human male
Blacksmithing - 88 / Armor Smithing - 72 / Weapon Smithing - 57
Intimidation - 65 / Leadership - 44 / Weapon: Sledge - 76
Immortal Marks: Unknown
There is one constant in the council of ministers. That is the alliance of The Smiths and Masons' Guild with The Tower. They are the two oldest factions, having been cemented at the time of the Pahrn party's original rescue of the small group of stone workers from the minions of a hostile Immortal at the wilderness site where Etzos was founded. They found like minds in each other, and in a literal sense, the very first council meeting was conducted right there in what became the quarry of Etzos.
Originally it was not so much a forum for debate, as it was to quickly decide and agree on the fastest and sturdiest defenses to erect against further hostilities and retribution. Members of the two groups collated their knowledge of the various perils and materials on hand, and took quick votes on the location, layout and construction of a stronghold for their families' security. There was no time for long-winded debates about the finer points of possible future culture. They reasoned such things could be dealt with as they arose.
But as the city developed, and other specific concerns inspired focused groups of citizens, other factions became prominent enough to justify the formations of ministries of their own. By this time, second-generation replacements had already taken over for the original founders, and the hereditary nature of their selection to office had naturally given them a sense of priority over these "newcomers".
The first opposing faction was quickly relegated to secondary status, along with the anticipated resentment. But the leader of that new ministry showed exceptional insight by showing a meekly subordinate attitude, and siding with the established pair against the next faction that arose. But in secret, the two new factions came to an agreement that they would play along as followers, convincing the two original parties that they would remain unchallenged.
So when a third faction arose, the two "newcomers" suddenly joined forces with it to present a united front, demanding a written declaration of equal authority among ministries. The Tower and Guild feigned this concession, deciding on the spot to employ the same strategy that had worked against them. They decided then that they would always back each other, which would force the three upstarts to do the same, if they wanted to overcome what they considered the "established order".
Since then, these two factions have done everything they could to settle ahead of time what their position on anticipated issues would be. They have sometimes gone so far as to take turns who would have their way between the two of them, when they could not agree in advance. No matter how far apart their viewpoints have been, they have always remained amiable while they came to terms on who would win out. Privately, they still hold that they are the only two "legitimate" factions in Etzos. This is largely due to the fact that they are the only two factions that have always been led by their hereditary bloodlines, Paxler and Pahrn. The current head of the Smiths and Masons' Guild is no exception.
The Army of the Etzori
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The Four Marshalls
VALEN HALLARD
35-arc-old human male
Weapon: Longsword - 70 / Observation - 75
Tactics - 73 / Mount: Horse - 55
Navigation - 63 / Leadership - 52
Immortal Marks: Unknown
There is always an arm of the Army of the Etzori garrisoned within the city proper. Whichever arm this is at the time of any given council meeting, that Marshall will attend the meeting to give an update of all they have encountered during their rotation. This is in addition to the messenger pigeons sent during times afield.
While it is difficult to gauge the political leanings of officers that are away from the wheeling and dealing of the ministers so much of the time, some tendencies can be counted on. With Valen Hallard, "The Golden Boy", the ministers play a delicate game of flattery to win him to their point of view. Hallard's high opinion of himself absorbs flattery like a sponge, but will suddenly reach a point where he realizes it is being overdone to manipulate him. Then his pride becomes wounded, and puts a random spin on his impression as to who is being sincere and who is trying to use him. His response then becomes obstinate and uncooperative.
The game does not end there though, as the obvious losers of Hallard's support try to drag the other ministers down with them with added fluff. But this often backfires, resulting only in Hallard's greater determination to follow his impression. The thing is, he truly is a great military tactician and a charismatic leader; born of an old bloodline from Morgan Pahrn's original party. He has been groomed for leadership from day one. Unfortunately, he only seems to be able to shrug off the inevitability of political chicanery when it is directed at someone else.
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SLATRICK ROYCE42-arc-old human male
Weapon: Bastard Sword - 80 / Brawling - 75 / Torture - 60
Leadership - 65 / Mount: Horse - 55 / Intimidation - 68
Immortal Marks: Unknown
The next cycle brings Slatrick Royce, "The Black"; A man of dark armor and dark temper. His mother worked the brothel circuit, and this encouraged an unfortunate play on the first syllable of his first name (unfortunate for those who made this joke where he could hear, anyway). He grew up learning the most brutal hand to hand techniques, and employed them both against his antagonists, and the Black Guard regulars who came to the scenes of tavern brawls to arrest him.
He was eventually singled out and given a chance to avoid a sentence of exile by a term in the infantry. He rose in rank quickly, based primarily on his body count, reaching the title of "Braxton" in record time. He nearly ruined his promising military career by refusing to acknowledge his subordinate role in the Shockflight he was posted in. But when his defiance was shown to have saved an entire Shield of the army, the impending disciplinary action was reevaluated and he was promoted to "Flightmaster" in the previous man's place.
Both the "Shieldarm" now immediately above him, and the previous Flightmaster, conspired to eliminate him. This ambush went sour on them and Royce survived to tell his version of events. Since there was now no living testimony to the contrary, it was accepted as the official version. It may have actually even been the truth.
This resulted in his installment as the new Shieldarm. The men below him were now in awe of this unstoppable rise, and fell in with zealous support. In a surprise move, the Marshall now above him suddenly retired, giving his full endorsement to this young military firebrand to replace him. The High Marshall had a strangely satisfied smile on his face as he put his mark on this proposal, putting Royce in command of a full quarter of his army.
Royce is a grudging favorite of the council, as he will not play politics with anyone. It is a refreshing respite from their own games to know exactly where they stand.
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FREIGA BRANN27-arc-old human female
Weapon: Longsword - 77 / Dodging - 73 / Mount: Scython - 68
Animal Husbandry: Scython - 65 / Tactics - 75 / Leadership - 68
Immortal Marks: Unknown
The next rotation into the city brings the only woman ever to reach the rank of Marshall. The red sash has always been a rank indicator for a Marshall of the Etzori, but Freiga "the Red" has opted to rely on her stark red hair to fulfill that requirement. Few have ever had any difficulty finding her in a crowd. One need only look for either the largest heap of dispatched foes, or the source of retreating enemies, or both.
Choosing to don only a light package of armor, Brann is a dynamo, seemingly able to turn blazing red fury on and off at will. She appears ready to charge recklessly after a retreating foe, only to pull up just in time to reveal a waiting ambush, while avoiding falling into it. Her anticipation of such enemy tactics is unrivaled. In fact, just about the time the enemy is cursing their failure to exploit their position, they find that their position was already discovered and they are the ones being ambushed.
She has been bait for a number of such military reversals, and has had several mounts shot out from under her. But she always escapes unscathed. Perhaps "escaped" is a poor choice of words, for usually she then charges in, enacting bloody revenge upon those who killed her noble mount. She mixes patience and impulsiveness with strategic brilliance, and the Arm beneath her is of unsurpassed loyalty. But it was not always so.
When she first embarked on a military career, she did not fool herself with the hope that she would have the same shot as the men. She knew she would be the object of both the pride and lust of the male soldiers and commanders. She did not hold this against them, as she quickly made them eat their words, along with many teeth. She uses the assumptions men make about her gender against them, being perfectly willing to act tearful and panicked in order to set them up for a humiliating turn-around.
She considers this condescension to be just another tool to exploit. Otherwise, she does not play gender games in her command. It is only during her occasional council meeting duties that she displays any sort of pro-female tendencies. Being a woman bucking a male-dominated situation, she has an understandable empathy for Lady Terris, and is inclined to support her. One of the male ministers tried to hire handsome Guard Captain Berrit Segrille to seduce her, in an attempt to drive a jealous wedge between the two women. Segrille only laughed and declined the offer, insisting he would "prefer to live, thank you."
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DRULIK WEBB38-arc-old human male
Tactics - 68 / Observation - 73 / Weapon: Longbow - 65
Poison - 53 / Camouflage - 68 / Espionage - 48
Immortal Marks: Lethroda (Sintra) 1
This last Marshall has gained the nickname "The Spider". Most citizens and soldiers assume it is because of the surname "Webb". Those who have fought with him think it may be a tribute to his exceptional trap and ambush tactics. Marshall Webb is content to allow these people to believe whatever they wish. The one detail they are accurate about is that it is in response to the development of this nickname that he has had his armor embellished with stylized arachnid designs. But the designs are not meant as any tribute to his nickname.
Webb never fully adapted the anti-Immortal attitude of his city. Where some army personnel do not care for the inclusion of toxin-laced arrows into their ammunition, Webb embraced it. He had high hopes of delivering a taste of Lisirra's own "medicine" to her minions while on recon rotation to the south. He had not counted on her agents possessing a substantial degree of immunity to the toxins her mission in Etzos had provided to the Army of the Etzori in exchange for worship rights. He cursed his own short-sightedness for this mistake. Fortunately for Webb, this initial run-in was no large-scale disaster, due to the small number of Rhakros troops they encountered.
The fact was, it was a breakthrough moment for the man. For what he did encounter was a different Immortal; one that also had a good deal of knowledge relating to toxins, as well as a healthy dislike for Lisirra. It was Sintra; she of the domains of Manipulation and Entrapment, as well as arachnids. He found that she was of like mind to his own. Of course, this was no doubt a result of her own manipulation of his mind. But his attitude was close enough to hers that her words found easy purchase in his current state.
She promised him a bounty of arrows laced with an arachnid-based toxin, one that Lisirra had had nothing to do with developing. She promised him Lisirra's troops would have no resistance to it. She promised him a victory over Lisirra's troops. She promised him her mark, which would enable him to better manipulate the council, to arrange his return to the south. In his frustration, and the shame of his defeat, he found salvation in his new matron. He in turn, promised to return and deliver punishment to Lisirra. He promised to be an agent of her will in the council, and work towards making worship of Sintra a top priority.
This last promise she rejected, citing her desire to remain more secretive. She said she would prefer that he bring disgrace upon Lisirra's cell instead. That having a loyal agent in a high position of Etzos would be sufficient for now. She said she would alert him to occasional tasks she wished performed. That he was to remain ignorant of their ultimate goal, the better to be unable to betray them, should he be discovered. Marshall Webb, "the Spider", has had tremendous success, both in the field, and with the council, ever since.
Much more about the Army of the Etzori can be found here.
The Cauldron
► Show Spoiler
Kirby
Unknown race and age. Assumed male
Poison - 92 / Disguise - 88 / Politics - 73 / Stealth - 68 / Interrogation - 69 / Melee Combat - 70 / Unarmed Combat - 65 / Ranged Combat (blowgun) - 77 / Herbalism - 81 / Medicine - 57 / Brewing - 60 / Espionage - 83
Marshall Webb is the only man in Etzos who has seen the mysterious figure known only as "Kirby". Sintra had directed the Marshall to enter a particularly nondescript door. It was a tense moment for them both, the realization that they were each facing a man willing and able to kill the other setting a grim atmosphere.
But surprisingly, violence did not ensue, as they both looked for an edge over the other. They engaged in some verbal sparring as they circled each other. One comment led to another, and Kirby managed to convince Webb that the story of his group being Lisirra worshipers was just a cover.
Webb had been conducting his search on the instructions of his matron deity, Sintra, to locate and discredit the cell of followers of her sister, the Immortal Lisirra. When he learned of Kirby's deception, the Marshall still felt obliged to inform his matron of this news, but felt she would now wish to leave the cell intact and undisturbed.
He was correct, and Sintra purred with praise at the mortal's insight. She'd heard some distant rumors of an offshoot of Lisirra's "Plague Bringers" agents. And while it would have been fun to gloat over her sister's inability to confirm or end the existence of this group; it would be more satisfying to aid this group in becoming an ever-larger thorn in her sister's side. And so now, The Cauldron's main cell, not only continues its endeavors undisturbed, it gains occasional boons, of both protection and new "recipes", from Sintra, through her agent, Marshall Drulik "the Spider" Webb.
Kirby is wary of this seemingly beneficial development, but is hardly in a position to refuse. He knows the history of the split from both the "Plague Bringers" of Lisirra, and the original "Cauldron of Ultimate Strength", which Lisirra is said to have destroyed. As a result, he does not want anything to do with Immortals or their minions; and certainly does not want to be indebted to them. But the additional knowledge of Sintra's toxins is a boon of considerable value to him. So he bides his time, waiting for chance to be rid of both Sintra, and Marshall Webb.
TERICE GaLANTE
25-arc-old human female
Poison - 58 / Acting - 64 / Seduction - 69
Brewing - 66 / Negotiation - 58 / Disguise - 52
Immortal Marks: Unknown
In the meantime, the face of The Cauldron main cell, in Etzos, is as a group of Lisirra worshipers; allowed to exist in this non-religious city as a return on a bargain to provide poisoned ammunition for Etzos' archers. This was arranged by Patron Lerrik Calloso, with nothing but the best of intentions.
It is imperative that this facade feel genuine. And nothing sways belief in sincerity like a pretty face. As a result, any that come calling to check on the group are headed off by Kirby's personally chosen representative, Terice GaLante. She is as skilled at toxin blending and manufacturing as she is at putting on an air of sexually charged, virginal innocence.
Marshall Webb is the only man to get past her seductive delaying tactics, due primarily to his own zeal to serve Sintra. He may be aware of how close he came to dying at her hands, when he first burst through the locked doors of Lisirra's shrine. For her part, she sensed as well that at the first twinge of toxic pain or debilitation, Webb would have taken her head from her shoulders.
But for now, everyone immediately concerned knows full well that this group has no connection whatsoever to Lisirra. And all are content with maintaining this deception. And much of Marshall Webb's input at council meetings serves both to confirm this impression, and to add to The Cauldron's influence, both in Etzos in particular, and Idalos in general.
The Fence
► Show Spoiler
Eris Beliana
28-arc-old human female
Seduction - 75 /Business Management - 77 / Smuggling - 58
Espionage - 58 / Leadership - 52 / Socialization - 56
Immortal Marks: Unknown
The existence of an organized thieves' confederation is hardly a new thing. They pop up from time to time in every town. But usually there is some internal betrayal and retribution, dissecting it into warring factions that eventually destroy each other. "The Fence" has not shown signs of any such ambition undermining the smooth acquisition and sharing of ill-gotten wealth.
Based out of "The Curly Hare", a tavern and brothel located in the commercial district, the same madam that looks after the girls also coordinates the fencing of stolen goods. Her name is Eris Beliana, and she has been in the business of pleasure since her own initial blossoming sixteen arcs ago, only recently rising to gain control of the business. Perhaps it is the influence of having such worldly ladies so close by that keeps the men feeling cooperative. There can be no doubt that the ladies are part of the rewards extended by Madam Beliana for a good haul. As a result, the men are eager to please.
And so are the customers. Madam Beliana sees to it that affordable charges maintain a steady flow of them. Drinks are complimentary as long as you make no trouble. This is no monetary hardship for the establishment. The drinks make bragging tongues all the looser; tongues that brag about boast-worthy items of high value. And the funds are more than made up for in such loot, brought through and processed in whatever fashion is quickest. Often some goods are moved from town to town, both to avoid notice in its local market and to capitalize on a contract for such an item in a different town. The Fence has contacts with similar organizations in a number of towns.
Raellen Charone
25-arc-old Naer
Weapon: Twin Daggers - 66 / Seduction - 68 / Torture - 57
Interrogation - 55 / Observation - 64 / Poison - 42
Immortal Marks: Unknown
There is also a percentage of profit set aside to ease the collective conscience of the Black Guard patrols that never seem to find anything illegal going on in Madam Beliana's house. But when this policy fails to silence a potential troublemaker, Madam Beliana relies on "Grey Eyes" - her pet name for fixer Raellen Charone - to handle it. As skilled in bringing pleasure as she is in bringing death, Miss Charone brings the target a last night of exhaustive pleasure before releasing him permanently from his worldly concerns.
Truly named Necina Hoargent, and disgraced with the brand of "Eill", Miss Charone enjoys both aspects of these assignments. She sees no reason why she should deny herself the pleasurable phase of it, assuming that the target has the capability to get her there. In return, she makes his demise as painless as possible. Many are so spent, so oblivious to their surroundings, that they do not feel the kiss of the blade, or notice the blood from the opened jugular before drifting off to sleep, never to awaken. Her target simply rolls over, his breath steadily slowing until it stops altogether.
But she is also quite capable of making a disturbingly grisly example out of anyone that has become more than a mere nuisance to The Fence. Corpses have been found with their mouths sewn shut, their eyeless sockets staring in shadowy horror and missing much of their skin, as well as some gender-specific body parts. These targets undoubtedly spent their last wishes in vain prayers that death would claim them sooner, rather than later.
The most important part is that the initial pick-up be on neutral ground, with her interest appearing in no way similar or connected to the ways of a courtesan. Days are often spent setting the stage so that the target feels that it was his charisma and physical appeal that won her over. It would not do for him to suspect she was sent from Madam Beliana.
_____________________________________________________
Big Franko
43-arc-old human male
Leadership-66, Strength-53, Discipline-47, Intimidate-39, Unarmed-28
Immortal Marks: Unknown
From his size and moniker a lot of people would assume Big Franko was an enforcer of the Fence and they would be right; 10 arcs ago. Starting out as just another hired muscle, Big Franko eventually realized while profitable, the jobs were dangerous for the flunkies who are easily discarded anytime something goes wrong. With many comrades, some friends, no longer with the Fence, in Etzos or even, Idalos; Big Franko decided something had to change.
While it was for selfish reasons at first, his own long-lasting career and success with the profitable jobs, Big Franko found himself caring for the underlings he was responsible as a result of his long overdue promotion. Each and every one of them was indoctrinated with his ideology and methods and while there were losses still, they were significantly and noticeably reduced among the agents he was responsible for. This sent him even higher up in the organization.
With rank and reputation, Big Franko eventually found himself a significant influencer of the organization as more joined under him. Many were quick to learn while the former enforcer was generous with his carrots, he was also very hard with his sticks. Those who could not deal were made examples for the least of excuses but as the Fence remained profitable, no one ever tried to stop Big Franko.
Big Franko should have obtained a better title by now but all attempts to change it have failed as nothing ever stuck. He would rather be known as Big Franko anyway. It helps to remind everyone of his origins in the organization and, of what he could do if anyone fell out of line.
________________________________________________________
Swain
(Last name currently unknown)13-arc-old human mutant male
Detection-55, Mining-36, Endurance-29
Immortal Marks: Unknown
One of the many unfortunate souls mutated by the now infamous Padfoot's Freakshows incident, Swain had become something like a mole in the Fence. An actual honest to good mole which the organization could make use of for their criminal activities.
Opinion in the organization is split on whether Swain was one of the lucky ones for retaining his mental faculties absent from many mutants but, he also looked like a freak from the changes Padfoot inflicted on him. There are even some in the Fence who'd say Swain is lucky because he can't even see the hideous freak he has become, though those voices are normally silenced by Big Franko should they go too far.
The first job Swain was used in proved the child's usefulness to the organization. While he had proven no good in a fight and was easily recognizable by anyone, his claws still allowed him to get into a lot of places from where they least expected it and, his own enhanced senses enabled him to avoid any obstacle. With the plan's Big Franko's crew could make, jobs have become a lot more easier for them and no one else was shared the boon Swain provided the crew.
He was Big Franko's golden boy now and for the man's protection and guidance, he had Swain's loyalty.
Big Franko and Swain contributed by Nauta F'mos Geey
The Seekers
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Warlock Thregan Druby
47-arc-old human male
Telekinesis - 72 / Attunement - 47 / Illusionism - 42
Investigation - 65 / Interrogation - 56 / Persuasion - 52
Immortal Marks: Unknown
Unknown to all but Lady Jillian Terris, a "Seeker" cell has been established in Etzos. She doesn't really know exactly what their intent is, but she learned of their existence through her many eyes and ears among the citizens of Etzos. For now, she plays the same game they seem to be engaged in; watching and waiting.
Headed by a man named Thregan Druby, who holds the rank of "Warlock", this group is charged with the same mission of discovery charged to all such cells; the location of fracture sites. This begins with tracking the movements of magic users. But they found it difficult to maintain a steady surveillance of those they suspected of having any such talent. It was as if someone else was slipping away with them as soon as they were detected.
Unsure of the policy of a city with known anti-Immortal sensibilities, The Seekers were unsure if Etzos would be established near any fracture sites. But they monitored the comings and goings of the army, and saw evidence of cast spells during a skirmish with enemy scouts. Putting two and two together, they arrived at the conclusion that magic users in Etzos, once detected, were quickly being either bribed or coerced into military service.
This was reason enough to investigate, and the Inquisitor for the region collected a group and established a cell in the city. Thregan Druby was the Warlock placed in charge, and has made efforts to locate the fractures empowering the magic wielders in the Army of the Etzori. He has allowed volunteers from his cell to be recruited into the army. After a full arc's duty rotation, his agents have reported back to him. As a result, he has now learned the name of Karnos Vuda, and the ultimatum he delivers to all those capable of wielding magic. He knows there must be an available source that this powerful "Chief Adviser" has access to.
Druby has not yet learned of the secret base on the Forbidden Spit, or the major fracture located there. Jillian Terris, however, has learned of occasional prisoners, set for execution or exile, being escorted away from the city by squads of soldiers instead. It appears they have all disappeared to the east. She also knows that Vuda himself takes a trip to the east once or twice an arc. It's possible that she may yet feel compelled to contact Warlock Druby at some future date, to compare notes.
The Order of the Blooded Heart
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Founded in arc 611, The Order of the Blooded Heart is a large congregation of soldier-monks that use magic to enhance the effectiveness of their assaults against the forces of the Immortals. It took several years for the first handful of men to grow into a respectable force. And it took the leadership of Ottmar Scherer to do this. Already inclined toward defiance of Immortal tyranny, when he learned that the other mortal races were the results of the Immortals' experiments and conniving, his fury flared into the determination and charisma he needed to devote his life to their undoing. It drove him to seek means beyond normal combat skills, knowing he would be found wanting against the powers wielded by these deities.
His search eventually brought him into contact with a cell of The Seekers. In exchange for a promise to make them aware of any fractures he found in his travels and martial pursuits, they taught him a version of Sovereign that was particularly suited to close combat; one which places the mage/knight's conduit right into the weapon he wields. This enhancement, coupled with the natural increase in impact borne of mounted attacks, make their blows terrible to endure. This is the only arcana The Order uses, both to avoid the possible backlash of rushed and mis-blended powers, and the simple lack of any real need for anything stronger.
Scherer traveled the world, learning a vast array of survival skills, developing his magically bolstered attack style, building his army, learning all he could of the Immortals and their minions, and occasionally relaying the location of a newly discovered fracture to The Seekers. He began to be noticed, his camps being recognized for their efficiency in both defensive layout and ability to facilitate a swift, aggressive response to attack. But still they were in the open, and being marked by their enemies.
In arc-658, a host of Aukari made an attempt to preemptively crush them at the bidding of their patron, Faldrun. The northern minions of the Immortal of Fire swept down upon the tents of the encampment in the night, hoping to take these defiant humans by surprise and burn them alive. Instead, they found tents "manned" only by snares and booby traps that struck back with crippling force. The remaining Aukari regrouped on the nearby open field, making themselves the exact sort of target the Order was designed to wreak havoc upon. Having scouted the approach of these hostiles, the Order had slipped out, leaving their camp unmanned but intact to lure the interlopers in. Now they charged, their focused Sovereign sending their enemies cartwheeling across the ground. Those that evaded immediate injury were still left dazed and vulnerable to the trampling, lancing and swordplay of the Orders' swiftly advancing lines.
Though their camp was now a flaming ruin, the victory secured their reputation and ultimately led them to be embraced by the city of Etzos, its own political view being anti-Immortal as well. In exchange for a tax-funded, and far more secure, base of operations, The Order offered their services as the city's new force of quick-response shock troops. This alliance is not without its detractors, however. Chief among these are the marshalls of the regular Army of the Etzori, who feel upstaged by these newcomers, who "have never been necessary before, and are not needed now." The army has the support of some of the ministers of the Tower as well, who feel that it is inevitable that this Order will decide some day that the city's zeal is insufficient and stage a coup, ending in a purge.
It did not please Scherer to crush those he felt were the unwitting victims of Immortal manipulation. But the Aukari attacked first, and had always been more willing to blindly follow the directives of their patron deity than most other non-human races. The Order has always been willing to spare - one time - those that show a willingness to recant any devotion to their Immortal, but they do not allow them into their ranks. They are strictly a human organization.
Current Grand Master
Age: 78 arcs
Race: Human
Languages Spoken: Common (Fluent), Rakahi (Fluent), Lorien (Conversational)
Endurance- 65 / Etiquette- 54 / Writing- 72 / Leadership- 95 / Linguistics- 53
Melee Combat- 70 / Mount- 65 / Navigation- 99 / Observation- 93 / Resistance- 48
Investigation- 41 / Tactics- 85 / Shield Combat- 68 / Tracking- 68 / Gravitation- 73
With the inevitable passing of Scherer, and the subsequent assassination of his successor, Martien Cole, who was the Grand Master that actually finalized the arrangement with Etzos, the Order is now headed by Jean-Pierre Duverger, a 78-arc-old veteran recruited personally by Scherer when he was only 20. Having come into power as a result of the unsolved murder of his predecessor has left Duverger with a healthy caution towards his Etzori "allies" and their agendas. He does not yet have proof that anyone in The Tower of Ministers was behind Cole's murder, but assumes that when he finds out who, he will also find out why.
He has seen enough implacable fanaticism in the eyes of his enemies to understand how the Tower could be concerned about such levels of zeal as Scherer and Cole possessed. But Duverger has always tempered his zeal with logic and insight. Logic tells him that since the policies of both The Order and Etzos are based on independence from Immortals, the fact that there is such friction between them strongly suggests hidden agendas. Insight tells him that the key to uncovering them is patience and observation. For now, he could not say whether he will ever feel a need to make an attempt against the Tower. It will most likely hinge upon what measures they might take first. But you can bet he will already have a contingency plan prepared.
Any player can start as an initiate, and the Order will provide an expense-free domicile, an extensive and free education in any combat and survival skills, as well as pseudo-academic skills like land or sea navigation, animal husbandry and training, research and investigation, interrogation and leatherworks and smithing of all sorts. They will provide training in Sovereign, but no other arcana, and only up to high "Expert" level. The narrow focus of its application prevents any further level than this. Any arcana the player elects to start with at character creation CAN be used, but will be considered in-game to be a violation of the order's rules. It should be difficult, in-character, for the player to advance any arcana besides Sovereign.
There are three oaths which are taken upon an initiates acceptance into the order:
First, a vow of silence, that none may be distracted by your words and instead only witness the truth of mankind's ascension.
Second, a vow of anonymity (which implies a vow of poverty, where all remaining assets are sold, the money donated to the Order as a whole), that your former life be discarded and your name struck from records. Being seen as dead to those you knew, forsaking a life of toil beneath those who would accept a life of subservience to Immortal tyranny.
Lastly, a vow of service, that any attempts to leave the truth and return to the lies once more will be met with death. For once one has gone back to the filth they have left, there is no further chance at acceptance and redemption.
Essentially, the player begins with the City Dweller package. But the housing is sold back for the money, which is then used to purchase the additional gear that the character "donates" to the Order when accepted as an initiate. When he achieves actual knighthood, this gear will be given back to him, now marked with the colors and emblems of The Order. It will have been upgraded to the standard attire of The Order's fighting men. All knights within the Order wear the same coat of arms, the same battle attire, and the same attire when in their monasteries. A simple white raiment overlays their armor, adorned with the Order's cross, symbolizing their purity of choice and that they stand immersed in the light of knowledge.
The armor itself consisting of a mixture of chain and plate mail. Upon their torso lies a coat of mail to protect against strikes and most blows. This rests atop a padded gambeson. Upon their limbs and head lie the plate components of their armor. Spaulders, Rerebraces, Couters, Vambraces, and Gauntlets upon each arm, as well as the Cuisse for their upper thighs, Poleyns for the knees, Greaves for the lower legs, and Sabatons upon each foot.
But the most iconic part of their armor is the great helm which rests upon each knight's head. Shrouding their faces from observers, their identities blocked and giving the appearance of faceless avatars. Such that mete out punishment to the unrepentant followers of the Immortals, and such that protect mankind from their schemes.
'Initiate' is not a glory rank. The player is the equivalent of a knight's squire. His advancement to 'Knight Brother' is based as much on role-playing his learning as it is on the actual rise in skill levels. This will include learning the sign language and flag signals, as well as the discipline to follow the vow of silence he will be held to. Naturally, the player is free to role-play backsliding on such vows, and mild transgressions will not see him demoted, but probably chastised with work or corporal punishment. Continued violations may well get him kicked back to initiate level, unless the need for vocalizing was a crisis-level necessity. The only level stipulation is reaching 'Competent' in his weapon skill and one other related skill as mentioned above.
The same is true of further advancements in rank, with weapon skill requiring 'Expert' and an additional related skill reaching 'Competent' to rise to the following rank of 'Regent Commander'. Role-playing situations where you demonstrated the ability to take over a squad effectively will be necessary as well. Any such rise in rank will require additional increases in skills and a modded thread.
The squad a 'Regent Commander' controls is made up of 20 Knight Brothers and their Initiates.
After that comes 'Regent Lieutenant', who commands 20 'Regent Commanders', and their attached Knights and Initiates.
These 400 soldiers answer to a 'Knight Commander'. As of the date of "1 Ashan, arc 716" there are 5 'Knight Commanders' in The Order of the Blooded Heart; adding up to 2000 men. These are the field commanders of The Order when on campaign. They alone have standing permission to speak in combat situations.
Above the 'Knight Commanders' is the 'Prior', who is the right hand of the Grand Master himself. He relays the Master's orders to the Knight Commanders, serves as his personal bodyguard, and can act in his stead if the Grand Master is killed or disabled to the point that he can not serve his office. Darvos Trask is the current Prior.
'Grand Master' is the supreme commander of the military and head of The Order in all aspects. Jean-Pierre Duverger is the current Grand Master.
At character creation, the player must devote his starting knowledges in appropriate areas.
Some examples are:
Basic Knowledge:
Layout of Etzos
Policies of Etzos
The Tower of Ministers
The Seekers
Specialized Knowledge:
Kite Shield Use
Weapon-based Arcana Use
Combat and Motion in Plate and Chain Mail
Banner Communication
Details on worship of (name of Immortal) per religious texts
His search eventually brought him into contact with a cell of The Seekers. In exchange for a promise to make them aware of any fractures he found in his travels and martial pursuits, they taught him a version of Sovereign that was particularly suited to close combat; one which places the mage/knight's conduit right into the weapon he wields. This enhancement, coupled with the natural increase in impact borne of mounted attacks, make their blows terrible to endure. This is the only arcana The Order uses, both to avoid the possible backlash of rushed and mis-blended powers, and the simple lack of any real need for anything stronger.
Scherer traveled the world, learning a vast array of survival skills, developing his magically bolstered attack style, building his army, learning all he could of the Immortals and their minions, and occasionally relaying the location of a newly discovered fracture to The Seekers. He began to be noticed, his camps being recognized for their efficiency in both defensive layout and ability to facilitate a swift, aggressive response to attack. But still they were in the open, and being marked by their enemies.
In arc-658, a host of Aukari made an attempt to preemptively crush them at the bidding of their patron, Faldrun. The northern minions of the Immortal of Fire swept down upon the tents of the encampment in the night, hoping to take these defiant humans by surprise and burn them alive. Instead, they found tents "manned" only by snares and booby traps that struck back with crippling force. The remaining Aukari regrouped on the nearby open field, making themselves the exact sort of target the Order was designed to wreak havoc upon. Having scouted the approach of these hostiles, the Order had slipped out, leaving their camp unmanned but intact to lure the interlopers in. Now they charged, their focused Sovereign sending their enemies cartwheeling across the ground. Those that evaded immediate injury were still left dazed and vulnerable to the trampling, lancing and swordplay of the Orders' swiftly advancing lines.
Though their camp was now a flaming ruin, the victory secured their reputation and ultimately led them to be embraced by the city of Etzos, its own political view being anti-Immortal as well. In exchange for a tax-funded, and far more secure, base of operations, The Order offered their services as the city's new force of quick-response shock troops. This alliance is not without its detractors, however. Chief among these are the marshalls of the regular Army of the Etzori, who feel upstaged by these newcomers, who "have never been necessary before, and are not needed now." The army has the support of some of the ministers of the Tower as well, who feel that it is inevitable that this Order will decide some day that the city's zeal is insufficient and stage a coup, ending in a purge.
It did not please Scherer to crush those he felt were the unwitting victims of Immortal manipulation. But the Aukari attacked first, and had always been more willing to blindly follow the directives of their patron deity than most other non-human races. The Order has always been willing to spare - one time - those that show a willingness to recant any devotion to their Immortal, but they do not allow them into their ranks. They are strictly a human organization.
___________________________________________________________________________________

Jean-Pierre Duverger
Current Grand Master
Age: 78 arcs
Race: Human
Languages Spoken: Common (Fluent), Rakahi (Fluent), Lorien (Conversational)
Endurance- 65 / Etiquette- 54 / Writing- 72 / Leadership- 95 / Linguistics- 53
Melee Combat- 70 / Mount- 65 / Navigation- 99 / Observation- 93 / Resistance- 48
Investigation- 41 / Tactics- 85 / Shield Combat- 68 / Tracking- 68 / Gravitation- 73
With the inevitable passing of Scherer, and the subsequent assassination of his successor, Martien Cole, who was the Grand Master that actually finalized the arrangement with Etzos, the Order is now headed by Jean-Pierre Duverger, a 78-arc-old veteran recruited personally by Scherer when he was only 20. Having come into power as a result of the unsolved murder of his predecessor has left Duverger with a healthy caution towards his Etzori "allies" and their agendas. He does not yet have proof that anyone in The Tower of Ministers was behind Cole's murder, but assumes that when he finds out who, he will also find out why.
He has seen enough implacable fanaticism in the eyes of his enemies to understand how the Tower could be concerned about such levels of zeal as Scherer and Cole possessed. But Duverger has always tempered his zeal with logic and insight. Logic tells him that since the policies of both The Order and Etzos are based on independence from Immortals, the fact that there is such friction between them strongly suggests hidden agendas. Insight tells him that the key to uncovering them is patience and observation. For now, he could not say whether he will ever feel a need to make an attempt against the Tower. It will most likely hinge upon what measures they might take first. But you can bet he will already have a contingency plan prepared.
___________________________________________________________________________________
The Particulars of Membership
There are three oaths which are taken upon an initiates acceptance into the order:
First, a vow of silence, that none may be distracted by your words and instead only witness the truth of mankind's ascension.
Second, a vow of anonymity (which implies a vow of poverty, where all remaining assets are sold, the money donated to the Order as a whole), that your former life be discarded and your name struck from records. Being seen as dead to those you knew, forsaking a life of toil beneath those who would accept a life of subservience to Immortal tyranny.
Lastly, a vow of service, that any attempts to leave the truth and return to the lies once more will be met with death. For once one has gone back to the filth they have left, there is no further chance at acceptance and redemption.

The armor itself consisting of a mixture of chain and plate mail. Upon their torso lies a coat of mail to protect against strikes and most blows. This rests atop a padded gambeson. Upon their limbs and head lie the plate components of their armor. Spaulders, Rerebraces, Couters, Vambraces, and Gauntlets upon each arm, as well as the Cuisse for their upper thighs, Poleyns for the knees, Greaves for the lower legs, and Sabatons upon each foot.
But the most iconic part of their armor is the great helm which rests upon each knight's head. Shrouding their faces from observers, their identities blocked and giving the appearance of faceless avatars. Such that mete out punishment to the unrepentant followers of the Immortals, and such that protect mankind from their schemes.
'Initiate' is not a glory rank. The player is the equivalent of a knight's squire. His advancement to 'Knight Brother' is based as much on role-playing his learning as it is on the actual rise in skill levels. This will include learning the sign language and flag signals, as well as the discipline to follow the vow of silence he will be held to. Naturally, the player is free to role-play backsliding on such vows, and mild transgressions will not see him demoted, but probably chastised with work or corporal punishment. Continued violations may well get him kicked back to initiate level, unless the need for vocalizing was a crisis-level necessity. The only level stipulation is reaching 'Competent' in his weapon skill and one other related skill as mentioned above.
The same is true of further advancements in rank, with weapon skill requiring 'Expert' and an additional related skill reaching 'Competent' to rise to the following rank of 'Regent Commander'. Role-playing situations where you demonstrated the ability to take over a squad effectively will be necessary as well. Any such rise in rank will require additional increases in skills and a modded thread.
The squad a 'Regent Commander' controls is made up of 20 Knight Brothers and their Initiates.
After that comes 'Regent Lieutenant', who commands 20 'Regent Commanders', and their attached Knights and Initiates.
These 400 soldiers answer to a 'Knight Commander'. As of the date of "1 Ashan, arc 716" there are 5 'Knight Commanders' in The Order of the Blooded Heart; adding up to 2000 men. These are the field commanders of The Order when on campaign. They alone have standing permission to speak in combat situations.
Above the 'Knight Commanders' is the 'Prior', who is the right hand of the Grand Master himself. He relays the Master's orders to the Knight Commanders, serves as his personal bodyguard, and can act in his stead if the Grand Master is killed or disabled to the point that he can not serve his office. Darvos Trask is the current Prior.
'Grand Master' is the supreme commander of the military and head of The Order in all aspects. Jean-Pierre Duverger is the current Grand Master.
At character creation, the player must devote his starting knowledges in appropriate areas.
Some examples are:
Basic Knowledge:
Layout of Etzos
Policies of Etzos
The Tower of Ministers
The Seekers
Specialized Knowledge:
Kite Shield Use
Weapon-based Arcana Use
Combat and Motion in Plate and Chain Mail
Banner Communication
Details on worship of (name of Immortal) per religious texts