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    Cold Ambition - Almanac

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    Troyer
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    Cold Ambition - Almanac

    Post by Troyer on Tue Oct 03, 2017 2:32 pm

    You know how this works.

    PERSONS AND PLACES OF INTEREST

    Count Worrall
    Count Worrall is, to the best of your memory, a man in his middle years who claims lineage of some long-lost "Dominion" here in the North Seas. He has twin sons whom are in the heady days of new manhood and whom are hotblooded and want to secure their "birthright" upon the island. They are around 20 years of age, so you've heard. Damned if you can bother keeping track of their names, however. And if he has daughters, or even a living wife, you don't know offhand. Caelbir has made comments about his 'slut daughters,' though, so there's that.

    The Worrall House seat is in the keep in the north at Lunreed, situated on the peninsula in the north known as the Spit. It is named after the hardy native flora that grows in abundance there; a cane plant, white as the moon, it serves as a healthy astringent once processed, and brings a handsome price and is one of the primary exports to fill his coffers. He uses these coffers to employ seafaring mercenaries to do his bidding... which is as much piracy as honest trade. His detractors have claimed his House is merely transplanted pirates, and they may not be wrong.

    Recently, there are rumors swirling that Worrall's men smashed up three powerful land-owners in the north, known as (Brennan) Boggis, (Cadeyrn) Bunce, and (Toidrest) Bean. Sources say they have (or had?) more collective influence between them than Worrall, and that he was behind the attacks to threaten them. He may have owed them money, too, or perhaps he just didn't like their talk of 'concomitance' in the land.

    Count Talley
    The young Talley is perhaps a decade younger than Worrall, but with that comes a bit more youthful ambition and zeal. He has a couple of toddlers running around, but spends most of his time at business. Far less concerned with "owning" the island, he wants his mercantile empire to own the island. He's got plentiful connections with the mainland, a hearty industry on the island, and enough sense to use them both.

    His seat is at Sweetwater Run in the south of the Nogewood, and hosts the largest markets and greatest artisans on the island. A diverse economy of lumber, mining, and more, this new Talley has all the tools to make his dreams come true. All the goods and services of the mainland are available here, or at least as good as it gets here in the Isles.

    Roffram
    He is the quartermaster for the Skocor Copper Mine, which is your biggest client. He's about 70 years old, but looks twice that. All in all a good man, and honest. Knows a thing or two about everything and everyone. And a straight-shooter; though he likes to stay out of trouble, he tells it like it is, whomever he may offend. A hard bargainer, he likes the 'Sokituem Boys' because they not like the rest of the farmer folk around. And he likes the fatty penguin flavor.

    Skocor Copper Mine
    Though much more than a Copper Mine, that is how it was formed and came to be known, and after a couple of centuries quarrying copper and tin, it didn't make much sense to then start calling it the Silver Mine when some was discovered deep in the earth. Not quite so extensive or sophisticated as mines on the mainland, it does house a veritable under-city for the extraction and export of minerals, precious metals, and the occasional gem. Run by "Foreman" Eva Marinos, a mainlander from the deep south, with olive skin and piercing green eyes, in her 50s she commands respect from even the most savage of her miners.

    Skocor
    Itself Skocor is the extension to the mining camp, and is in many ways a frontier town full of new enterprising opportunities, basic industry, and corruption. Local services include any number of services that you might find in one of the bigger cities, but with a clear rustic (ad hoc) design to certain things. For example, your hot bath at an inn may be merely skalding water dumped into a barrel, and good luck to your hide. There are some fineries here, as well as illicit trades, and their entrepreneurs are as varied as the product. The Mayor of Skocor is a placid puppet of Count Talley, whose name no one really bothers to remember. It is, in fact, the affably ignorant and lazy Cuimin Faelan, the octogenarian living out his final days in corrupt splendor.

    Pegrenfyfe
    A prosperous and sprawling farming community in the north, and a point of contention for Count Worrall and the midland leaders. A generally honest and industrious town, there's a reason it has been resistant to Worrall's intentions. The recent attacks on Boggis, Bunce, and Bean seem to have shifted the resolve of those around Pegrenfyfe, and there's some tumult in the aftermath of the Mayor's death here. Caelbir himself has expressed concern for the coming tax season and what might transpire should Worrall's men get too pushy. With the death of the mayor, you don't currently know the political landscape, other than the fact Caelbir haunts the place and that the Innkeep Fergus was ultimately behind the death of the mayor, and both of them have an agenda.

    Caelbir
    A bear of a man, Caelbir is an impressive force of nature. Red and silver beard adds to the impression that this man might in any given moment explode into a fiery spectacle should he ever stop talking from the frustration of pent-up energies. All-knowing blue eyes can appraise a man, a horse, a deal in a blink, and he's got the gift of gab beyond measure. For one who never seems to shut up, he hears an awful lot of talk throughout the land, and is known to employ a wide variety of eyes-and-ears from the Spit to the Sweetwater. A powerful broker, he enjoys a healthy loyalty throughout the midlands, and though tenuously aligned with the larger landowners of the north, Boggis, Bunce, and Bean, Caelbir is known to hedge his bets quite shrewdly. He has the respect he does for a reason - he's tenacious in his quarrels, both in defense of his allies, and in his market competition with rivals. He's not a murderous cur, but like all men of stature, he will not shirk from questionable morality should it stand in his way.

    Fergus
    Innkeeper and Owner of the Blind Bantam Inn & General Store, the only such establishment of repute in Pegrenfyfe - and for a reason. Fergus keeps his hands extraordinarily clean, but has his hands in every pie around, and knows when and where to twist the knife to counter any rivals or competition in his neck of the woods. Somewhat mysterious in that he never truly takes center stage, despite having the most central stage in town and hosting numerous events at his establishment and across the road at the Farmer's Market Square, he is seen as an odd little man, but exceedingly punctual, polite, and non-offensive in every possible way. A bit stiff in demeanor, he's mostly considered a hardworking local businessman, and that's about it. Indeed, last year he announced plans to build some additional facilities down near Southromp to clean up the area, and he has some estates northwest of the city which help to supply his inn and store.

    Ruhdair
    Master Jeweler and Purveyor of Magical Accoutrements, as well as adept enchanter, tinker, and marksman, Ruhdair runs the premier jewelry shop on the island outside of Sweetwater Run, and even the craftsmen there are keen to seek out Ruhdair from time to time. This male Gnome doesn't bandy with fools, avoids politics like the plague, and is incredibly tight-lipped with any information concerning his own ventures or those of his clients. His three-story, reinforced workshop in Pegrenfyfe stands testament to his wealth and abilities.

    Esnach
    Male Human. Esnach has gray hair, dark hazel eyes, and a hooked nose. He wears sturdy clothing and carries a birch staff. He seems agreeable and has a spark of humor in his eyes. He has a hunchback, but he seems spry enough, and muscled. He's a little odd, claims to follow "Gathandir, of Earth, Unyielding, and of Oaths" and speaks of his father, from an ancient Elf kingdom lost to time and legend, and how he's got to return his father's watch. Or something. He's weird.

    Comgha
    Your field-hand. Male human. Wears leather armor and carries a scimitar, but appears scrawny. His hair is silvery grey, and his wizened face is flanked by prominent ears. He has a hawk perched constantly on his shoulder. Adept on a ship, he has hinted somewhat that his days on the water were not of the legal sort, and he's crisscrossed with scars. Handy and self-sufficienty.

    Vaca
    Female Human. She has silver hair and brown eyes, and a flat nose. She wears modest garments and several small tools hang from her belt. No-nonsense, this lady. She could shame the bark off a tree and never stop for breath. A grimly-veiled kind-hearted soul, you'd never know by the way she flings insults constantly. Your other field hand.


    Last edited by Troyer on Thu Jul 19, 2018 4:14 pm; edited 1 time in total
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    Tolr'ax

    Posts : 653
    Join date : 2017-04-25

    Re: Cold Ambition - Almanac

    Post by Tolr'ax on Sat Oct 07, 2017 5:48 pm


    Sid - Male Half-Orc Ranger Urchin
    XP: ? At least lvl 2
    Ranger Level: 2
    Age 30
    Chaotic Evil
    6’4” 220lbs (Medium)
    30 ft movement
    Languages: Common, Orcish, Elvish
    Passive Perception: 12
    Prof Bonus: +2

    Ability Scores & Modifiers
    STR: 18 (+4)
    DEX: 18 (+4)
    CON: 14 (+2)
    INT:  10 (+0)
    WIS: 15 (+2)
    CHA: 9   (-1)

    Proficiencies
    Armor: Light, Medium, and Shields
    Weapons: Simple and Martial
    Tools: Smith Tools, Disguise Kit, Thieves' Tools
    Saving Throws: Strength & Dexterity
    Skills: Intimidation, Sleight of Hand, Animal Handling, Stealth, Nature, Survival

    FEATS AND FEATURES
    Natural Explorer: Favored Terrain, Forrest
    Favored Enemy: Monstrosities
    Fighting Style: Archery (+2 to any Ranged Attack rolls)

    Darkvision 60ft
    Menacing (proficiency in Intimidation)
    Relentless Endurance (When you are reduced to 0 hit points but not killed outright, you can drop to 1
                                   hit point instead. You can't use this feature again until you finish a long rest.)
    Savage Attacks (When you score a critical hit with a melee weapon attack, you
                             can roll one of the weapon's damage dice one additional time and add it to the
                             extra damage of the critical hit.)
    Orcish Fury (-When you hit with an attack made with a simple or martial weapon, you can roll one of the
                      weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type.
                       Once you use this ability, you can’t use it again until you finish a short or long rest.
                      ( - Immediately after you use your Relentless Endurance trait, you can use your reaction to make
                        one weapon attack.)
    Tough: (Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level
               thereafter, your hit point maximum increases by an additional 2 hit points.)



    EQUIPMENT (Cambat)
    Scale Mail (14+3 AC)
    Shortsword 1d6 Piercing
    Spear 1d6 Piercing
    Longbow 1d8 Peircing
    Quiver w/ Arrows (19) (one shot at guard)

    COMBAT
    HP: 21
    AC: 17

    Hit Dice: 2d10
    Attack: Melee (1d20 +3 + Prof)

    Inventory on Person:
    120 gp
    Scale Mail
    Shortsword 1d6 Piercing
    Spear 1d6 Piercing
    Longbow 1d8 Peircing
    Quiver w/ Arrows (20)
    Small Knife
    Pet Mouse (Greg)
    Token to Remember Parents
    Set of Common Clothes
    Thieves Tools
    2 Hares
    3 Days supply of food
    Pocket Mirror
    Moon Monster Book
    Small Herb pouch

    Inventory at Farm:
    321 gp for farm
    Smith Tools
    Map of Home City


    Worn:
    Scale Mail (AC 14+Dex (Max 3))

    Spells Known:
    Hunter's Mark
    Cure Wounds


    Last edited by Tolr'ax on Fri Jul 27, 2018 4:35 pm; edited 14 times in total
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    Dook

    Posts : 422
    Join date : 2017-05-07

    Re: Cold Ambition - Almanac

    Post by Dook on Sun Oct 08, 2017 10:37 pm


    Zorra (Zorrakus) Uldrin  - Black Dragonborn Fighter Soldier
    XP: 0
    Soldier Level: 2
    Age 22
    Chaotic Neutral
    6’7” 255lbs (Medium)
    30 ft movement
    Languages: Common, Draconic

    Ability Scores & Modifiers
    STR: 19 (+4)
    DEX: 10 (+0)
    CON: 15 (+2)
    INT:  11 (+0)
    WIS: 11 (+0)
    CHA: 13  (+1)

    Proficiencies
    Armor: Light, Medium, Heavy and Shields
    Weapons: Simple and Martial
    Saving Throws: Strength & Constitution
    Skills: Athletics, Acrobats, History, Intimidation

    FEATS AND FEATURES


    Dragonborn Features:
    • Black Dragon
    • You can breathe a 30 ft line of acid (once between rests), dealing 2d6 acid damage, Con save for half damage. DC = 8 + Con mod + prof
    • You resist acid damage
    •Dragon Wings: With your wings, you have a flying speed of 20 feet if you are not wearing heavy armor and aren't exceeding your car ring capacity.

    Soldier Feature:
    • You have influence within your former army/organization
    Fighter Features:
    • Fighting Style - Dueling: +2 damage when using a single one-handed weapon
    • Second Wind - Heal 1d10 + level hit points as a bonus action (once between rests)
    • Action Surge - Take an extra action once between rests


    EQUIPMENT
    Chainmail
    Longsword

    COMBAT
    HP: 24
    AC: 16
    Hit Dice: 2d10
    Pro:+2

    Inventory on person:
    chain mail
    longsword
    martial weapon
    handaxe (2)
    explorer's pack
    Family Insignia
    set of bone dice
    set of common clothes
    belt pouch
    Pipe
    120 gp




    Last edited by Dook on Wed Jul 25, 2018 9:24 pm; edited 4 times in total
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    Jamros Mageblood

    Posts : 462
    Join date : 2017-05-02

    Re: Cold Ambition - Almanac

    Post by Jamros Mageblood on Mon Oct 09, 2017 2:19 pm




    Bryan Morbrine- Male Human Warlock Sage (Great Old One Patron), Researcher
    Warlock Lvl 2
    Age 24
    Chaotic Evil
    5'10" 170lbs (Medium)
    30ft Movement
    Languages- Common, Undercommon, Abyssal, Elvish, Dwarven
    Proficiency Bonus +2

    Ability Scores:
    STR- 9 (-1)
    DEX- 13(+1)
    CON- 16 (+3)
    INT- 14 (+2)
    WIS- 14 (+2)
    CHR- 16 (+3)

    Proficiency:
    Armor- Light
    Weapons- Simple
    Tools- Alchemist's Supplies, Leatherworker's Tools
    Saving Throws- Wisdom, Charisma
    Skills- Investigation, Deception, Persuasion, Arcana, History

    FEATS AND FEATURES
    Magic Initiate:
    -Choose a class: bard, cleric, druid, sorcerer, warlock, or
    wizard. You learn two cantrips of your choice from that
    class's spell list.
    -In addition, choose one 1st-level spell from that same
    list. You learn that spell and can cast it at its lowest
    level. Once you cast it, you must finish a long rest before
    you can cast it again.
    Your spellcasting ability for these spells depends
    on the class you chose: Charisma for bard,
    sorcerer, or warlock: Wisdom for cleric or druid; or
    Intelligence for wizard.

    Sage Feature:
    -You frequently know where to find information concerning lore.
    -Prof. in Arcana and History
    -2 Extra Lagnuages (Elvish, Dwarven)

    Warlock Feature:
    -Archetype: Great Old One
    -Telepathically communicate with creature that knows any language within 30ft.
    -Prodigy: Skill point added to CON, Prof. in Persuasion, Prof. with Alchemist's Supplies, Extra Language (Undercommon)

    Cantrips Known: (4)
    ELDRITCH BLAST
    Evocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
    The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct
    the beams at the same target or at different ones. Make a separate attack roll for each beam.

    MINOR ILLUSION
    Illusion cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: S, M (a bit of fleece)
    Duration: 1 minute

    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
    If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any
    other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
    If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light,
    smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
    If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check
    against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

    SHOCKING GRASP
    Evocation cantrip
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack
    against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit,
    the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
    The spell's damage increases by 1d8 when you reach
    5th level (2d8), 11th level (3d8), and 17th level (4d8).

    SPARE THE DYING
    Necromancy cantrip
    Casting Time: I action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    You touch a living creature that has 0 hit points. The
    creature becomes stable. This spell has no effect on
    undead or constructs.


    Spells Known: (4) Slots: 2 (1st lvl) Casting Ability: Charisma (+3) Prof (+2)


    DISSONANT WHISPERS (Old One)
    1st-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    TASHA'S HIDEOUS LAUGHTER (Old One)
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (tiny tarts and a feather that is waved in the air)
    Duration: Concentration, up to 1 minute

    A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
    At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

    COMMAND
    1st-level enchantment
    Casting Time: I action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn.
    The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so. the DM determines how the target behaves. If the target can't follow your command, the spell ends.
    Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
    Drop. The target drops whatever it is holding and then ends its turn,
    Flee. The target spends its turn moving away from you by the fastest available means.
    Grovel. The target falls prone and then ends its turn.
    Halt. The target doesn't move and takes no actions.
    A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when
    you target them.

    HELLISH REBUKE
    1st-level evocation
    Casting Time: 1 reaction, which you take in response
    to being damaged by a creature within 60 feet of you
    that you can see
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous

    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes
    2d10 fire damage on a failed save, or half as much damage on a successful one.

    Invocations: (2)

    MASK OF MANY FACES
    You can cast disguise self at will. without expending
    a spell slot.

    BEAST SPEECH
    You can cast speak with animals at will, without
    expending a spell slot.

    EQUIPMENT:
    Leather Armor (11 Dex+1)
    Light Crossbow (1d8 Piercing, 80/320 Range)
    20 Bolts
    Quarter Staff (1d6 bludgeoning, 1d8 versatile)
    Dagger x2 (1d4)
    Arcane Focus (Chained Coin)
    Bottle of Black Ink
    Quill
    Small Knife
    Letter From Dead Colleague with Unanswered Question
    Set of Common Clothes
    Belt Pouch with 10gp
    Scholar's Pack


    COMBAT:
    HP: 19
    AC: 12
    Hit Dice: 2d8


    Last edited by Jamros Mageblood on Wed Aug 01, 2018 9:08 pm; edited 7 times in total
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    Tolr'ax

    Posts : 653
    Join date : 2017-04-25

    Re: Cold Ambition - Almanac

    Post by Tolr'ax on Wed Oct 11, 2017 6:14 pm

    FARM STUFF!!!!!

    279 gp in stash
    85 Penguins (including Pengu)
    Dinghy (24ft long, 8ft wide)
    Farming supplies


    Stock of Goods

    Farm ProductRetail PriceBulk/FavoredCurrent Stock
    Meat1.7s1.2s55 lbs
    Pelts6.5s5s39 pelts
    Blubber13g10g8 casks
    Bones3c2c91 lbs
    Pengu Yield30 lbs meat1 2x2ft pelt5 lbs blubber
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    Troyer
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    Posts : 647
    Join date : 2017-04-12

    Re: Cold Ambition - Almanac

    Post by Troyer on Sat Oct 14, 2017 8:24 am










    Last edited by Troyer on Mon Jul 30, 2018 4:27 pm; edited 2 times in total
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    Troyer
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    Posts : 647
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    Re: Cold Ambition - Almanac

    Post by Troyer on Mon Oct 16, 2017 12:22 am

    FarmHands & Friends

    CHARACTER
    Name: Vaca Dwali
    Sex: Female
    Race: Human
    Age: 52
    Class: N/A
    Background: N/A
    Stats:
    STR 11 (+0)
    DEX 13 (+1)
    CON 14 (+2)
    WIS 18 (+4)
    INT 15 (+2)
    CHA 13 (+1)
    Proficiencies: Animal Handling, Insight, Survival, Weaver's Tools, Cook's Utensils
    Features: N/A
    History: A peasant for life, self-sufficient in the extreme. Not much besides, really.
    COMBAT
    Weapons & Armor
    1. Belt Knife (Dagger) = +3 Attack / 1d4+2 Damage
    AC 10
    HP 8


    CHARACTER
    Name: Comgha
    Sex: Male
    Race: Human
    Age: 32
    Class: Rogue
    Background: Sailor
    Stats:
    STR 8 (-1)
    DEX 18 (+4)
    CON 11 (+0)
    WIS 9 (-1)
    INT 12 (+1)
    CHA 10 (+0)
    Proficiencies: Athletics, Perception, Navigator's Tools, Vehicles (Water)
    Features: Sailor/Pirate - Bad Reputation
    COMBAT
    Weapons & Attacks
    1. Scimitar = +6 Attack / 1d6+4 Damage
    2. Dagger = +6 Attack / 1d4+4 Damage
    3. Shortbow = +6 Attack / 1d6+4 Damage
    Studded Leather w/Buckler
    AC 17
    HP 8


    Last edited by Troyer on Thu Jul 12, 2018 11:38 pm; edited 1 time in total
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    Troyer
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    Re: Cold Ambition - Almanac

    Post by Troyer on Sat Jul 07, 2018 3:51 pm

    PERSONS AND PLACES OF INTEREST

    Count Worrall
    Count Worrall is, to the best of your memory, a man in his middle years who claims lineage of some long-lost "Dominion" here in the North Seas. He has twin sons whom are in the heady days of new manhood and whom are hotblooded and want to secure their "birthright" upon the island. They are around 20 years of age, so you've heard. Damned if you can bother keeping track of their names, however. And if he has daughters, or even a living wife, you don't know offhand. Caelbir has made comments about his 'slut daughters,' though, so there's that.

    The Worrall House seat is in the keep in the north at Lunreed, situated on the peninsula in the north known as the Spit. It is named after the hardy native flora that grows in abundance there; a cane plant, white as the moon, it serves as a healthy astringent once processed, and brings a handsome price and is one of the primary exports to fill his coffers. He uses these coffers to employ seafaring mercenaries to do his bidding... which is as much piracy as honest trade. His detractors have claimed his House is merely transplanted pirates, and they may not be wrong.

    Recently, there are rumors swirling that Worrall's men smashed up three powerful land-owners in the north, known as (Brennan) Boggis, (Cadeyrn) Bunce, and (Toidrest) Bean. Sources say they have (or had?) more collective influence between them than Worrall, and that he was behind the attacks to threaten them. He may have owed them money, too, or perhaps he just didn't like their talk of 'concomitance' in the land.

    Count Talley
    The young Talley is perhaps a decade younger than Worrall, but with that comes a bit more youthful ambition and zeal. He has a couple of toddlers running around, but spends most of his time at business. Far less concerned with "owning" the island, he wants his mercantile empire to own the island. He's got plentiful connections with the mainland, a hearty industry on the island, and enough sense to use them both.

    His seat is at Sweetwater Run in the south of the Nogewood, and hosts the largest markets and greatest artisans on the island. A diverse economy of lumber, mining, and more, this new Talley has all the tools to make his dreams come true. All the goods and services of the mainland are available here, or at least as good as it gets here in the Isles.

    Roffram
    He is the quartermaster for the Skocor Copper Mine, which is your biggest client. He's about 70 years old, but looks twice that. All in all a good man, and honest. Knows a thing or two about everything and everyone. And a straight-shooter; though he likes to stay out of trouble, he tells it like it is, whomever he may offend. A hard bargainer, he likes the 'Sokituem Boys' because they not like the rest of the farmer folk around. And he likes the fatty penguin flavor.

    Skocor Copper Mine
    Though much more than a Copper Mine, that is how it was formed and came to be known, and after a couple of centuries quarrying copper and tin, it didn't make much sense to then start calling it the Silver Mine when some was discovered deep in the earth. Not quite so extensive or sophisticated as mines on the mainland, it does house a veritable under-city for the extraction and export of minerals, precious metals, and the occasional gem. Run by "Foreman" Eva Marinos, a mainlander from the deep south, with olive skin and piercing green eyes, in her 50s she commands respect from even the most savage of her miners.

    Skocor
    Itself Skocor is the extension to the mining camp, and is in many ways a frontier town full of new enterprising opportunities, basic industry, and corruption. Local services include any number of services that you might find in one of the bigger cities, but with a clear rustic (ad hoc) design to certain things. For example, your hot bath at an inn may be merely skalding water dumped into a barrel, and good luck to your hide. There are some fineries here, as well as illicit trades, and their entrepreneurs are as varied as the product. The Mayor of Skocor is a placid puppet of Count Talley, whose name no one really bothers to remember. It is, in fact, the affably ignorant and lazy Cuimin Faelan, the octogenarian living out his final days in corrupt splendor.

    Pegrenfyfe
    A prosperous and sprawling farming community in the north, and a point of contention for Count Worrall and the midland leaders. A generally honest and industrious town, there's a reason it has been resistant to Worrall's intentions. The recent attacks on Boggis, Bunce, and Bean seem to have shifted the resolve of those around Pegrenfyfe, and there's some tumult in the aftermath of the Mayor's death here. Caelbir himself has expressed concern for the coming tax season and what might transpire should Worrall's men get too pushy. With the death of the mayor, you don't currently know the political landscape, other than the fact Caelbir haunts the place and that the Innkeep Fergus was ultimately behind the death of the mayor, and both of them have an agenda.

    Caelbir
    A bear of a man, Caelbir is an impressive force of nature. Red and silver beard adds to the impression that this man might in any given moment explode into a fiery spectacle should he ever stop talking from the frustration of pent-up energies. All-knowing blue eyes can appraise a man, a horse, a deal in a blink, and he's got the gift of gab beyond measure. For one who never seems to shut up, he hears an awful lot of talk throughout the land, and is known to employ a wide variety of eyes-and-ears from the Spit to the Sweetwater. A powerful broker, he enjoys a healthy loyalty throughout the midlands, and though tenuously aligned with the larger landowners of the north, Boggis, Bunce, and Bean, Caelbir is known to hedge his bets quite shrewdly. He has the respect he does for a reason - he's tenacious in his quarrels, both in defense of his allies, and in his market competition with rivals. He's not a murderous cur, but like all men of stature, he will not shirk from questionable morality should it stand in his way.

    Fergus
    Innkeeper and Owner of the Blind Bantam Inn & General Store, the only such establishment of repute in Pegrenfyfe - and for a reason. Fergus keeps his hands extraordinarily clean, but has his hands in every pie around, and knows when and where to twist the knife to counter any rivals or competition in his neck of the woods. Somewhat mysterious in that he never truly takes center stage, despite having the most central stage in town and hosting numerous events at his establishment and across the road at the Farmer's Market Square, he is seen as an odd little man, but exceedingly punctual, polite, and non-offensive in every possible way. A bit stiff in demeanor, he's mostly considered a hardworking local businessman, and that's about it. Indeed, last year he announced plans to build some additional facilities down near Southromp to clean up the area, and he has some estates northwest of the city which help to supply his inn and store.

    Ruhdair
    Master Jeweler and Purveyor of Magical Accoutrements, as well as adept enchanter, tinker, and marksman, Ruhdair runs the premier jewelry shop on the island outside of Sweetwater Run, and even the craftsmen there are keen to seek out Ruhdair from time to time. This male Gnome doesn't bandy with fools, avoids politics like the plague, and is incredibly tight-lipped with any information concerning his own ventures or those of his clients. His three-story, reinforced workshop in Pegrenfyfe stands testament to his wealth and abilities.

    Esnach
    Male Human. Esnach has gray hair, dark hazel eyes, and a hooked nose. He wears sturdy clothing and carries a birch staff. He seems agreeable and has a spark of humor in his eyes. He has a hunchback, but he seems spry enough, and muscled. He's a little odd, claims to follow "Gathandir, of Earth, Unyielding, and of Oaths" and speaks of his father, from an ancient Elf kingdom lost to time and legend, and how he's got to return his father's watch. Or something. He's weird.

    Comgha
    Your field-hand. Male human. Wears leather armor and carries a scimitar, but appears scrawny. His hair is silvery grey, and his wizened face is flanked by prominent ears. He has a hawk perched constantly on his shoulder. Adept on a ship, he has hinted somewhat that his days on the water were not of the legal sort, and he's crisscrossed with scars. Handy and self-sufficienty.

    Vaca
    Female Human. She has silver hair and brown eyes, and a flat nose. She wears modest garments and several small tools hang from her belt. No-nonsense, this lady. She could shame the bark off a tree and never stop for breath. A grimly-veiled kind-hearted soul, you'd never know by the way she flings insults constantly. Your other field hand.

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