Post by Lord Harrab on Jul 29, 2015 5:49:25 GMT
Oh look, Harrab's spewing bullshit onto the internet again. Possibly with PLOT.
Of course there will be PLOT
This is an idea I've talked with Darko about a while back and decided to get onto here so it can be refined or mocked over a period. it will not be starting anytime soon, due to my other game already underway and my need to iron out the world and fluff, which i'd welcome help with for those interested.
As always, suggestions and ideas welcome. Everything below is subject to change
The Emperor is dead. Long Live the Empress
After a long illness, his Grace, the Emperor Charles Athlehere has passed away, leaving the throne to his daughter, renowned as being beautiful yet somewhat timid. However, the succession is not a clear cut and instant matter, for certain rites and ceremonies must be performed to prepare the Emperor for his rest and his daughter for the coronation.
This transition period is a perfect time for those willing to sever the line of Athehere and claim the throne for themselves, The nobles may plot and neighboring nations may likewise seize this chance to adjust the empire more to their liking, memories of wars fought long ago renewed in in their minds.
It is a dangerous time in the Empire's history and the Empress-to-be must look to her father's closest advisers to protect and guide her.
These trusted friends will be you
the goal of this RP is for players taking on the role of one of the characters listed below, and ensure that the Empress survives to take the throne of the Empire and ensure a continued time of stability and peace. AT games start they will have 30 in game days until the coronation and will have to work together to ensure that the one who takes the throne is the rightful heir.
However, it will not be an easy matter, regardless of assassins or scheming nobles, the crown princess has duties to perform and a will of her own, so while it might be tempting to lock her in a room filled with loyal and skilled solders, events will dictate that she be seen at council meetings and judgement, perform the rites for her dead father.
Then, of course, their is what the people make of the woman who will become their Empress, player actions will start rumors and opinions in the nobles and peasant masses, post too many guards and she could bee seen as weak or afraid, kill those who speak out against her and she'd be seen as a tyrant, and in addition, she is your head of state and has a mind of her own, You must get her approval on some courses of action, and she might overrule your decisions for her own reasons, adjust your plans to fit with her decrees,
And always be alert, for a moment of laxity could be all an assassin needs
NPCs of note (incomplete, more to come.)
Her grace, heir to the Sunlight Throne, Crown Princess Elisabeth Eclipse Athehere the first
Often thought of as a courtly Wallflower, only of interest to those houses powerful enough to consider attempting to have their sons marry into the royal line, Her grace is not as air-headed as most seem to think, but is somewhat naive of the true life and power of the Throne. She has been sheltered most of her life by her father and knows little beyond what her tutors and father have taught her, but is is of the royal blood and has a sharp and eager mind, as well as being more than capable of the ferocity and determination the Emperor Charles Athlehere was known and respected for.
Now being thrust into the role she knew would be coming, albeit far sooner than she had hoped, she is able to explore her own interests and investigate her own questions, showing that beneath the prim and proper princess exterior is a mind sharper than one would think and the will of iron that her ancestors were able to conquer most of the continent with.
Unusually for a royal Heir, and against common practice of such things in the nobility she was born and blessed by priests of the Moon Goddess at her foreign mother's request rather than the warlike Sun God and took her Name on her 18th birthday, such a thing considered odd by most noble houses, blasphemous by some.
Chancellor Walter Farragut
Age: 53
Chief internal affairs adviser, his job is to ensure the laws and decrees of the throne are integrated into law and monitor activities within the empire and the nobility, he has served for ten years under Charles Athlehere and now stands ready to serve his daughter. A Quiet, unassuming man, soft of voice and easy temperament, rather short and fat. Devout Solar follower.
Minister of Coin, Sarah Athlehere
Age: 38
Economics adviser and distant cousin to the former emperor , Sarah Athlehere manages the empire's trade routes and tax gathers and manages the empire's finances. a Bookish yet easily irritated woman she has little interest in politics or religion and when she is not busy balancing the empire's finances, she likes to run her dogs in the palace gardens.
Commander of the White, Elsa Whitedaughter
Age: 245
an usual post in the court, for it is held by an elf, an elf who is a citizen of the Empire no less. when a large number of elves defected to the Empire after an orc invasion devastated the human nation and their leaders refused to help, the Emperor at the time allowed these elves to seek asylum in his lands, gave a few of them titles and otherwise let them live as citizens.
Commander of the White is a military and noble title, similar to Duke or Dutchess, and is held by the head of the Snow Elves, Elsa Whitedaughter. She is stern and dismissive to most humans, with the exception being those of the Imperial House. Snow elves serve the throne as soldiers and officers and have little regard for human politics and their commander is no exception.
Groobreth Brightforge, Ambassador of Vimtorum
Age: 178
No matter what dwarf Kingdom he hails from, every dwarf knows the importance of trade and good relations with the Empire and with the Emperor's Death, ancient treaties and trade agreements can be renegotiated and therefore every Kingdom has sent their best, partly to better their own interests, but mainly to cut out their rivals and therefore make the struggle under the mountains easier for their own side. Ambassador Brightforge is new to the post, his predecessor having died during a skirmish between holds, such a thing being akin to natural causes in dwarf lands. Therefore little is know about this new ambassador expect he must be talented and quick witted to have secured the post so quickly.
Kokrul Drakebeard, Ambassador of Dughfaldir
Age: 200
Dughfaldir is the dwarven hold with an almost direct link to the empire via the Shini River and their network of canals and locks, he is a frequent visitor to the Empire and has been known to allow unfavorable terms to pass if it means a better deal for his Kingdom later down the line. An extremely patient negotiator Drakebeard is also one to avoid embarrassing his host or hold by squabbling with his fellows from other kingdoms. He is here for Dughfaldir, nothing more, nothing less.
Thordunri Forgeborn, Ambassador of Mul Toduhr
Age: 452
Mul Todor is a southern Dwarf Kingdom and the close proximity of rival hold Thimthiod means the two are almost constantly at war. Trade with both is difficult, but worthwhile as they both lay claim to a rich deposit of valuable metals and will undercut and sabotage each other as naturally as breathing. Ambassador Forgeborn will do anything to secure a better agreement with the empire but seemingly of more importance than that is to secure an even worse position for his rival from Thimthiod.
Rarumir Graniteshaper, Ambassador of Thimthiod
Age: 300
Those who think cats and dogs squabble have not seen dwarves from Thimthiod and Mul Toduhr in the same room, even worse than other holds. Although he would never admit it openly, Ambassador Graniteshaper knows his hold is the weaker of the two and will negotiate and bargain with correcting that in mind.
Hetdraeren Sapphirebrow Ambassador of Bhughrim
Bhughrim is the former capital of the dwarven empire located within the active volocano of the same name. Militarily, the Hold is the most secure of all, their ability to flood the tunnels leading to their territory with lava means few other holds dare fight them openly. They are, however, in constant demand for foodstuffs and other non-military supplies and the empire is their main provider, to that end, Shapphirebrow has been authorized by her king to do whatever it takes to maintain friendship with the humans
Dhokgreack Grimrock Ambassador of Dhightaruhr
Dhightaruhr is the most isolated hold of all the dwarven lands, this allows it some measure of security, but also a weakness in that trade must take a long a difficult road to the entrance to their underground lands, Ambassador Grimrock does have one card to play in his dealing with the Empire however, the Silverite ore they use for their magical weapons and Armour of the Silver Knights can only be found in their lands.
Krorraet Icehand Ambassador of Geghyahr
Geghyahr is located just north of the empire's borders and is a bulwark against the northern orc and wildmen tribes, a fact they often reference when dealing with the empire, for they have little else to offer the human lands, what mineral wealth they can pry from the rock must be horded and used in their own defense. Ambassidor Icehand has been instructed to do what he must to secure better trade with the Empire
Earl Aston Eagleward
head of the Eagleward household, a tall and slender man, his house's reputation as shrewd traders makes many who deal with him scan his words and speech for hidden meanings. he does not often leave his lands, relying on lesser nobles and clerks to keep him informed of goings on in the capital. an arrogant man and one few houses inside the empire trust, due to his frequent mingling with foreigners.
Duchess Seraphine Sagewood
Head of the Sagewood family, her position as head is mainly due to all her siblings and close relatives being blessed with magic and being sent of to join the magi rather than her being particularly skilled at politics. She is a childhood friend of the princess and often made trips to visit her. However, duties and the realities of life have meant these trips became fewer and fewer in recent years and it is uncertain if the woman who now rules a house is the same person who used to play with the princess in the gardens.
Lord-General Gerald "Rock Hammer" Grandspire
Head of his house and a general in the Imperial Army, has close ties with Geghyahr Hold and is a skilled warrior and leader, he finds the internal politics and bickering of the houses a waste of time and resources, most of his own he is forced to spend on securing the Empires border against constant raids from the north.
he stands at nearly seven feet despite his age and bears the scars and temperament of a front-line general
Lord Wilhem Seaglide the second
The younger brother of Lord Charles Seaglide, he Sevres as proxy for his house in the capital, the journey being too long and arduous for the elder sibling and the time required too long to be separated from his duties, the younger brother is ambitious but unskilled at court life in the central dominance, the eastern colonies being seen as somewhat backwards by most of the nobility.
Sir Derick Wolffel
Although head of his house, Sir Derick has not yet amassed the political power or wealth to be awarded a full lordship. Like Duchess Seaglide, he was a childhood friend of the princess and considering his house's poor standing in the empire, might try and use this connection with the soon to be empress to their advantage. his primary role is that of Commander of the City watch, and most houses forget that of all of them, Wolffel has the largest body of armed men outside the army and a spy network to rival the Imperial thrones
Ambassador E'traya Kiirar, of the Elven Heartlands
"My condolences on the passing of your father, your grace, he was a good man and i assure you, if we could have aided him in any way, we would have offered it freely."
Age: 423
A pragmatic and somewhat ruthless woman, she has been the Elven Heartlands Ambassador to the Empire for nearly two hundred years and therefore has seen the line of succession advance several times. She is firm but understanding in her dealings with the Imperial Diplomatic corps, as above all else, the elves desire stability, especially in its largest neighbor, the Human Empire. The Old Emperor has been recorded as saying that he loved and hated to see her in his throne room, as it meant the Elven Senate desired something from him, he loved the challenge that negotiating with her brought, hated the fact she was far better at it than he was.
Officially, they are allies of the throne, Despite this, the Elves remember a time when Imperial Armies marched on their borders, and therefore seem to humans are stand-offish and direct with their demands in official dealings, emigration between the two nations is severely limited, but not unheard of.
Another matter of note is the fact they are technically at war with an offshoot of elves that broke away a thousand years ago to join the empire. Known now as Snow Elves, This split occurred when orcs invaded the heartlands and it was the empire who mobilized to stop them, but when they too were invaded later, the elves offered nothing more than token gestures of aid, a portion of the Elf lands that had suffered from the orc raiders denounced their leadership, even manged to assassinate one of the council members, before fleeing to the empire and offering services, unwilling to turn away help, the Emperor of the time allowed it, despite the angry noises of the elves, and when the attack had been repulsed, gifted the snow elves a portion of lands to rule as they wished, unwilling or unable to press the issue, the Heartlands allowed it, but declared all those who left as traitors and dealing with them an internal Elf matter.
The Nobility (Likewise incomplete)
House Athehere
"like the Mountains, we will endure."
the Imperial House, Rulers of the Empire whose line dates back thousand of years, heavily invested in mining and trade.
House Farragut
" By our Will or None."
A Major House closely aligned with Athehere, has some investment in Blacksmithing, weapons production and trade but is mostly know for its history of producing generals for the imperial army
House Eagleward
"Blood and Coin."
Second Major House, primarily located in the western border town of the same name, a trade rival to the Imperial House they export goods outside the Empire to its neighbors.
House Sagewood
"Wisdom of the Witchwood."
Third and final Major House, blessed with magic in their blood, a large number of their heirs and decedents have been given to the Circle of Magi, meaning their ability to secure an heir is often in jeopardy, the current heir has not yet manifested any magical ability.
House Grandspire
"Ever Vigilant, Never yielding."
Minor House, guards the northern border through the Icecrown mountains , skilled masons and sappers, their house has produced a fair few artists and skilled architects.
House Seaglide
"When Leviathan Rises, All shall tremble."
Minor House, manages the coastal city of Lightharbour in the eastern empire, skilled sailors and traders means many of their house serve in the Imperial Navy and the House itself makes its coin repairing and producing ships
House Wolffell
"Stand with the Pack."
Minor House, formed within the last 500 years due to a falling out within another noble house that has since fallen from memory, close ties to the throne due to their assistance and protection ever since. Wolffel manages the town gaurds across the empire, keeping the Imperial Peace
The Seven Dwarf Kingdoms
A proud and honorable race, sadly divided by long grudges and subterranean wars. Despite this, the Dwarves of each of the seven kingdoms, Thimthiod, Bhughrim, Dhightaruhr, Mul Toduhr, Dughfaldir, Geghyahr and Vimtorum, nevertheless treat the surface dwellers including the Empire as trusted allies and trading partners and tactfully ignore their dealings with their rivals even as their rivals seek to undermine each other and strengthen their own holds.
Historically, the Empire and the Dwarves have never entered into outright conflict, although their have been periods of tense relations, trade embargoes and political strife, for when an exterior force threatens their underground lands, the squabbling kingdoms put aside their differences and fight off the interloper with trademark stubbornness and warrior skill, backed by their odd inventions and heavy infantry formations, and once the foe is defeated, they go back to their civil war like it is a national sport. In addition to this, both empire and Dwarf kingdoms see the value of trade with etch other and that each side has many things the other lacks.
Of key importance when discussing dwarf culture is their reverence for the written word, the rule of law, and honoring a promise kept. They see the destruction of a word to be a heinous crime and therefore never use paper or ink in their missives or books, for such things fade and crumble in time, and any message or meaning is lost. Instead, they use thin sheets of metal etched with acid or stone with chisels, their runic alphabet being rich in meaning and reliant on context with those around it, and even the social standing of the sender and recipient having to be factored. The History of their race is remarkably complete and open to interested scholars of all races in what was once the capital of their empire.
Unusually and to the superstition of many nobles in the empire, the dwarves across the kingdoms give homage to Eclipse, the moon goddess, although it would be more accurate to say they acknowledge her power and worship her in a casual but honest way as to not cause offence, for under the mountains night rules eternal and when a tunnel collapses or there are odd noises in the dark, even a dwarf needs some assurance their is a higher power out there that is on their side.
Characters Available
further suggestions welcome
Guard Captain
AKA, Best of Ten Thousand, The Shield of the Throne, The Sentinel
"My Blood before the Empress', My Life before The Empress', We are the Shield, We are the Blade. The steel beneath silk. " Oath of the Silver Knights
Role: Close security and physical protection
Commander of the Silver Knights, The Empress' personal elite guard, The guard captain answers only to the Empress and has the authority to overrule anyone and everyone else in the Military where the Monarch's security is concerned. A solider must have a keen tactical mind, unquestionable loyalty to the Crown, and be able to best anyone in personal combat to even be considered for the Silver Knights, let alone to be their commander. If the Empress is threatened, it is the Silver knights who can always be trusted to stand firm and the Guard Captain who will cross blades with the assassin, shielding her with their body if necessary
Equipment:
Masterwork Plate Armour and Kite Shield
The Sword of Sunlight. (Masterwork Broadsword, enchanted to glow in Darkness, deals fire damage)
Masterwork Mace
Abilities:
Best of Ten Thousand
The Guard Captain is a warrior without equal and automatically wins a direct one-on-one fight with an opponent.
Commander
Has 100 Silver knights at their command, can set them guard shifts, patrols and can order them to arrest suspected traitors. Silver Knights are always loyal to the throne first and cannot be bribed or turned.
The Guard Captain can also use regular army units to bolster the protection detail
Bodyguard
Can swap places with the Empress instantly if the former is attacked, must be close to her however
Court Magi
Aka, First Enchanter, The Circle's Voice, Shepard of the Winds
"Magic is a fact of Life, Your Grace, and who better to keep you informed of its mysteries than we of the circle?"
Role: Magical Adviser and Spiritual defense.
The Circle of Mages are a school of Mages that allows those so gifted to best use their talents to serve the empire. Forbidden by law to own lands or titles, Mages never the less have some measure of political power, and most noble houses have at least one mage on staff to assist their daily lives or advise on magical phenomena, such as mythical creatures, or to provide an instant communication service across long distances. The Court Mage is the Enchanter assigned to the Empress' circle of advisers and provides protection from those threats magical in nature, such as scrying, mental domination or simple magically gifted assassins.
Equipment
Staff of The Enchanters
Formal robes (enchanted with magical defense)
Dagger
Abilities:
Magic sense
When the Court Mage is in proximity to something enchanted, hexed or in the area of effect of a hostile spell, they will be PM'd on the nature and location of the spell and caster if possible.
Dispel
Can remove magical debuffs or curses as well as instantly counter hostile spell casting in their presence
Magical Prodigy
can cast a number of spells to assist the other characters is their duties and provide formidable direct damage if required.
Spells are:
Fireball: AoE direct damage, friendly fire possible
Lightning: single target Damage
Gust: Single target or AOE Knockdown
Scying: can see what a person is doing anywhere, can be blocked by magic
Shroud: can designate an area such as a room or corridor, immune to scrying. Lasts one day only one shroud can be up at a time and cannot be removed early.
Heal: removes injuries, poison or sickness from a target
Embody: removes fatigue from a target
Remove magic: removes all magical protections and buffs/debuffs from target
Shield: Target gains immunity to arrows. lasts four hours
Sending: can send a paper message to any person instantly with a thought
Invisibility: makes a single target impossible to detect without magic. Lasts 12 hours
The mage can cast only a limited number per day and will be informed if the strain is getting to them via PM
Spymaster
AKA, The Silent Watcher, The Blade of Words, Hand of the Throne
"Your guilt is clear to see, Baron Douglas, we have the order signed in your own hand, several of your own staff testify you met with several conspirators regularly in the cellar of the Wounded Dragon, here are the minutes of every meeting, and the agent you hired to perform the assassination was in my employ." -Spymaster Riggs during the trail of the Merchant Wars, 1546
Role: Information gathering and security
Some say it is the empire's armies that keep the Throne in power, or its diplomats that keep its neighbors happy and trade profitable, however, it is information that is the true currency of the realm and the spymaster spreads their web into everything, his agents are everywhere and their ears and eyes are open. Most don't know who they report to or why beyond a pouch of coins offered by a shadowy figure in the dark drinking hall of the local tavern, or why anyone would want the information they are selling. The Spymaster collects these reports, directs his spies and agents and keeps the empress informed of events within her realm and should the order be given, send his best to silence a threat with a dagger in the night.
Equipment
Imperial Nobel's outfit
Masterwork Short sword
Letter and signet forging kit
Abilities
Whispers in the web
Any rumors of a threat to her Grace, or the activities of a traitor or enemy agent has a chance to be picked up by the spy master's agents. The player will be Pm'd reports and can take steps to discover more or silence the threat at the root.
Interrogate
If evidence can be gathered to justify an arrest by the Silver Knights, the suspect is given to the spymaster to extract the names of fellow conspirators or more evidence
Rumors and lies
Can use their network to influence pubic opinion, influence and mislead nobles, the opinion of foreign nations, and have information and rumors traced or suppressed. Captured spies can be turned into double agents or information leaked to imply that they were turned. However, this all takes time. The player will be pm'd at a later date and informed of the results
Blade in the Dark
None are beyond the Spymaster's reach. If an assassin or traitor escapes the spymaster can work towards finding them and ensuring they do not become a threat again.
Imperial Game Warden
AKA, The Ranger of the Woods, The Empire's Huntsman, Beast Tamer
"An Assassin? No, the Game Warden guards the Imperial private lands and its herds of deer from poachers. If he ever kills a man it is a trespasser or poacher, a criminal. Besides he's never in the city anyway."
Role: Imperial Master Assassin, Bodyguard support
By ancient laws, the lands south of the Icecrown mountains and north of Lake Calid have long been Imperial Crown private reserve, and here the royal heard of deer and other game animals are raised and manged by a large group of woodsmen and women known as Imperial Rangers, occasionally they help disband or capture bandits in nearby nobles lands, but for the most part they defend the herds from poachers and provide advice and support for whenever the Emperor or any bearing his writ of permission wishes to hunt in the region, no matter if deer, or trolls that have wandered down from the mountains, the Imperial Game Warden is their commander and overseer, a role that is given by the monarch themselves.
However, he also performs a secondary purpose, one that requires frequent contact with the Spymaster. Sometimes a criminal escapes from prison, or a Noble slips away before the Guards can apprehend them for some crime or another, a message is sent to the game warden, in code, to ensure that the danger never rears its head again, and who would be better at finding one man in the wild than a master of the hunt?
Equipment
Longbow and a variety of arrows
Claymore
Hunting Knife
Masterwork Hard Leather Armour
Trapmaker's kit.
Tamed Wolf
Abilities
Beastmaster
the Game Warden's tame wolf is more than a pet or attack dog, it is trained to detect poisons, fear or academical devices and traps. it will alert its master of any such things it finds
To the Hunt
if an Assassin attempt is thwarted but the culprit is not killed or captured, the Game warden can instantly get onto his trail with the help of his wolf. a PM will be sent indicating the path the assassin or agent fled the encounter from, and the game warden is much more likely to find the target if he flees the city
All men are beasts
the Game warden has a natural eye for concealment and shooting locations, even here in the Imperial capital and the Palace itself, if an assassin attempts to use one such location within the Game Warden's line of sight, he is instantly detected and the game warden can take a shot at him first. Alternatively, he can trap these locations beforehand.
Imperial Seneschal
AKA, The Head of the Household, Attendant to Kings, Ruler of the Below Stairs
"this tea is imported from the eastern colonies, my Lord, When properly brewed, it yields a thin-bodied, light-colored infusion with a floral aroma. The flavor can include a tinge of astringent tannic characteristics, and a musky spiciness that is unmatched. Oh, and if you look just over there you will see the Guard Captain would like a word with you in regards to your nocturnal wanderings."
Role: NPC Staff Management and Event/Political influence.
Every Noble House has staff, maids, guards, cleaners, footmen, all have castles and estates that need to be kept clean and ready to attend to their Lord's needs at short notice. This needs a skilled manager and servant, one able to predict the needs of both Lord and guests before they even know they have them, Shepard and chastise the staff behind the scenes and ensure that if there are any problems, they occur beyond the sight of most.
Seneschals are the head Butler or maid of a house, most often an experienced and loyal servant who earned the post through years and perhaps decades of service, the truly best have an almost prophetic talent of prediction, an exceptional memory for faces, and the respect and obedience of hundreds if not thousands of people who work behind the scenes of every noble house. The Imperial House is no different.
The Imperial Seneschal is responsible for the management and smooth running of audiences with diplomats, balls, ceremonies and any function that requires the Empress' presence and many a bitter and angry Envoy has left the Palace with favorable opinions of the Imperial Throne, partly due to the excellent service provided by the Seneschal and his staff.
Officially, the Imperial Seneschal answers to the Empress and is her personal servant, managing the rest of the household as a secondary duty, but due to the importance and trust of their position they are also subservient to both the Guard Captain and Spymaster and therefore, is trained in combat and holds an honorary Silver Knight Title. Any spy or assassin has to first avoid the spymaster's networks and the Seneshal's encyclopedic memory of the faces of his subordinates to infiltrate the palace staff and should that be possible, he remains a formidable barrier, willing to draw blades in defense of the Empress.
Equipment
Head Butler/Maid Uniform. (reinforced with light armor plate and hidden blade pockets)
Shortsword
6 throwing daggers
Signet ring of the Silver Knights
Abilities
Memory for faces
Despite the huge number of servants, guards and other working class folk within the imperial place, the Seneschal knows everyone by face and name, having sat in on their recruitment and knows their duties, having had been in their shoes many years ago with another Seneschal breathing down his or her neck. Any imposers disguised as staff that enter and remain in his line of sight for a long enough period will be discovered.
Organizer
As the Empress' head of household, the Seneschal is the man or woman responsible for the successful running of her official appearances, Imperial Staff work harder and more efficiently in events managed by the Seneschal , and the guests are more likely to enjoy themselves and look favorably upon her grace as result.
The Walls have ears
To many Nobility, Servants are a form of mobile furniture, summoned into existence as their bell and gone again when not needed. therefore the staff can hear things they shouldn't and report it to the Seneschal, who will relay it to either the spymaster, the Empress, or the Guard Captain as needed.
High chance that, if a noble or diplomatic guest is plotting within the imperial place, that word will reach the Seneschal. Players will Pm'd a report when this occurs
"Might i interest you in..."
The Imperial Seneschal is, first and foremost, a servant of her grace, however, he can use this to the advantage of her advisers, providing distractions, ensuring a guest room is empty for an agent to search, or moving Silver Knights or other guards into position for an arrest unnoticed.
Player can distract or lure away any NPC marked as a guest for a short period and dependent on other player actions avoiding their notice, the NPC might even return to what they were doing with an improved opinion of the Empress and her household. NPCs under the effects of this ability will ignore or not notice any changes in their guest chambers or the movement of NPC agents around them unless they are obvious or rushed.
This ability can also be used on The Princess if the player desires, however she is more likely to resist its effects that most NPCS
ECLIPSE INQUISITOR
AKA, The Moonlight Hunter, The Outsider, Shadow Walker.
"Evil can walk in the Daylight, Therefore, Good must stalk the night."
Role: Night Defense, Magical/alchemical Support
Alone among the Inner circle of the Empress's council, The Eclipse Inquisitor is not a long standing Ally of her Father, instead the Inquisitor is here by Her Grace's summons, to take the place of the Sun God's Priest on her Council and advise her on spiritual matters.
Within the Empire, by far the most popular religion is that of the Sun God, Solar, often depicted as loud, fearless and jovial, wars and life are conducted under the sunlight and therefore are something to be seen and to be proud of, "Remember that the Sun God Sees." is a common refrain when someone wishes to talk someone out of a course of action that might be seen as silly, underhanded or stupid.
By contrast, most of the nobility see his wife, the quiet, luminescent thinker Eclipse as some kind of evil or dishonorable faith, used by thieves and assassins to give aid to their dealings, this is ignoring the faith's proud history as witch and beast hunters, the aid and support they offer the lost and destitute and forget that, it is town guards and soldiers, the ones who catch thieves and murderers under the moon light, that offer her the most respect.
Eclipse is a misunderstood goddess in the Empire, but she and her followers bare little resentment, many evil creatures lurk in shadows so the comparison is understandable, if offensive. She teaches that the night is nothing to fear and that darkness, death and the unknown are to be faced with head held high and for you to never give up while you may still have a trick up your sleeve, cleverness and resourcefulness are her favored traits.
Her Inquisitors are an order of Hunters, Warrior priests who take the fight to vampires, werewolves and their ilk while Solar's priests join the armies and give roaring orations. Inquisitors use potions, intricate devises, handheld explosives, dwarven firearms and the subtlest aspects of their Goddess even more subtle magics to hunt the evils that try and call night their own, all the ignorant that it is Eclipse who rules.
Equipment:
Inquisitor's Hat
Masterwork leather Armour
2 Flintlock Pistols
Silver Bullets
Silver Dagger
Book of The Night
Smoke Bombs
Bag of Caltrops
Healing, fatigue and Anti-Posion potions
Abilities
The Night is mine.
Near perfect Night Vision, conversely, can become almost invisible in darkness
Shadow Walker
Can cross short distances with a teleport, only during the night.
Eclipse's chosen
During the nighttime hours can cast the following spells, they cannot be countered or dispelled:
Fear the Night: the Inquisitor Causes Fear
Moonlight Image: Can form a doppleganger of themselves or an NPC they have spent at least two hours with within a patch of direct moonlight
Lights out: snuffs out all artificial light within a room, such as torches or fires.
Night's Embrace: Can bind and trap a single target with tendrils of shadows
Some say it is the empire's armies that keep the Throne in power, or its diplomats that keep its neighbors happy and trade profitable, however, it is information that is the true currency of the realm and the spymaster spreads their web into everything, his agents are everywhere and their ears and eyes are open. Most don't know who they report to or why beyond a pouch of coins offered by a shadowy figure in the dark drinking hall of the local tavern, or why anyone would want the information they are selling. The Spymaster collects these reports, directs his spies and agents and keeps the empress informed of events within her realm and should the order be given, send his best to silence a threat with a dagger in the night.
Equipment
Imperial Nobel's outfit
Masterwork Short sword
Letter and signet forging kit
Abilities
Whispers in the web
Any rumors of a threat to her Grace, or the activities of a traitor or enemy agent has a chance to be picked up by the spy master's agents. The player will be Pm'd reports and can take steps to discover more or silence the threat at the root.
Interrogate
If evidence can be gathered to justify an arrest by the Silver Knights, the suspect is given to the spymaster to extract the names of fellow conspirators or more evidence
Rumors and lies
Can use their network to influence pubic opinion, influence and mislead nobles, the opinion of foreign nations, and have information and rumors traced or suppressed. Captured spies can be turned into double agents or information leaked to imply that they were turned. However, this all takes time. The player will be pm'd at a later date and informed of the results
Blade in the Dark
None are beyond the Spymaster's reach. If an assassin or traitor escapes the spymaster can work towards finding them and ensuring they do not become a threat again.
Imperial Game Warden
AKA, The Ranger of the Woods, The Empire's Huntsman, Beast Tamer
"An Assassin? No, the Game Warden guards the Imperial private lands and its herds of deer from poachers. If he ever kills a man it is a trespasser or poacher, a criminal. Besides he's never in the city anyway."
Role: Imperial Master Assassin, Bodyguard support
By ancient laws, the lands south of the Icecrown mountains and north of Lake Calid have long been Imperial Crown private reserve, and here the royal heard of deer and other game animals are raised and manged by a large group of woodsmen and women known as Imperial Rangers, occasionally they help disband or capture bandits in nearby nobles lands, but for the most part they defend the herds from poachers and provide advice and support for whenever the Emperor or any bearing his writ of permission wishes to hunt in the region, no matter if deer, or trolls that have wandered down from the mountains, the Imperial Game Warden is their commander and overseer, a role that is given by the monarch themselves.
However, he also performs a secondary purpose, one that requires frequent contact with the Spymaster. Sometimes a criminal escapes from prison, or a Noble slips away before the Guards can apprehend them for some crime or another, a message is sent to the game warden, in code, to ensure that the danger never rears its head again, and who would be better at finding one man in the wild than a master of the hunt?
Equipment
Longbow and a variety of arrows
Claymore
Hunting Knife
Masterwork Hard Leather Armour
Trapmaker's kit.
Tamed Wolf
Abilities
Beastmaster
the Game Warden's tame wolf is more than a pet or attack dog, it is trained to detect poisons, fear or academical devices and traps. it will alert its master of any such things it finds
To the Hunt
if an Assassin attempt is thwarted but the culprit is not killed or captured, the Game warden can instantly get onto his trail with the help of his wolf. a PM will be sent indicating the path the assassin or agent fled the encounter from, and the game warden is much more likely to find the target if he flees the city
All men are beasts
the Game warden has a natural eye for concealment and shooting locations, even here in the Imperial capital and the Palace itself, if an assassin attempts to use one such location within the Game Warden's line of sight, he is instantly detected and the game warden can take a shot at him first. Alternatively, he can trap these locations beforehand.
Imperial Seneschal
AKA, The Head of the Household, Attendant to Kings, Ruler of the Below Stairs
"this tea is imported from the eastern colonies, my Lord, When properly brewed, it yields a thin-bodied, light-colored infusion with a floral aroma. The flavor can include a tinge of astringent tannic characteristics, and a musky spiciness that is unmatched. Oh, and if you look just over there you will see the Guard Captain would like a word with you in regards to your nocturnal wanderings."
Role: NPC Staff Management and Event/Political influence.
Every Noble House has staff, maids, guards, cleaners, footmen, all have castles and estates that need to be kept clean and ready to attend to their Lord's needs at short notice. This needs a skilled manager and servant, one able to predict the needs of both Lord and guests before they even know they have them, Shepard and chastise the staff behind the scenes and ensure that if there are any problems, they occur beyond the sight of most.
Seneschals are the head Butler or maid of a house, most often an experienced and loyal servant who earned the post through years and perhaps decades of service, the truly best have an almost prophetic talent of prediction, an exceptional memory for faces, and the respect and obedience of hundreds if not thousands of people who work behind the scenes of every noble house. The Imperial House is no different.
The Imperial Seneschal is responsible for the management and smooth running of audiences with diplomats, balls, ceremonies and any function that requires the Empress' presence and many a bitter and angry Envoy has left the Palace with favorable opinions of the Imperial Throne, partly due to the excellent service provided by the Seneschal and his staff.
Officially, the Imperial Seneschal answers to the Empress and is her personal servant, managing the rest of the household as a secondary duty, but due to the importance and trust of their position they are also subservient to both the Guard Captain and Spymaster and therefore, is trained in combat and holds an honorary Silver Knight Title. Any spy or assassin has to first avoid the spymaster's networks and the Seneshal's encyclopedic memory of the faces of his subordinates to infiltrate the palace staff and should that be possible, he remains a formidable barrier, willing to draw blades in defense of the Empress.
Equipment
Head Butler/Maid Uniform. (reinforced with light armor plate and hidden blade pockets)
Shortsword
6 throwing daggers
Signet ring of the Silver Knights
Abilities
Memory for faces
Despite the huge number of servants, guards and other working class folk within the imperial place, the Seneschal knows everyone by face and name, having sat in on their recruitment and knows their duties, having had been in their shoes many years ago with another Seneschal breathing down his or her neck. Any imposers disguised as staff that enter and remain in his line of sight for a long enough period will be discovered.
Organizer
As the Empress' head of household, the Seneschal is the man or woman responsible for the successful running of her official appearances, Imperial Staff work harder and more efficiently in events managed by the Seneschal , and the guests are more likely to enjoy themselves and look favorably upon her grace as result.
The Walls have ears
To many Nobility, Servants are a form of mobile furniture, summoned into existence as their bell and gone again when not needed. therefore the staff can hear things they shouldn't and report it to the Seneschal, who will relay it to either the spymaster, the Empress, or the Guard Captain as needed.
High chance that, if a noble or diplomatic guest is plotting within the imperial place, that word will reach the Seneschal. Players will Pm'd a report when this occurs
"Might i interest you in..."
The Imperial Seneschal is, first and foremost, a servant of her grace, however, he can use this to the advantage of her advisers, providing distractions, ensuring a guest room is empty for an agent to search, or moving Silver Knights or other guards into position for an arrest unnoticed.
Player can distract or lure away any NPC marked as a guest for a short period and dependent on other player actions avoiding their notice, the NPC might even return to what they were doing with an improved opinion of the Empress and her household. NPCs under the effects of this ability will ignore or not notice any changes in their guest chambers or the movement of NPC agents around them unless they are obvious or rushed.
This ability can also be used on The Princess if the player desires, however she is more likely to resist its effects that most NPCS
ECLIPSE INQUISITOR
AKA, The Moonlight Hunter, The Outsider, Shadow Walker.
"Evil can walk in the Daylight, Therefore, Good must stalk the night."
Role: Night Defense, Magical/alchemical Support
Alone among the Inner circle of the Empress's council, The Eclipse Inquisitor is not a long standing Ally of her Father, instead the Inquisitor is here by Her Grace's summons, to take the place of the Sun God's Priest on her Council and advise her on spiritual matters.
Within the Empire, by far the most popular religion is that of the Sun God, Solar, often depicted as loud, fearless and jovial, wars and life are conducted under the sunlight and therefore are something to be seen and to be proud of, "Remember that the Sun God Sees." is a common refrain when someone wishes to talk someone out of a course of action that might be seen as silly, underhanded or stupid.
By contrast, most of the nobility see his wife, the quiet, luminescent thinker Eclipse as some kind of evil or dishonorable faith, used by thieves and assassins to give aid to their dealings, this is ignoring the faith's proud history as witch and beast hunters, the aid and support they offer the lost and destitute and forget that, it is town guards and soldiers, the ones who catch thieves and murderers under the moon light, that offer her the most respect.
Eclipse is a misunderstood goddess in the Empire, but she and her followers bare little resentment, many evil creatures lurk in shadows so the comparison is understandable, if offensive. She teaches that the night is nothing to fear and that darkness, death and the unknown are to be faced with head held high and for you to never give up while you may still have a trick up your sleeve, cleverness and resourcefulness are her favored traits.
Her Inquisitors are an order of Hunters, Warrior priests who take the fight to vampires, werewolves and their ilk while Solar's priests join the armies and give roaring orations. Inquisitors use potions, intricate devises, handheld explosives, dwarven firearms and the subtlest aspects of their Goddess even more subtle magics to hunt the evils that try and call night their own, all the ignorant that it is Eclipse who rules.
Equipment:
Inquisitor's Hat
Masterwork leather Armour
2 Flintlock Pistols
Silver Bullets
Silver Dagger
Book of The Night
Smoke Bombs
Bag of Caltrops
Healing, fatigue and Anti-Posion potions
Abilities
The Night is mine.
Near perfect Night Vision, conversely, can become almost invisible in darkness
Shadow Walker
Can cross short distances with a teleport, only during the night.
Eclipse's chosen
During the nighttime hours can cast the following spells, they cannot be countered or dispelled:
Fear the Night: the Inquisitor Causes Fear
Moonlight Image: Can form a doppleganger of themselves or an NPC they have spent at least two hours with within a patch of direct moonlight
Lights out: snuffs out all artificial light within a room, such as torches or fires.
Night's Embrace: Can bind and trap a single target with tendrils of shadows