· 6 years ago · Jun 27, 2019, 07:54 AM
1TABLE OF CONTENTS
2(ctrl+f function implemented. This shit will be long)
3
4INTRODUCTION [INT]
5
6PART I: THE LORE [1.0.0.0]
7SECTION I: WORLD PRIMER [1.1.0.0]
8i: HISTORY OF WHITEASH [1.1.1.0]
9ii: THE LANDMARKS [1.1.2.0]
10 THE GREAT BLACK SWAMP [1.1.2.1]
11 KATYANN CENOTAPH [1.1.2.2]
12 THE BACK OF MOSS [1.1.2.3]
13 LAKE KIRVIN [1.1.2.4]
14 WIDE RUINS [1.1.2.5]
15 THE 48 STEPS [1.1.2.6]
16 FATHER'S SPRINGS [1.1.2.7]
17 COLLUG'S MOUNT [1.1.2.8]
18 SVALSKULLA [1.1.2.9]
19 ZIGGURAT OF THE GOD-UR [1.1.2.10]
20 TEMPLE OF THE FATHER [1.1.2.11]
21 EDGE OF THE WORLD [1.1.2.12]
22 THE PASS [1.1.2.13]
23 ETHERMIAL PLANES [1.1.2.16.14]
24 ENDIEA FOREST [1.1.2.15]
25
26iii: CITIES [1.1.3.0]
27 LACONIA [1.1.3.1]
28 ST. ILANZ [1.1.3.2]
29 LANGENFELD [1.1.3.3]
30 MYRSET [1.1.3.4]
31 SKURU [1.1.3.5]
32 GOD-UR KASDEEM [1.1.3.6]
33
34iv: CULTURES [1.1.4.0]
35 HIGH LACONIAN [1.1.4.1]
36 SKURU [1.1.4.2]
37 KATYANN [1.1.4.3]
38 GOD-UR [1.1.4.4]
39 COROSIA [1.1.4.5]
40 DAINAER [1.1.4.6]
41 LEPER [1.1.4.7]
42
43v: LANGUAGES [1.1.5.0]
44 UTNE [1.1.5.1]
45 URTEN [1.1.5.2]
46 RUTEN [1.1.5.3]
47 LEPER TONGUE [1.1.5.4]
48 COROSIA [1.1.5.5]
49 RALAETON [1.1.5.6]
50 DUT [1.1.5.7]
51
52SECTION II: LACONIA AND THE GREAT BLACK SWAMP [1.2.0.0]
53i: THE GREAT BLACK SWAMP [1.2.1.0]
54ii: HISTORY OF LACONIA AND THE ATMOSPHERE OF THE CITY [1.2.2.0]
55iii: THE LANDMARKS [1.2.3.0]
56 A: BEFORE THE GATE [1.2.3A.0]
57 LEPER'S COLONY [1.2.3A.1]
58 THE GATE OF HARTIS [1.2.3A.2]
59 B: BEYOND THE GATE [1.2.3B.0]
60 THE UNDERSIDE [1.2.3B.1]
61 THE GRAVE [1.2.3B.1.1]
62 CITY PITS [1.2.3B.1.2]
63 MOODY BLEAU'S [1.2.3B.1.3]
64 THE SLUMS [1.2.3B.1.4]
65 WAREHOUSE DISTRICT [1.2.3B.2]
66 UPTOWN DISTRICT [1.2.3B.3]
67 CHURCH OF ST. VEROUX [1.2.3B.3.1]
68 GOVERNOR'S MANSION [1.2.3B.3.2]
69 CLAN REGIS' HALL [1.2.3B.3.3]
70 ANNALS OF TIME [1.2.3B.3.4]
71 BUSINESS DISTRICT [1.2.3B.4]
72 THE BAZAAR [1.2.3B.4.1]
73 CENTRAL MARKET [1.2.3B.4.2]
74
75SECTION III: THE PEOPLE [1.3.0.0]
76 GUNNAR REGIS & CLAN REGIS [1.3.0.1]
77 OCULUS "ZENCHAR" HARTIN [1.3.0.2]
78 KOVYEN TOR [1.3.0.3]
79 KATEYYEN OBJYECK [1.3.0.4]
80 NJALA SIGURDDATTER [1.3.0.5]
81 VANN ADCOCK [1.3.0.6]
82 THE SHADOW [1.3.0.7]
83 JARIK DELUEX [1.3.0.8]
84 TATIANA ST. TROYA [1.3.0.9]
85 GADDAN THE CLENCH-FISTED [1.3.0.10]
86 KOLLBALT ACCHUR [1.3.0.11]
87 SELLSWORD FAREYE [1.3.0.12]
88 "ONE NAME" VLASKA [1.3.0.13]
89 NICCOLO DELLA TERRAVERDI [1.3.0.14
90
91SECTION IV: NOTABLE GROUPS [1.4.0.0]
92 CULT OF THE IVORY HAWK [1.4.0.1]
93 LACONIAN SECRET POLICE [1.4.0.2]
94 EARTH-NATURE [1.4.0.3]
95 WHITE ARM OF SKURU [1.4.0.5]
96 PIFSA [1.4.0.6]
97 THE GUILD [1.4.0.7]
98 KNOW NOTHINGS [1.4.0.8]
99 GRAVEDIGGERS [1.4.0.9]
100
101PART II: PLAYER'S HAND BOOK
102SECTION I: THE BASICS
103
104SECTION II: CLASSES
105
106SECTION III: SKILLS AND FEATS
107
108SECTION IV: MAGIC
109
110SECTION V: EQUIPMENT
111
112SECTION VI: ADDITIONAL RULES
113
114PART III: PLANNED EXPANSIONS
115
116
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118PART I: THE LORE [1.0.0.0]
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120"What is a world without a story?"
121~ Njala Sigurdsson
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123SECTION I: WORLD PRIMER [1.1.0.0]
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125While Laconia is pretty much the most important city in all of Whiteash (pronounced Whit-eesh)
126and it is the backdrop for what will be many of the main stories, there is so much more to the
127continent. You may never even use places outside of Laconia in your stories, but it is still
128important to keep in mind that not everything happens within its walls and there's a bigger
129picture out there. The best part about this is that because the continent is fleshed out only
130to a certain point you can pretty much create little villages anywhere to host your story. The
131continent is meant to be a very flexible tool that gives you as much as possible for the time
132and creativity you put into it. As long as you remember to take advantage of everything available
133I'm pretty sure you'll do fine.
134
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136i: HISTORY OF WHITEASH [1.1.1.0]
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138Whiteash itself is a conundrum: the entire continent was never believed to have housed any native
139population. Instead, most of the people who became those of Whiteash came from the Northwestern
140island of Skuru. It is believed that at one point before known recorded human history that over
141a series of centuries people gradually began to leave Skuru and settle on the mainland.
142Naturally there are groups that disagree with this notion, but this account is generally assumed
143to be truth by most historians. Much of the artifacts of the early people bear markings like that
144of old Skuru, so it's very likely that the source of all human life on Whiteash came from the
145island.
146
147The greater question is why did no humans live on Whiteash? Of all the lurking variables, one
148that that historians don't like to discuss is that perhaps humans were never meant to live on
149the continent, that it instead was a sanctuary created specifically for other creatures by
150the gods. The historians don't necessarily like this approach (mostly because they're pretty
151secular themselves), but it also found itself under attack from religious groups that believed
152the gods would do anything for the humans and could not believe that they would decide the
153humans were unworthy of an entire continent. Cultures like the God-Ur would also claim that the
154historians were ignorant and humans had always been on Whiteash, they just chose to never leave
155behind evidence of their existence, which is a extremely flimsy argument that doesn't really
156stand in any debate and usually leads to the God-Ur plugging their ears and shouting until their
157opponent leaves dejected.
158
159The first two cities founded were Laconia and Myrset, and though they're considered sister cities
160they're both polar opposites of one another (more on that in the cities sections, We went far too
161off topic about the God-Ur earlier and information like that should be saved for the sections
162dedicated to them). Myrset was founded near the coast to facilitate travel to and from Whiteash
163while Laconia was further inland to take advantage of the abundant natural resources of the
164continent. Over time Laconia and Myrset grew distant culturally. Myrset retained most of Skuru's
165culture, but Laconia, cut off from direct influence, began to formulate its own culture. This is
166the reason for three very similar, but different languages: Utne, the root; Urten, Myrset's
167form; and Ruten, Laconia's form (Those from Skuru see both as butchering their culture and
168look down upon those who speak Urten or Ruten. Later on Langenfeld, St. Ilanz, and God-Ur Kasdeem
169would pop up on the continent, but none of them were as important in shaping the continent than
170Skuru and its daughter states.
171
172Despite there being city-states that vied for Whiteash, there was never a king to rule over them.
173Skuru's King in the early days of Whiteash, Juruag IV, made it his goal to unify the continent by
174amassing Langenfeld and St. Ilanz under his belt. What followed this was a large scale assault on
175the two cities via several rivers that ran from Laconia. His forces easily laid the cities' small
176militias to waste and with very little effort Juruag IV was able to unify Whiteash for the
177remainder of his rule.
178
179Despite the peace and protection Juruag IV's rule brought to Whiteash, both St. Ilanz and Langenfeld were hotbeds of anti-Skuru activity. The simple explanation for this is that the people of both St. Ilanz and Langenfeld were not of Skuru and therefore their cultures were vastly different than that of their ruler. By Juruag IV's death ten years later the cities had grown so autonomous that an outsider would believe Skuru had no affect on them at all. More importantly, Juruag IV's death led to the petering out of Skuru's major influence over Whiteash. Skuru could no longer sustain long-term control in Whiteash and eventually pulled out and reserving itself to only trading matters with the continent. Myrset and Laconia further estranged themselves from Skuru as their cultures began to differ. Myrset became a trading giant while Laconia, the once treasured jewel of the Great Black Swamp, began to wither away into a city of fools and thieves.
180
181In general, the history is Whiteash is mostly an extentsion of other peoples, being a settled land.
182Outside of the cities and major landmarks there is little known about this vast continent. Perhaps you
183can use this to your advantage and set your stories in new, uncharted lands.
184
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186ii: THE LANDMARKS [1.1.2.0]
187▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
188"It surprises me how little care your people show for your world when they are in fact reverant
189enough to not touch a thing populating it."
190~ Fiametta Regis
191-------------------------------
192THE GREAT BLACK SWAMP [1.1.2.1]
193-------------------------------
194See [1.2.1.0] in Section II
195--------------------------
196KATYANN CENOTAPH [1.1.2.2]
197--------------------------
198In the early years of Skuru life on Whiteash, one of the groups that immigrated were the Katyann.
199On Skuru the existence of the Katyann paralleled the Unte and both groups were at odds for
200generations. However, the Katyann, being a minority group, were persecuted by the rapidly
201expanding Utne and when Whiteash was being colonized a mass exodus of Katyann ensued. For the
202Katyann it was a chance to live without abuse, but many of the Utne in Whiteash faced the
203people with the same hostility they found in Skuru. The group chose to live with the
204discrimination, but the Utne could not stand the sheer volume of Katyann people, especially in
205Myrset where nearly half of the population was Katyann. The Myrset branch of the Know Nothings
206set out to "clean the streets of filth" and began rounding up groups of them and dragged them
207to the Endiea Forest. A majority of the Katyann were killed on the way while the rest were
208executed by the Gravediggers and tossed into a mass grave. The few surviving Katyann fled deep
209into the interior of Whiteash, marking the mass grave to remember the massacre that took place
210on that day. The Know Nothings deny any willful intent on their part, arguing that they were
211hired to do the job and it was merely business as usual. The Gravediggers released a statement
212that declared their dimplomatic immunity as an institution to take care of the dead and dying
213protected them from any blame and the record shows that they were there to put the throughly
214beaten and torn up bodies of the Katyann to rest. The Katyann do not forget the tragedy, which
215was burned into their memories forever.
216--------------------------
217THE BACK OF MOSS [1.1.2.3]
218--------------------------
219Lying at the edge of the known continent is the Back of Moss, believed to be one of the most
220definitive sights of Whiteash. It is a wall of rock covered completely by what appears to be
221moss (on both sides no less, bringing forth one of the strangest natural wonders in the world)
222that snakes vertically across the entire continent. This wall and the Ethermial planes behind it
223pervent further expansion across the continent and, if they really exist, hide the true
224inhabitants of Whiteash. It can be climbed and the summit gives a view of the other side of
225the continent, but the trecharous footing and abundance of moss make even standing difficult and
226many have died searching for the fabled views.
227---------------------
228LAKE KIRVIN [1.1.2.4]
229---------------------
230The largest lake on the known continent, the lake and the rivers that stem from it sustain the
231people of Langenfeld and connect them to Myrset (and through Myrset, Skuru). The massive body
232of water holds three islands, each part of the city itself. Much of the natural life of the river
233has been forsaken for the sake of travel and trade, but the beauty of the small islets and the
234surrounding area are enough to draw travels from far and wide.
235--------------------
236WIDE RUINS [1.1.2.5]
237--------------------
238The ruins, named for the fact they stretch along a segment of the Back of Moss, are the only
239source of proof for the theory that Whiteash was populated at one point. It was unsure who the
240people whom inhabited that ruins were, but their advanced technology dates them to just before
241the Utne arrived at the latest. If anything, something happened to the people living there, and
242it happened rather quickly. There is a belief that these people lived on the other side of the
243Back of Moss and just beyond the Ethermial planes and this settlement was their ill-fated
244expansion across the Back. If this is true, it means that there is more to Whiteash than the
245Utne first knew.
246----------------------
247THE 48 STEPS [1.1.2.6]
248----------------------
249One of the many wonders of Whiteash is the 48 Steps, naturally carved into the side of a mountain
250in the far northern regions of the continent. The steps are regarded as an important cultural
251and historical site for the Utne because it is believed to be the spot where Gods came down and
252handed Juruag IV the rights to rule over Whiteash, which the throne of Skuru uses to validate
253its attempts to recover influence over the continent.
254--------------------------
255FATHER'S SPRINGS [1.1.2.7]
256--------------------------
257At the northwestern most edge of Lake Kirvin there are a series of springs that runs through the
258mountains and empty into the lake. These are known as the Father's Springs by those of St. Ilanz,
259named for Ilanz St. Troya, the founder of the city. The story goes that Ilanz departed from the
260city on a pilgrimage to the 48 Steps in order that he might speak to God and ask for guidance.
261However, along the mounatin path Ilanz was caught in storm and fell into one of the rivers. He
262awoke hours later in a cove at the edge of the springs, where he insisted that God merged with
263him and he recieved the eternal wisdom. In thanks, Ilanz spent ten years carving a temple for God
264and named it after himself and the father.
265------------------------
266COLLUG'S MOUNT [1.1.2.8]
267------------------------
268The highest point along the northern mountain range, Collug's Mount was named for the father of
269Juruag IV, who, after abdicating the throne once going mad, found his home in the mountain's
270harsh climate. It's the only mountain on Whiteash that people scale to this day, if only because
271the beloved Collug's remains lie there, preserved by the frost. It's not a holy sight, but many
272older Utne see it as a sign of respect to undergo the pilgrimage to present good wishes to Collug
273as he travels beyond the mortal realm.
274---------------------
275SVALSKULLA [1.1.2.9]
276---------------------
277The largest volcano in the world that makes up the island of Skuru, Svalskulla is also the only
278volcanic system in the known world still regularly active. The peak is higher than most of the
279mountains on Whiteash, which is no small feat, and on a clear day one can clearly see the coast
280of the continent. Svalskulla is one of the most holy sights in the world for the Utne, who
281believe that within the volcano is the house of the gods and that the only way mortals can truly
282enter their home is through divine intervention when one falls in. The stories tell that the
283people of Skuru would know when a mortal is accepted when the smoke that billows from the volcano
284is pure white instead of black. As of this writing, no mortal has ever attained godhood.
285---------------------------------
286ZIGGURAT OF THE GOD-UR [1.1.2.10]
287---------------------------------
288The God-Ur, being a peculiar bunch, believe in a different history of the world, one where they
289are the chosen people and there is only one God. The ziggurat, loacted in the center of the city
290Kasdeem, marks the spot where they believe God came down and split himself into three beings:
291man, woman, and God; after which he returned to the skies. The ziggurat is an ornate sandstone
292monument that towers above most of the city. There are a few sealed stone doors leading inside,
293where the remains of the first man and woman are proposed to rest, awaiting the day they reunite
294with God and create one omnipotent being once more.
295-------------------------------
296TEMPLE OF THE FATHER [1.1.2.11]
297-------------------------------
298The temple Ilanz St. Troya spent ten years carving in thanks to God. The temple itself is small
299and contains a few benches and an altar carved from the stone. A few disciples of Ilanz St. Troya
300care for the temple, but besides them it is mostly empty. It is not meant to be a tourist
301destination, but a place of worship in one of the holiest regions of Whiteash so very few
302people outside of pilgrims on their way to the 48 Steps stop by.
303----------------------------
304EDGE OF THE WORLD [1.1.2.12]
305----------------------------
306Just beyond the Pass, the northmost mountains peter out and are replaced by sweeping plateaus
307overlooking the Northern Sea. With sharp winds and haphazardous pathways, the route is regarded
308as much more treacharous than the Back of Moss, but the end location is worth the rigorous
309journey. The Edge of the World, named for its breathtaking views of the edge of the continent,
310was first found by a foreign fleet who noticed the plateau's cliffs were a clearing in the
311otherwise mountainous region. They sent a few crew members to climb the face and see what was
312above, and when they remarked upon their experience, one was reported to compare it to what the
313edge of the world must look like.
314-------------------
315THE PASS [1.1.2.13]
316-------------------
317Lying at the summit of the 48 Steps, the Pass consists of a great rift slicing the mountainpeak
318in two. The narrow crevace does not last long, but the tight fit prevents many from traversing
319through it. The pass itself is a dull sight during the day, but when a waning moon drifts above
320the illuminated pass tells thousands of years of tales within its craggy walls.
321---------------------------
322ETHERMIAL PLANES [1.1.2.14]
323---------------------------
324On the other side of the Black of Moss is a wasteland, the Ethermial Planes. Nothing lives here,
325it only contains the remains of that which attempted to cross. The ground is parched and cracked,
326with no visible signs of sustinance at all. It runs along the entire Back, spanning the entire continent, and is the reason we know so little about the rest of Whiteash. The last person to
327ever attempt to pass it was Ilanz St. Troya, who, according to witnesses, disappeared across the
328horizon and never returned. Something lies beyond it, and Ilanz St. Troya might have found it
329and never have wanted to return home.
330------------------------
331ENDIEA FOREST [1.1.2.15]
332------------------------
333A massive forest covering the land between Myrset and the Northern Mountains, Endiea Forest is
334largely untouched by human expansion. Even as Myrset grows, the city seems to grow away from the
335forest instead of growing into it. It's not as if the forest scares the people of Myrset, but
336those from Skuru feel more of an attachment to the natural world than those who immigrated from
337other foreign lands, and part of this might have been absorbed into the mindset of the people of
338Myrset. The forest itself is not an important landmark outside of its wide berth, covering most
339of the continent until it hits the Back of Moss There are certain sections with clearings where
340the cities rest, but outside of that most of the forest remains standing with trails that wind
341through the forest and along the rivers.
342
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344ii: THE CITIES [1.1.3.0]
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346"Nature make a continent, but cities make a civilization, and civilization must be civilized"
347~ Creed of the Laconian Secret Police
348-----------------
349Laconia [1.1.3.1]
350-----------------
351See [1.2.2.0] in Section II
352-------------------
353ST. ILANZ [1.1.3.2]
354-------------------
355Founded in the early years of non-Utne immigration into Whiteash, St. Ilanz was founded by a man,
356whom many considered the holiest individual to walk the earth. Originally founded as Ilanz by
357Ilanz St. Troya and his fellow pilgrims, it was meant to be an outpost for the people of his
358land to come and find hospitality and a warm meal, perhaps even a place to live if they were
359vagabonds. Ilanz deeply believed in the humanitarian mission of his faith and, in his early life,
360searched for a way to save people from the dangers of the world. However, even as he first
361desired this, he eventually came to realize that what he truly wanted to do was find his God and
362speak with him so he could find a better way to save the people of this world. He first left his
363wife and infant daughter to walk the 48 Steps, where it was said Juruag IV spoke to God. Instead
364of finding this he instead stumbled upon the Father's Springs, which was not that far from Ilanz'
365in the first place. It was there he built the temple, after which he returned to Ilanz to find
366his wife dead and his daughter ten years older than she was before. He spent a few years with her
367before leaving Ilanz for the last time in order to cross the Back of Moss and see if he could
368find God in the forbidden lands across the planes.
369
370While the story of Ilanz St. Troya does not have much to do with the city, it is an important
371story for the people of St. Ilanz, which it was renamed after Ilanz disappeared from sight as he
372crossed the horizon on the Ethermial Planes. The city is one of two strongly religious
373communities on Whiteash, the other being that of the God-Ur. The people of St. Ilanz dislike to
374be compared to the God-Ur in the same way the God-Ur dislike being compared to them. However,
375as the city is so religious, many of it's laws are dictated from the holy texts, no matter how
376outdated they truly are. As the city was founded as a sanctuary, the laws are leniant towards
377petty crime. Often times people who steal bread are not punished because the leaders of St. Ilanz
378feel it was there fault for not supplying the person with the opportunity to eat and therefore
379they should not be punished for their attempt to live another day.
380
381In essence, St. Ilanz is a welfare state in the purest sense, the opposite of Laconia in every
382imaginable way. Where Laconia is a poor city in which people dying on the streets is a comment
383event, St. Ilanz has the facade of a utopia. The streets are clean and any homeless or vagabonds
384are sent to temporary housing while buildings are freed up for them to live in. Every person is
385entitled to an apartment-like home depending on the size of their family. The size limit is
386around five family members as there are no buildings that house room for more than that. All
387basic human necessities are taken care of by the government, ensuring that all people living in
388the city have access to three square meals a day, an education, clean clothing, healthcare,
389and housing.
390
391While on the outside it seems like a perfect place, the leaders of St. Ilanz have trouble
392actually providing all these goods. They never had the infrastructure or income to deal with the
393large amount of excess of their government. When St. Ilanz was founded, it was not founded on
394any land with luxury resources, but farmland. This was fine when it was a young settlement that
395supported the few that traveled around Whiteash, but in the years it has grown, it's grown far
396bigger than it should have. At the rate the government attempts to realize its utilitarian goals,
397the economy of the city should implode in less than four years and four years after that it
398should begin to look like another Laconia.
399
400The rammifications of the city not making that much in the first place hits the people it was
401meant to support the most. Because funds are so tight and there are so many people to take care
402of, what the people recieve is the most bare bones portions without being insignificant enough
403to constitute them as homeless. Apartments are shoddly built and follow a concept similar to
404"form follows function," clothing is the cheapest possible, made of rough cloth similar to that
405of a sack, food portions are limited and enough to keep people alive. If you look past the facade
406of St. Ilanz, you would realize that the city doesn't have anyone below the poverty level because
407everyone is just a hair above it. It's a failed experiment in saving people by prolonging their
408miserable lives longer and ignoring the issues in the system. St. Ilanz was just not the place
409for this whereas Myrset or Langenfeld would have probably provided much more.
410……………………………………………………………………………………
411While the ineptitudes of the government of St. Ilanz has been discussed, the inner workings have
412not. Ilanz desired the city to be based around a council hall system where there were a few
413elders, mostly he, those who founded the city and their descendants, that called a meeting every
414week and discussed at length with the people what needed to happen. It was a sort of pseudo-
415democracy, but not necessarily a republic. The people had a say, and the elders could not make
416a decision for them, but the elders always decided what they would do of what the people had
417brought up. This suggestion system of governance is one of the better parts of living in St.
418Ilanz, because it guarantees that the people will have a say in what happens and if the elders
419do not listen and do what they want the people always have the ability to overthrow them. This
420fear is actually what keeps the elders in check, as there are far too many people living in the
421city for it to be worth it to go against their wishes. The elders know that if they do not even
422accept one suggestion, they could incite massive riots from the entitled citizens. In this light, the city's system ends up looking much less efficient, one driven by fear of ones peers instead
423of cooperation, which was the intended goal.
424……………………………………………………………………………………
425St. Ilanz's original culture was mostly based on the transplanted Corosia culture (that of
426another, less important continent) that Ilanz and his people came from. The city itself still
427lives under the shadow of the indigenous culture of it's founders, but vagabonds from throughout
428Whiteash have been sowing the seeds of new cultures within St. Ilanz, making it a melting pot
429in progress. One day it might be similar to that of Laconia, or to a lesser extent, Myrset, but
430for now it is mostly Corosian with a few transplanted elements of other cultures.
431
432The people of St. Ilanz are mostly poor, as described earlier. Many of the people who made money
433were farmers, and as they city needed to grow and the elders reclaimed the farmlands to build
434new shelters for incoming vagabonds, many farmers left to Myrset or Langenfeld, not willing to
435live with the rest of the human trash because their livelihoods were stripped from them. The
436only people who make money now in the city are those who run stores, but they too are going
437poor because the people are too poor to buy their goods and even if they could sell them, the
438government reclaims the goods and gives it away for free. Many of these people have also left,
439unwilling to live in a city that chooses to take away their business. Because of the rapid loss
440of natives, more than seventy percent of those living in St. Ilanz are not people whose families
441lived there before the great welfare state was born, but instead those who came afterwards. Soon
442the Corosian culture will have died out and a new hybrid will be born, made up of the vagabonds
443and street trash who the city wanted to save.
444--------------------
445LANGENFELD [1.1.3.3]
446--------------------
447Langenfeld was another early settlement on Whiteash, founded in an area with varied natural
448resources. To the west is Lake Kirvin, to the north are the Nothern Mountains, and to the east is
449the Back of Moss. Langenfeld was founded by settlers from the same continent as those who founded
450St. Ilanz, the Dianaer. They decided the land was fruitful near the lake and set up their town
451there. Langenfeld was a small town for many years, but when the abundant supply of metal ores
452was discovered it quickly grew from small alpine village to a mining hub.
453
454Today Langenfeld isn't much. The mines are nearly petered out and many of the workers have left
455for other work, mostly in the shipyards of Myrset or the stone quarries of the God-Ur. The
456industry is still strong enough to sustains the people, and they make a large sum out of the
457fact that tourism has grown strong with all the people looking for a place to rest near the
458Back of Moss and that the town is built upon the shores of Lake Kirvin and alongside the mountain
459trail that winds toward Collug's Mount. In addition, the city has a strong agricultural sector,
460one that greatly surpasses St. Ilanz and Laconia, and access to trade across Whiteash thanks to
461the many rivers the sprout from Lake Kirvin.
462
463All of this income makes Langenfeld a wealthy place, and it once again assumes the look of a
464quaint alpine village, albeit a large one at that. There are no slums in Langenfeld and it ends
465up being one of the wealthiest areas of Whiteash because of this. Much of the culture of
466Langenfeld surrounds old money. Even though new blood is present in the city, most of the
467citizens are members of households that have lived in Langenfeld since its founding, making the
468city very much an exclusive place to live.
469
470Despite the grand wealth, it is not portrayed through large mansions: the standard abodes within
471the city consist of cottages that line the cobblestone streets. The few homes that are larger
472are owned by those with the oldest blood, especially those whose families were high up in the
473mining years of the city. Much of the town itself consists of small boutique shops similar to
474that of a cultural downtown section of a small town, except, as mentioned before, the entire
475city consists of these establishments. This small town atmosphere beneath the clear alpine skies
476is what draws visitors and provides income for the small stores to thrive, in turn allowing the
477culture of Langenfeld to thrive.
478……………………………………………………………………………………
479Langenfeld's government is rather simple, as it's run by one governor voted in by the council
480of households. The governor has the power the enact what he sees fit, but if the council of
481households does not swing in the same direction as he does, they have the ability to veto his
482motion. Usually the title of governor is given to one member of a household who proves themselves
483to be fit for the position based on merit. Because a household is chosen for governor, there is
484incentive not to flop in office, as it stains the household name in a relatively small community,
485essentially negatively branding said household and ruining their inter-city relationships.
486……………………………………………………………………………………
487The culture of Langenfeld is almost completely Dianaer, but there are certain pockets of other
488cultures in sections of the city. The quarters of the city are filled with groups of the same
489people, so for example there is a smal Utne quarter in Langenfeld where the culture is primarily
490Utne as opposed to Dianaer. There is just about a quarter for each culture, and just about all
491of them reside within Langenfeld as many wealthy people from all across the continent often
492move to Langenfeld for the culture and environment of the city as opposed to their home, which
493might not always be the most productive place for their class.
494----------------
495MYRSET [1.1.3.4]
496----------------
497The first of Skuru's cities, as well as the first settlement founded on the continet of Whiteash,
498Myrset was the first major hub of the continent and is a well established harbor city when it
499comes to world trade. It was founded after Juruag IV's decree that Skuru should expand beyond the
500isle so that it might claim superiority over other nations of the world. In fact, Juruag IV
501played a role of great importance in the early days of the city, granting incentives to those who
502chose to leave Skuru and populate Myrset. His main goal was for so many people to flood into
503Myrset that there would be no more room and they would head east and found new settlements in the
504name of Skuru. To an extent this did succeed, leading to the creation of Laconia.
505
506The town eventually had to grow because so many people left for Myrset, and not all of them were
507minority groups as many Utne headed out to live on the continent that never housed people before,
508often because they wanted to be the first to explore it or that they wanted to use the natural
509resources of the virgin lands. However, as much as Juraug IV wanted settlements to pop up all
510over Whiteash that did not happen. Instead, Myrset grew astonishingly quickly and became one of
511the top grossing cities in the world due to its abundance of agriculture, fishing, and the
512monopoly it had on trade in Whiteash being the only harbor city west of the Back of Moss.
513……………………………………………………………………………………
514Myrset's government functions as a trading guild. All traders who own land in Myrset come together to
515form the Diet during the decision making months, which are usually the middle and end of the year.
516……………………………………………………………………………………
517
518----------------
519SKURU [1.1.3.5]
520----------------
521
522------------------------
523GOD-UR KASDEEM [1.1.3.6]
524------------------------
525
526▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
527iii: CULTURES [1.1.4.0]
528▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
529HIGH LACONIAN [1.1.4.1]
530SKURU [1.1.4.2]
531KATYANN [1.1.4.3]
532GOD-UR [1.1.4.4]
533COROSIA [1.1.4.5]
534DAINAER [1.1.4.6]
535LEPER [1.1.4.7]
536▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
537iv: LANGUAGES [1.1.5.0]
538▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
539--------------
540UTNE [1.1.5.1]
541--------------
542The common tongue of Whiteash
543URTEN [1.1.5.2]
544RUTEN [1.1.5.3]
545LEPER TONGUE [1.1.5.4]
546COROSIA [1.1.5.5]
547RALAETON [1.1.5.6]
548-------------
549DUT [1.1.5.7]
550-------------
551Dut is most well known for being the language of the inscriptions found at the Wide Ruins along the
552Back of Moss. Dut is considered a dead language from another era on the western side of Whiteash, but it
553is the main language across the Ethermial Planes. While all of the other languages on Whiteash are
554essentially Romanized scripts in that they are based on the 26 letter alphabet with minor accents that
555may come into play, Dut is a language with its own character set, therefore being indecipherable to
556those who speak one of the many languages of Whiteash (lack of loan words and cognates). To those who
557don't understand it, Dut script just looks like a bunch of scribbles, but in reality it's a complex and
558fertile language that can accurate describe a wide variety of emotions that most languages cannot.
559
560▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
561SECTION II: LACONIA AND THE GREAT BLACK SWAMP [1.2.0.0]
562▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
563----------------------------------
564i: THE GREAT BLACK SWAMP [1.2.1.0]
565----------------------------------
566---------------------------------------------------------------
567ii: HISTORY OF LACONIA AND THE ATMOSPHERE OF THE CITY [1.2.2.0]
568---------------------------------------------------------------
569----------------------------
570iii: THE LANDMARKS [1.2.3.0]
571----------------------------
572=============================
573A: BEFORE THE GATE [1.2.3A.0]
574=============================
575_________________________
576LEPER'S COLONY [1.2.3A.1]
577_________________________
578_____________________________
579THE GATE OF HARTIS [1.2.3A.2]
580_____________________________
581=============================
582B: BEYOND THE GATE [1.2.3B.0]
583=============================
584THE UNDERSIDE [1.2.3B.1]
585THE GRAVE [1.2.3B.1.1]
586CITY PITS [1.2.3B.1.2]
587MOODY BLEAU'S [1.2.3B.1.3]
588THE SLUMS [1.2.3B.1.4]
589WAREHOUSE DISTRICT [1.2.3B.2]
590UPTOWN DISTRICT [1.2.3B.3]
591CHURCH OF ST. VEROUX [1.2.3B.3.1]
592GOVERNOR'S MANSION [1.2.3B.3.2]
593CLAN REGIS' HALL [1.2.3B.3.3]
594ANNALS OF TIME [1.2.3B.3.4]
595BUSINESS DISTRICT [1.2.3B.4]
596THE BAZAAR [1.2.3B.4.1]
597CENTRAL MARKET [1.2.3B.4.2]
598
599▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
600SECTION III: THE PEOPLE [1.3.0.0]
601▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
602"If I lied my entire life, the only truth I would speak is that I never met a dull man."
603~Oculus "Zenchar" Hartin
604
605-----------------------------------
606GUNNAR REGIS & CLAN REGIS [1.3.0.1]
607-----------------------------------
608The Regis Clan has become the dominant family in Laconia through Gunnar's political and social
609manuvering. Over the years since he arrived, Gunnar has slowly massed power within the city, essentially
610becoming its defacto governer, as all things go through him at some point or another. The entire family
611is massive and most do not live on Whiteash, but the ones who do are some of the most important people
612in Laconia.
613============
614Gunnar Regis
615============
616The Patriarch of the Regis Clan, Gunnar arrived on Whiteash from the country of Gavar, a land
617neighboring Skuru with strong trade ties with it and Whiteash. Gunnar existed as a Knight of the highest
618order when the notion of knighthood was begining to crumble in the new era. Through one vague incident,
619Gunnar killed a noble, losing his left arm below the shoulder in the process. Disgraced, he took his young wife, Fiametta, with him and settled in Whiteash starting over as a composer of vocal music. He
620founded The Guild with the other master artists in Laconia and began using it to amass power within
621the city.
622
623Gunnar fancies himself head of the entire Regis Clan, which spans a variety of lands, but is not
624accepted by his brethern, who typically shun him due to his rash actions. However, he's one of the most
625respected men on Whiteash and his word carries weight, so much so that even those who despise him still
626treat him with the uptmost respect. He's also culturally significant for his musical work, the largest
627output of which is opera, a tradition he brought with him from Gavar, albeit with a few tweaks in order
628to make it entertainment for the people as opposed to the nobles.
629____
630Gunnar is a strong man, especially for his age, which is around mid 40s. His build is bulky, almost
631similar to that of a bodybuilder (he goes through an intensive exercise regimen in order to keep his
632body in top shape). His hair is brown and cut short with small sideburns. His eyes are a basic brown.
633His clothing is inconspicuous at best and he would blend in well if it weren't for his reputation.
634____
635Cold and unforgiving to those he does not know very well, Gunnar treats relations with those who are not
636friends or family as mere business. His reputation often paints him as a man willing to do anything to
637get his way, something that stems from stories of his original fall in Gavar. He dislikes discussion of
638his past and insists his life in Laconia is a fresh start. He is a huge family man and would die before
639allowing them to suffer any pain. The biggest pain in his life comes from the loss of his daughter Kara,
640who was abducted one night in Eastern Whiteash, and he would do anything in order to see her once again.
641==============
642Fiametta Regis
643==============
644The wife of Gunnar, Fiametta was born into one the last magically inclined families of Gavar and is one
645of the last people in the known world who can use magic, with her specialty being fire. Unfortunately,
646her ability to use it is very limited as magical power degrades over the generations. At best she can
647create fireballs, but what she excells at is heating her body to scathing temperatures, something she
648taugh herself to deal with her various suitors.
649
650Fiametta had many choices of suitors, but fell in love with Gunnar when they were both young and before
651he left to train as a knight. Her father allowed her to marry him, but a week into their marriage he
652slew a noble and immediately her father told her to break the marriage and come home; however, before
653she could tell him no, Gunnar took her from Gavar to Whiteash, where they settled in Laconia.
654Though first unnerved, Fiametta had made Laconia her home and is well loved and respected by those who
655live there.
656____
657Fiametta is a tall woman, almost the size of her goliath husband. Her countenance is pale, as is her light blonde hair, usually done up in a sophisticated manner, both of which highlight her powerful
658green eyes. Her clothing is always fashionable and follows trends and her color scheme is usually a
659vibrant orange-red hue highlighted by other complimentary colors.
660____
661Fiametta might be described as stubborn, but possessess the ability to control her temper, unlike some
662of her children. Completely serious at all times, she tries to keep a certain air of importance and
663elegance about her, especially when in the public eye.
664=============
665Cathiar Regis
666=============
667The first of the eldest triplets, Cathiar is the only son of the family and thus had the most pressure
668put onto him as a child. While Tatyana and Shendau were sent off to train in Gavar, Gunnar trained
669Cathiar himself as the successor to the Regis clan. Due to this, Cathiar has a mixed relationship with
670his father. Instead of seeing Gunnar as his father, he views him as his peer.
671
672When he finally finished his training, Cathiar left immediately to travel across Whiteash aimlessly so
673he would understand the land and his family's relations with the city states of the continent. He
674geneally does not live with the rest of his family in Laconia, but stops by every now and then in order
675to check in. He is one of the few people in Whiteash who is fluent in Dut, if only because of his wife.
676____
677Cathiar is slimmer than Gunnar and has leaner muscle, but is just as strong due to his training. He
678wears simple traveler's clothing consisting of nothing more than a basic tunic and pair of pants and his
679sword is tethered to his back. His eyes are a piercing green and his brown hair lies around shoulder
680length. Cathiar also sports a neatly trimmed goatee, mostly used to rest his hand.
681____
682A quiet and introspective man, Cathiar does not usually speak unless spoken to or he has something to
683say, which usually consists of quips or adages as opposed to anything substantial. However, despite his
684lack of communication with those he passes by, he is a very kind man who is known to help those he does
685not know.
686===========
687Aygün Regis
688===========
689Where Aygün came from and who she truly is is a complete mystery. Cathiar discovered her while visiting
690the Wide Ruins after finishing his training and leaving home. She immediately clung to him, having no
691other person to turn to in the ruins. Aygün eventually taught Cathiar Dut and married him, promising to
692follow him across the continent in exchange for him to hear her out.
693
694Aygün woke up in the ruins a week before Cathiar arrived. All she had on her was a radically curved
695sword and the clothes on her back. She once lived past the Ethermial Planes, but could not cross them
696and return home as she was exiled for attempting to take the life of Illjühän Khan.
697____
698Aygün is a petite woman with dark tan skin and neatly trimmed jet black hair reaching her mid-back. Her
699eyes are a brilliant teal and a Dut tattoo lies upon her left cheek. She usually wears light travel
700robes that allow her to move swiftly when not on horseback. Her back is entirely covered by the tattoos
701of the Alkanura Khanate.
702____
703Aygün does not know any of the Utne languages very well and is often very quiet when people are speaking
704it around her, but when she speaks Dut with her husband she is extremely talkative and lively. She is
705a very honorable person and treats all people with the respect they deserve, especially when she is with
706Cathiar because in her culture a man is only as strong as the woman who stands behind him; therefore, if
707she acts correctly, Cathiar looks better before those who would judge him. Because of this mentality
708Aygün is also very protective of her husband; however, she is also a bit jealous when Cathiar is around
709other women, including his sisters.
710=============
711Tatyana Regis
712=============
713=============
714Shendau Regis
715=============
716========================
717Kara Regis/Illjühän Khan
718========================
719Clan Regis' third daughter, born one year after the triplets, is the most precious to him not due to
720favoritism, but to the fact that one night when she was a small child, she was taken away from him while
721the Regis Clan was traveling along the Back of Moss. Kara was last seen by her family when she was five,
722after which she passed through several hands before ending up under the care of the Alkanura Khanate,
723which traveled through the Ethermial Planes into far eastern Whiteash.
724
725Kara was renamed Illjühän, and after showing immense potential for battle, something she inherited from
726her father, was trained by Alkanura himself. Upon his death, she fought and slew all the pretenders and
727instated herself as the next Khan.
728
729Illjühän is the only person from the other side of the Back of Moss to have ever crossed the Ethermial
730planes and live, with the exception of Ilanz St. Troya, whom she met and was blessed by through
731Alkanura. She is the first Khan to turn west instead of focusing on the lands to the east, partly to
732continue conquering, but mainly to search for the father she remembers.
733____
734Kara/Illjühän is similar to her father in many ways. She's much more slender, but possesses his eyes
735and sharp features. Her brown hair is tied in a thick, tight braid that reaches her lower back. Her body
736bears the Khanate's tattoos in the Dut script found in the Wide Ruins. She dresses in the clothing of
737the nomadic people, wearing a long, thick tunic with horseskin leggings.
738____
739Fierce and independant, Illjühän manuvers like a man. As the Khan, she is unwilling to compromise on any
740matter and solves most issues through conquest. While not overly sentimental, her few memories of her
741life before the Khanate are precious to her and she deeply desires to be reunited with her birth father,
742whose face is all that she remembers.
743============
744Sabine Regis
745============
746---------------------------------
747OCULUS "ZENCHAR" HARTIN [1.3.0.2]
748---------------------------------
749Posterchild for the notion of a man brought up in the streets, Oculus' mother was a leper prostitute who
750died outside the city gates, refused entry while giving birth. Born clean, Oculus did not see the
751effects of leprosy until the age of 17, when the skin lesions began to appear on his body. He began to
752cover up and continued to live his life, which was merely that of a hired thug. Fortune did not shine
753upon him until he gained the favor of the original head of the Know Nothings, Father Bebu, who, despite
754hiding the fact he himself was a minority, was a vicious persecutor of those deemed unclean. Oculus was
755one of those, but as he hid his deformities, he avoided the wrath of his mentor and even acted against
756his own kind. As he entered his 20th year, Oculus discovered Bebu's past as a man from beyond the
757Ethermial Planes. Instead of inquiring of the existence of life beyond the planes and the means of
758crossing it, Oculus, ever the racist, immediately killed Bebu and wrested control of the Know Nothings.
759
760With control over the largest chapter of one of the most threatening insitutions of Whiteash, Oculus
761prepared to unleash a mass persecution of those inferior, unlike Bebu before him, who, according to
762Oculus, was far too conservative and pensive concerning these matters. However, a few days after he took
763control, he was visted by Gunnar Regis personally on behalf of the Guild. Threatened by Gunnar, Oculus
764agreed to severly limit his persecution in order to keep the peace.
765
766Oculus has about four more years left on his life before his leprosy finishes him off. He's already
767feeling the affects of the disease, but they haven't limited his ability to function on the streets
768just yet.
769_____
770Oculus' body is tall and muscular, but weakened by the onset of his leprosy. He wears thick cloaks that hide his body and face from view, but if one saw him without the covering they would notice that most of
771his face was completely unrecognizable and his body was heavily affected by the disease. His hands have
772almost curled in on themselves, but he still can wield a weapon, albeit with some pain. He carries a
773variety of weapons on his person including a crossbow, a chain, several throwing knives, and others.
774It's best to assume that whatever weapon one might imagine, he has it on him.
775_____
776Oculus is a bitter, self-hating racist who despises all those who are inferior, which generally mean
777those who are not decscendants of the Utne from Skuru as well as those who are physically inferior. This
778brings him great displeasure because he himself is a leper and cannot come to terms with his ailment,
779which leads him to act out his frustrations upon those he targets. In general he's condescending and
780disrespectful to everyone around him.
781--------------------
782KOVYEN TOR [1.3.0.3]
783--------------------
784--------------------------
785KATEYYEN OBJYECK [1.3.0.4]
786--------------------------
787----------------------------
788NJALA SIGURDDATTER [1.3.0.5]
789----------------------------
790---------------------
791VANN ADCOCK [1.3.0.6]
792---------------------
793
794_____
795Vann has the face of a stone and the body of a rock, firm and unyielding. His hair is a dark blonde,
796nearly brown hue and is fashioned as a chupryna while his moustasche is thick and covers his upper face.
797His eyes are a dull grey. He often wears the fine clothing of an artist by day, but by night he wears
798the rawhide leather uniform of the guild, armed with three differently sized blades.
799_____
800Vann looks like a statue and usually behaves like one. Cold, stoic and imposing, he intimidates most of
801the general populace. Of course intimidation works just fine for Vann, who desires not to use his
802weapons or draw blood. At heart, Vann's only desire is to live a worry-free life where he can focus on
803his craftsmanship. Vann is a very spiritual man and will often be seen murmuring a prayer to protect his
804soul and he prays for the souls of the dead every day, especially those he must kill. However, despite
805this great spiritual obligation, he is not a gravedigger and will vehemeantly defend himself is accused.
806--------------------
807THE SHADOW [1.3.0.7]
808--------------------
809The greatest questions concerning people aren't where they're from or who they are, but instead why
810they're where they are. This question applies the most to this peculiar resident of Laconia, The Shadow.
811To him, names and faces do not matter, they are merely mortal visages that represent nothing. He argues
812that men do not need faces or identities, only experiences and personalities, for even if all men looked
813alike, they would still always differ. There's a lot of speculation concerning this thing's existence,
814but the strongest rumor is that he was one the shadow of a man who traded places with him and that if
815the Shadow ever walked through the light, its shadow would appear not as a the black silhouette that we
816expect, but that of a man, flesh and all.
817
818The Shadow lives nowhere and everywhere. At one point you could be walking alone down the street and in
819the next instant, the Shadow might be walking alongside you. The one thing that is certain is that he
820only appears where shade exists and walks from shade to shade, seemingly disappearing within it,
821something that Taitana St. Troya cannot even do herself. The Shadow acts as an information broker and
822riddler of life, existing only to cause havoc through tricks and lies. While his information is always
823factual, he presents it in a manner that is obtuse, often leading to unforseen complications, which he
824explains as "necessary risks" that "rear their ugly faces now and then."
825_____
826The Shadow is a dark and hazy silhouette of a man whose size shifts every now and then. Sometimes he
827appears larger than the tallest human, sometimes he appears in the shape of a dwarf. It's said that he's
828got an interesting shadow, but there's no proof.
829_____
830A riddler and a trickster, the Shadow gets his kicks in life through conveying information poorly. He's
831a misanthropist who seeks to trip up those who come to ask as he possessess all the answers they
832desire to know. He speaks in strange, incoherent sentences that line up after careful deliberation on
833the part of the listener, and often rambles on concerning topics unrelated to the task at hand. Above
834all, the Shadow searches for a way to cause as much sorrow and despair upon humans as possible while
835doing so in a very obtuse manner.
836----------------------
837JARIK DELUEX [1.3.0.8]
838----------------------
839---------------------------
840TATIANA ST. TROYA [1.3.0.9]
841---------------------------
842-----------------------------------
843GADDAN THE CLENCH-FISTED [1.3.0.10]
844-----------------------------------
845--------------------------
846KOLLBALT ACCHUR [1.3.0.11]
847--------------------------
848---------------------------
849SELLSWORD FAREYE [1.3.0.12]
850---------------------------
851Fareye is a transplant from the land of D'nero who acts as hired help for any job, no matter how dirty
852or underhanded. The reason for this is much clearer once his home is explained. D'nero is a land of
853people who are born with the lust for money. It is said gold runs through their veins and they can sense
854the rattling of a coin from miles away. Fareye is not too far off from these stereotypes. Fareye, like
855all those born in D'nero, left his home in search of riches and ended up in Laconia because the pay was
856good and the "jobs" were fertile.
857
858Fareye's reputation precedes him. The first thing people do when they search him out is drop a bag of
859gold on the ground, which Fareye immediately zones in on and approaches. He does not search for jobs,
860the jobs come to him. However, in dealing with Fareye, one must be forewarned: He's been known to swap
861sides if the pay is good enough, and many a client has become the bounty. This reputation also gets him
862in hot water with the Guild, who watch him carefully. However, they should realize that they have
863nothing to fear, because he'll do anything they'll ask, as long as the pay is worthwhile.
864_____
865Fareye is a mid-sized man whose build is not that stunning and on average he looks similar to any other
866hired hand. His hair is white and reaches his shoulders. His face is rather scarred, often from dealing
867with his own clients, and his eyes are the color of gold. He wears the ragged clothes of a mercenary,
868consisting of a off-white tunic with black pants and boots. He wields a two handed sword which is
869treated with poison.
870_____
871Fareye is a man with no pretentions and hides nothing. He would discuss the feeling of making love to
872the two women he slept with the night before openly without even being prompted to. He'd kill his own
873mother over a single coin and wouldn't even think twice afterwards. There's no point in ever putting
874faith into Fareye's loyalty because he only swears fealty to money and whoever pays the highest.
875----------------------------
876"ONE NAME" VLASKA [1.3.0.13]
877----------------------------
878-----------------------------------
879NICCOLO DELLA TERRAVERDI [1.3.0.14]
880-----------------------------------
881Of all of immigrants to Whiteash, Niccolo Della Terraverdi is perhaps the most mysterious. He came
882speaking a language so foreign that not even the greatest linguists could understand its structure. He
883speaks of a great continent that encompasses the size of Whiteash three times over with cultures and
884languages that make this diverse land seem pale in comparison. However, no matter how much he is asked,
885Niccolo does not give the name of his land or his people, only mentions that he is cut off from home.
886
887However, Niccolo has made a fine home for himself within Laconia. Bringing with him the knowledge of a
888veteran statesman, genius mathematician, as well as musical sensibility, he represents the first
889Laconian polymath, though others would argue that because he is not a true Laconian by blood that
890he has no right to that claim. However, he commands respect from Laconians for what he has done for
891their city.
892_____
893Niccolo is a gaunt man, around his early 30s, with a buzzed head. His features are hawkish at best and
894he always caries a sly, half smile on his face. He's seen most often in black and red robes that are far
895larger than he is. The robes are highly decorative, with the two colors highlighting one another, which
896he describes as the fashion of the nobles where he comes from. He's a sight that's impossible to miss
897on the street.
898_____
899If there's one thing Niccolo displays that stands out, it's his wit. He's a natural satirist, but his
900ability to weave words also makes him an excellent rhetorician. He tends to dominate most discussions,
901but in unfavorable situations he knows to keep his mouth shut.
902
903▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
904SECTION IV: NOTABLE GROUPS [1.4.0.0]
905▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
906"Only the unfortunate king deals with unruly mobs"
907~ Niccolo Della Terraverdi
908
909CULT OF THE IVORY HAWK [1.4.0.1]
910LACONIAN SECRET POLICE [1.4.0.2]
911EARTH-NATURE [1.4.0.3]
912WHITE ARM OF SKURU [1.4.0.5]
913PIFSA [1.4.0.6]
914-------------------
915THE GUILD [1.4.0.7]
916-------------------
917Located in the Church of St. Veroux, the Guild is one of the most recognizable groups in Laconia.
918Through its members hard work the Guild stands as a standard for culture in Whiteash, even in a city as
919destitute as Laconia. However, what is the Guild exactly? It possesses two purposes:
920
921The first is as an immigration and emigration point. While travelers passing through only need to check in at the Gate of Hartis, those who plan on staying in Laconia for an extended period of time must check in at the Guild and provide their information. Because Laconia is a hotbed for illicit activities, those
922who plan on staying must provide their information. All criminals caught are cross checked with this
923ledger. If they are on the list, they go through Laconia's justice system. If they are not, they are
924executed on the spot as the government has no legal control over them, but cannot let them go free and
925continue their illegal activities.
926
927The second is what makes the Guild so well known is as the cultural hub of Whiteash. Artists flock from
928all over to study under the masters that make their home in the Guild. Many of the important members
929of Laconia are also members of the Guild. Vann Adcock is a sculpter who is renowned for his skill with
930marble, but is also known for sculpting with whatever is available, which has led to large amounts of
931driftwood scultures fashioned from what he finds in the swamp. Kateyyen Objyeck and Kollbalt Acchur are
932both master painters. They're both the students of Collug, who, after retreating to Collug's Mount,
933became the first painter to make use of perspective. Gunnar Regis, Niccolo Della Monteverdi, Tatiana
934St. Troya, and Njala Sigurdson are all members of the Laconian school of composition which has acted
935as a transition from the music of the minstrels to a new absolute music making new use of their old
936instruments. Gunnar Regis is known for his vocal music, Niccolo Della Terraverdi for his instrumental
937music, Tatiana St. Troya for her virtuosity on several instruments, and Njala Sigurddatter for her
938hybridization of minstrel music and the achievements of the Laconian school.
939
940However, the Guild is also an underground organization that Gunnar Regis uses to keep tabs on the city.
941Using he connections with the Know Nothings and the Gravediggers, he takes advantage of having the city
942roster in the hands of the Guild and the sheer amount of members within the Guild to deal with issues
943within Laconia on his own. Like the Know Nothings it's considered a vigilante group, but the secret
944police do enjoy the time off.
945
946Group structure:
947Gunnar Regis - Head
948Niccolo Della Terraverdi - 2nd
949Tatiyana St. Troya - Enforcer
950Vann Adcock - Enforcer
951All others exist as members or informants which are called upon from time to time
952-----------------------
953KNOW NOTHINGS [1.4.0.8]
954-----------------------
955One of the most notorious groups on Whiteash, the Know Nothings exist to keep the world in line
956according to their own standards. They're solely responsible for the Katyann massacre because they saw
957the minorities as a threat to a healthy society. In general the Know Nothings can be equated to racists
958who target minorities, but on a continent as mixed as Whiteash they have trouble accurately targeting
959such people. Most of the time it comes down to targeting individuals based on how their names sound or
960what language they are heard speaking. The Know Nothings exist in all cities, towns, and villages,
961no matter how small. Each settlement has a head who acts as the boss. The Know Nothings in one region
962are usually not affiliated with those in others and they never contact one another, so it's best to
963consider them as isolated cells that identify with a similar creed. In Laconia the head is Oculus
964Hartin, who rules ruthlessly and fears no man with the exception of Gunnar Regis. The Know Nothings in
965Laconia report directly to the Guild, not only out of respect, but out of sheer fear.
966
967Group Structure:
968Oculus Hartin - Head
969All others exist as members
970----------------------
971GRAVEDIGGERS [1.4.0.9]
972----------------------
973The Gravediggers are a completely neutral group that exists to deal with the dead and dying and help
974them find peace. That peace is usually through unmarked and uncared for graves that keep the bodies off
975the streets. The Gravediggers often appear at the scenes of crimes and incidents in order to tale care
976of any deceased, often before such a thing happens. Due to their appearance before people die, they are
977often lumped in as accomplices or are criticized for not preventing the death. The response from the
978Gravediggers is always the same: They possess legal immunity due to their role within the cycle of life
979and death. Death is a constant force, and the Gravediggers sense it and deal with it so that the living
980may continue to live. There seems to be no structure when it comes to the group, there is no leader to
981speak of, though word is that there are members of the Gravediggers within the Know Nothings, which
982might explain how the group is informed so well, though members will deny such allegations vehemently.
983Spotting the Gravediggers isn't very hard. They wander in packs, one leads with a lantern lit to guide
984souls to peace and those that follow carry shovels. All wear hooded black robes. To be a Gravedigger is
985to live a second life. Those who follow the path are expected to keep their day to day goings on
986separate from their job as a Gravedigger, for being one is not only an important role within society,
987but also an important spiritual position. The Gravediggers' job is to keep those who pass from being
988restless and haunting the living. The world of the dead and the living is separated by their existance,
989and if a spirit lurks, the Gravediggers feel immense shame for their failure.