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Las Mons

Posted: Sun Jun 05, 2022 8:10 pm
by Knight
Las Mons
Location: Silver & Gold Trade Route, Terra-Null Mountain Range
Population: 486,000 (est.)
Species Demographics: Human (68%), Beastkin (18%), Taurus (10%), Other (4%)
Size of Military: 48,000 (10,000 Watchmen, 15,000 permanent garrison, 23,000 reserve)
Ruler: Council of 12

In a path way that cuts through Terra-Null Mountains, being the largest mountains in all of Terra, was once a great dwarven fort. It had survived for a great deal of time, many scholars believing that it was perhaps one of the first forts to be installed into the mountain by the dwarfs. But, about 125 years ago, the most bottom layers of it were quickly flooded, dooming the miners and ruining the mines themselves. With an inability to continue to mine for gold, gems, and ore, dwarfs begin to slowly migrate towards other holds in the mountain. Not long after, it had become nothing but a ghost town. Adventurers and scavengers were quick to pick apart whatever was left, but some reported that something wicked was in the deepest parts.

Bandits were the first to take over the corpse of the dwarf hold, quickly extorting all who would pass through the heavily-used mountain pass. It wasn't until Lucius Quixetos, a son from a rather obscure noble family in the Etzio Republic, personally hired a small mercenary force, with the help of donations from merchants who were sick of losing money, and wiped out the bandits before taking over the fort. This was no easy task as the bandits had not only gain a sizable number, and no doubt help from outsiders, but the natural defenses of the fort. Out of the 1,000 soldiers that marched in, only 400 managed to make it out without any serious injuries.

Some may wonder how come none of the neighboring nations didn't attempt to themselves and the answer is rather simple. The Etzio Republic and Sol Kingdom are currently under a ceasefire. if either nations made the move of sending troops to secure what is currently known as Las Mons, the other would surely retaliate. Then, before were still at war with the High Kvengr Empire, who did not want to risk an attack by a combined force of soldiers from the Etzio Republic and Sol Kingdom.

Many thought that when Lucius Quixetos first took over the fort, he would become a puppet for the Republic, but that was far from the case. Instead, he declared complete independence from the Republic and any other nation. He declared his own boundaries, his own laws, and his own plans for the city-nation. The Quixetos Decree was quickly drafted and signed by the man himself. The most shocking claim made by Quixetos is that he would not be its sole ruler, but would compromise of 11 others. While each would have their own purpose in the city, they each had equal say on all matters.

This was the first Council of 12.
Council of 12
Naturally, it has 12 positions. The first is the "Royal Seat", which was filled by Lucius himself and, in the future, his heirs. He had only found it fair to place himself in this position, giving his opinion on how the city should run and being a tie-breaker. The Royal Seat, in the case of a tie, counts as 2 votes. Technically Lucius, and his descendants, could be removed and replaced with another, but only once has this come close to happening in the entire history of the city.

Tani Quixetos fills this role, but her extremely young age means few care about her opinion.

Then there is the Treasurer Seat. One most be greatly trusted to handle the Council's treasury. For it is not hard to fudge the numbers in one's favor, nor to squander it all on bad investments. Currently, Alder van Hagaan holds this position, a quiet and small man who keeps to himself when he's not busy sorting out the ledger.

The Judge Seat. If a member of the Council is ever accused of a crime, the Judge of the Council will, naturally, be the judge of the court for that councilman. Yet, the power that each councilman holds is far too above for any regular person to ever accuse them of a crime. Minor crimes are easily overlooked or solved with a few pouches of gold and a firm handshake and the most heinous crimes require a lot of evidence to stick. That is why the Judge Seat is seen as ceremonial by most considering how they rarely get a chance to do their job. The current Judge is Elona Vehros, a woman from the Sol Kingdom who has acted for many years as a lawyer and judge for various folks in Lords' Court.

The Ambassador Seat. It is no secret that Las Mons sits in a very desirable position. It on an extremely popular trade route that lets massive empires send caravans back and forth between each other. To keep the peace between all powers that may covet Las Mon, the Ambassador is in-charge of responding to large shows of presence by any one of the neighboring kingdom.

The Marshal Seat. It is the city's upmost importance to ensure their survivability in the case of a large-scale assault by any of the factions around them-- or even within their city. The Marshal Seat is also in-charge of the local laws. Valos Hecracrix has taken this position after working up the Las Mons Army until he managed to oust the previous Marshal and won the position from him.

The Chancellor Seat. Lucius wasn't much of a religious man. He did pray to the gods when he wanted something, mostly to those of luck, but he realized that to deny the gods would bring their wrath onto his city. The current chancellor is Victoria Aelph, a woman that hails from the Sol Kingdom and worships The White Lady, but has made it her mission to take care of all other religions within the city. She has had a great problem dealing with the sin of the city, but accepts it as a weakness she can eventually fix.

The High Guilder Seat. Merchants are a vital part for Las Mons, so it is important to manage, and fix, all business and commerce related laws. Monopoly control, fair prices, instances of hostile takeovers all would be examined for their fairness and legality. The paranoid man by the name of Alexandri hails this seat. Some believe he is only trying to rewrite the laws to help out his business, but he is constantly shifting the laws anyhow so some believe he's just mad when he pulls out the 4 500-page Merchant Law books.

The Chamberlin Seat. The Grand Chamber of the Free Council sits at the very back of Las Mons, an immaculate display of wealth and independence from the rest of the powers in the world. Hundreds of people from all over the world come in day in and day out, served by a staff that represents people from all walks of life. It is an easy place to earn favor, be it local or abroad. Lady Daeli von Luporegin holds this seat, a run away from the High Alvanti Empire who has charmed her way to the top.

The Right-Hand Seat. It is not secret that the powers inside and outside of Las Mons crave what the city has or simply wants to see it torn down. The profitability, the flashing lights, dens of sin that all go to unashamed. That is why the Council of 12 must be protected at all costs and, fearing that the Marshal may one day turn, it will be one that is trusted by all. Leikos the Black Hand is a hulking Taurus that has never once gone back on his word. He is in charge of the Black Hands Company that protects all council members at any cost.

The Internal Affairs Seat. A seat that works closely with the Judge Seat. There are always matters within the Council and United Sector Committee that must be examined to ensure no foreign powers trade to sneak their way in or for other members to get too big for their ego and attempt a coup. Only other members of the Council know who holds the Internal Affairs Seat. Even doing calls to discuss and vote, a stand-in is sent to represent their opinion.

The Food & Agriculture Seat. There is few fields to grow crops thanks to the mountainous terrain. For a city-state the size of Las Mons, it important for recognize and be able to rectify this issue whenever possibly. Without carefully picking what to grow or what to important, Las Mons would have starved out far long ago. A Wood Elf by the name of Leisa has been in this position for 50 years, having never lost it once thanks to her race's special gift with nature and long-lived life.

The Master Engineer Seat. Lucius had seen it wise to invest in marvels of engineering early. Las Mons has its own small fleet of airships to use as special military vehicles or simply to wow guests and ensure the Council can travel as far and as fast as possible to whoever they must meet. Hatchard holds this seat, a man that is always within a strange suit of metal armor with glowing lights.
There are a variety of locations to visit in the city, which is split into 3 sectors, who are split up by blocks. Since it is a fortification, the three sectors expand outwards and are layered one after another. The first sector, the furthest back, is the Ace Sector. It contains the most important buildings, being governmental, housings for important officials, fanciful hotels for visiting ambassadors and rich folk, and military buildings. Then you have the King Sector, where one may find a wide variety of stores, housings, casinos, brothels, and churches. The fort's walls are also on the outer perimeter of this sector. Then there is the Pawn Sector, where those too poor to afford anything nicer go to. It's slums on the outside of the fort's walls, poorly built houses and merchants just trying to scrape by on some money. The main road into the fort is always kept cleaned and cleared, so as to not set a bad precedent.

In Las Mons, many people would tell you it's the only place in the world where you can truly be yourself-- as long as you have the crowns to back it up. There's some truth to it, anyone can become nobility if business is good, any race can join the Council. Yet, with many people coming and going, those of similar culture or race will join together in defending one's turf or ensuring they can survive the sometimes harsh city. The Pawn Sector is decent in some locations, a refugee camp with scammers, thieves, and murderers in other locations. The King Sector is only slightly better, taking on a London-esque architecture with buildings close together, winding roads and alleyways, but a sort of comforting feeling to it.

Ace Sector is where those of a high class live, but also the richest business. Blinding lights, beautiful folk wearing only the most exquisite clothing gather to talk about their recent business expenditures or parties, and just about anything can be found and bought. It's also the place with the heaviest guard presence, many mercenaries working for richfolk who don't trust the city's own "Acesector Patrolmen".
Places of Interest
Grand Chamber of the Free Council (Ace Sector)
A large, granite building with a grand swath of colors from paint and lights along with a red carpet rolled out for all that come to visit. Some might think of it as gaudy, but the fine people in Las Mons believe it's the perfect representation of their city. Ambassadors from all over the world come and visit, hoping to influence the council in anyway they can. For those that win favor in the Grand Chamber are likely to see more income their way. There's no better favor than gold!

The Grand Chamber is guarded by the Black Hands Company, soldiers in heavy plate armor with black gauntlets. Quite a few Taurus can be seen within their ranks, meaning most think twice before wanting to mess with the Council. Each of the Council members has a large, ornate office, each furnished to satisfy each of their needs. Then, there is one large chamber where they go to vote and, in some cases, allow the public to come watch the process. Before their chamber, however, is the United Committee. They are elected officials from each block, representing their block when issues arise.

Golden Grin Casino (Ace Sector)
The most popular casino, rumored to be ran by the Quixetos family. A giant, bright, pulsating light ups the large grin on the front of the casino, welcoming all to come and try their luck. It now only has a wide variety of gambling activities, but even special events! Tamed monsters are brought out on center stage for all to gawk at, legendary warriors show off their martial might in front of everyone, a lottery for those who wish to hit it big, and even card games, fight clubs, and intense obstacle courses!

Succubus Delight (King Sector)
A brothel ran by a succubus, who has managed to convince the Watchmen that she won't be killing anyone with her lust-filled powers. Instead, she focuses on finding the most beautiful women and handsome men who wish to sell their body to a large multitude of customers. Her promise is that no matter what your tastes are, there is a man or women for you as long as you're paying.

Engineering Guild (King Sector)
With how Las Mons operates as a city-state, it is important that they keep up with the trends of the world-- to involve those of technological pursuits. The engineering guild is one of explosions and fires, but each time the engineers return, hungry to break more boundaries of technology. Just behind the Engineering Guild is where the air field is, stowing the multitude of crazy inventions of the engineers along with the half a dozen airships belonging to the Las Mons Army. There's also some privately owned airships that dock near it.

College of the Grey (King Sector)
When there is technology, there is a need for magic, too. The College of the Grey is a learning institute for young spellcasters wishing to learn how to weave their spells in a safe environment. Naturally, some are opposed to the collection of wizards and psychics as they believe they could easily come together and take over the city if they truly wished. The Dean, Xaiver Rengar Diathoxin the 8th, has stated this is far from the truth and he simply wishes to have a safe environment for the kids without the risk of accidental self-immolation or being lynched as some sort of witch.
Nobility is different from other regions in the land, for they care little about bloodline aside from that of Quixetos, for they believe that singular bloodline has been blessed by the gods in luck and outlook on life. Instead, those who are noble are measured by what rank they could afford. Although some who show excellent ability to earn money and have completed a number of favors for those above their station may see themselves promoted instead of needing to purchase their title.

The children of one who has bought a title are typically "Lordnets" while the spouse will be a Lord. Although, those who hold a higher title may see their spouse and children being given higher ones in return out of gratitude. Keep in mind that there is no "King" title, but those who hold a bit of power in the King sector refer to themselves as that.

Lord - 2,000 GC
Baron - 15,000 GC
Count - 25,000 GC
Viscount - 38,000 GC
Marquis - 50,000 GC
Duke - 100,000 GC
Merchant Prince - Unbuyable.

Most of those on the Council hold the rank of Duke one way or another. If a person does not hold the title of Duke, they are typically promoted to it unless they have earned the ire of one or more of the council members.

Middle-Class/Pawns: Acrobatics +10, Athleticism +10, Climb +5, Intimidate +5, Streetwise +10, Trading +5, Notice +10, History (Local) +10, Composure +5, Hide +10
Kings: Ride +10, Style +10, Persuasion +20, Appraisal +10, History +10, Dance +15, Music or Art +5
Nobles: Ride +10, Style +20, Leadership or Streetwise +10, Persuasion +10, History +10, Dance +10, Music or Art +5

Value | Social Class | Initial Equipment
1-25 | Pawn | Clothes, scraps of food, some personal objects, 5 CC
26-65 | Middle Class | A couple changes of clothes, food for a few days, backpack with personal items, a weapon, and complete travel equipment. 2 GC.
66-90 | Kings | Many changes of clothes, food for a week, horse, weapon, a chest with some personal items, jewelry or a work of art. 35 GC.
91-100 | Noble | Many changes of cloth, good food for a week, a horse or two, a good weapon, chest filled with personal items imported anywhere from the world, small collection of jewelry or works of art. 190 GC.

Re: Las Mons

Posted: Mon Jun 06, 2022 9:44 pm
by Knight
High Kvengr Empire
A technological powerhouse, but a lack of magic users has caused them to struggle against the other powers despite their awesome weapons. They utilize guns with large blades on them and large, armored suits referred to as "Magitek Armor". They are also known to experiment with magitek and creatures, having been able to fuse people with animal and even brainwash monsters to serve their cause. While they allow all races within their cities, they treat those that don't join the Imperial Army as second-class citizens at best. Few Imperialist think these methods are too cruel for they believe it is their divine right to extend and take over as much as possible and that the savages of the other nations would be not forgotten.

Of course, that isn't the whole story. Many years ago did the Empire wish to partake in diplomacy with the rest of the world. So naïve were they to believe that gifts, firm handshakes, and promises of greatness was enough to charm the other inhabitants of the land to unite under one banner. They had some success, of course. Small settlements of independent villages decided that life under the Empire was much better than getting raided by the Taurus or Gnolls. Yet, what they didn't count on were Minos elements that used guerilla tactics to sabotage their fancy equipment, before the blood baths started to crumble their small kingdom. Village after village was pillaged and destroyed, for the might of Minos was great and their fury boundless.

It wasn't until the first Magitek armor was crafted by desperate engineers in the Empire's Capital did the war finally start to turn. Giant machines sliced entire squads apart and blasted garrisons from a great distance. Magic was able to slow them down, but it wasn't enough to stop them. It was at this point did the Imperials vow to never offer the olive branch again, nor did they want traitorous scum in their empire ever again. They took hard measures to enforce this, resulting in their rather hated status by the rest of the world.

Noble houses are divided by color. The Red Family is known for its militaristic might, each scion training for years with blade or gun before leading a company of soldiers. The Purple Family is the only one that engages in diplomacy anymore simply out of necessity. There are still plenty people willing to trade or consider their message about unity. The Gold Family is considered the one, true noble house. For as long as the Empire has been around did the family have one of their own as Emperor or Empress. Right now, Emperor Luicettus the 3rd leads the Empire. He is an old man, careful in all his planning and willing to be unconventional at times to the ire of some if his countrymen.

Scion Adeline of the Purple Family is current within Las Mons. Many distrust her, so her reach hasn't exactly gone far, but she has done nothing to upset the balance of Las Mons. Nor does Las Mons forbid anyone from entering their fair city.

Middle-Class/Low Class: Athleticism +10, Ride +10, Notice +10, Science +10, History +10, Memorize +10, Herbal Lore +10, Animals +10
Noble/Bourgeoisie: Athleticism +10, Ride +10, Persuasion +10, Notice +10, Science +10, History +10, Memorize +10, Arts or Music +10

Value | Social Class | Initial Equipment
1-15 | Low Class | Clothes, food for several days, some personal items. 5 CC
16-80 | Middle Class | Couple changes of clothes, food for a week, some personal items, travel equipment.
81-100 | Noble | Several changes of clothes, good food for over a week, a pistol and light armor, plenty of personal items and common traveling equipment. 100 GC.

Etzio Republic
The Etzio Empre spread among the entire western land. From the great deserts of the Sayohant to the Terra Null mountains. Their Emperor Velito had personally led this campaign to control the world, but after the deserts he had gotten sick. Back to the capital, Roma, was here he was taken where he almost made a recovery if it wasn't for his controversial death! Some say he died violently from his illness, but others believe he was killed in the middle of a night by an assassin with poison. Many point to the fact that only the day before he was looking quite heacy. The Empire was split up into 3, for each other the 3 men who claimed he was the rightful heir. War waged, entire families massacred or split apart by which one to support. This had gone on for many, many years.

It wasn't until the Sol Kingdom decided to steal their land while they were busy killing each other. Each leader of the three parties decided to drop the swords for a moment to go against this new threat. It was the mixed arms of swords and guns vs the rampaging knights on horses. To this day, the war has not officially ended and the civil war is just waiting to start at a moment's notice. They have decided that they will host a vote every four years to determine with party, the Liguira, Veneto, and Lazio, would rule while the other two are only advisors and assistants. Naturally, this system has its opponents, usually being the parties who weren't elected. This isn't to say that strong-arming and threats for people to vote for one party over the other.

Middle-Class/ Low-Class: Athleticism +10, Ride +10, Climb +10, Notice +10, Slight of Hand +10, Composure +10, Persuasion +10, History (local) +10.
Bourgeois: Ride +10, Persuasion +10, Style +10, Composure +10, History (local) +10, Appraisal +20, Dance +10.
Nobility/High Nobility: Ride +10, Style +10, Composure +10, Leadership +10, Intimidate +10, Persuasion +10, History (local) +10,
Dance +10.

Value | Social Class | Initial Equipment
1-10 | Low-Class | Poor quality clothes, some food, a weapon or few objects without value. 3 CC.
11-60 | Middle-Class | A couple of changes of clothes, food for a week, a weapon, a light armor and a backpack with several items. 1 GC.
61-90 | Bourgeois | Several changes of clothes, food and good wine for more than a week, a horse, a weapon and a small jewel or gold ornament. 15 GC.
91-100 | Nobility | Several changes of quality clothes, good food and a couple of bottles of reserve, a pair of weapons, light or medium armor, a horse and some jewel or a gold ornament. 120 GC.

Sol Kingdom
High-King Tyrian had united his land through bloodshed and religion, as the Sun God Sollum wanted. After establishing his kingdom, he had created the Knights of the Round Table. These knights were the best martial fighters throughout all of his land bar himself. Whenever an issue would arise like a small-scaled rebellion, as they were common when taken be forced by believers of other faiths, or one of his lords went to war with another he would send one of his Round Table Knights and a small detachment of minor knights to deal with it.

While it is not illegal to worship other gods, for the Church of the Sun does not wish to receive any form of divine punishment from them or their neighbors, it is illegal to den Sollum's greatness. To vandalize His churches, beat His Followers, or kill His soldiers is a grave sin that must be punished with bloodshed. Most enemies crumble as the Sol Empire's troops and the Church of the Sun's militants unite to slay them to the last men. However, there are some pagan worshippers who hide out in forests and swamps that conjure curses and hexes, craft abominations, and slit the throats of Sun-worshipping children!

Minor races are spread throughout the lands, primarily staying in their own towns. Technically, they are apart of the Sol Empire although most of them would say otherwise. Their leaders wouldn't dare to comment on the issue...

Middle Class / Lower Class: Athleticism +15, Ride +10, Swim +10, Notice +15, Slight of Hand +10, Persuasion +10, Occult (Religion) +5
Bourgeois: Ride +10, Swim +10, Persuasion +15, Style +10, History (local) +10, Appraisal +15, Dance +10.
Nobility /High Nobility: Ride +10, Style +10, Leadership +20, Persuasion +10, History (local) +10, Dance +10, Occult (Religion) +10

Value | Social Class | Initial Equipment
1-10 | Low-Class | The clothes on your back, a little food, a few possessions of little value or some weapon of little quality. 5 CC.
11-60 | Middle-Class | Some stylish clothes, rations for something more than a week, complete traveling equipment or some kind of weapon and light armor. 1 GC.
61-90 | Bourgeois | A mount, varied outfits of several clothes, rations of quality for more than one week, a complete trip’s worth of equipment
that can include arms and a light armor. 20 GC.
91-100 | Nobility | Purebred or equivalent mount, a large amount of varied clothes of quality, excellent rations for more than a week, all kinds of
traveling equipment, including a weapon and light or medium armor. 150 GC.

Wood Elf Conclave
Not a true nation in any human's sense. Instead, it is an agreed upon collection of numerous settlements that live within the many forests of the land. This doesn't mean they don't have a King and Queen, but they all realize that each settlement must make their own decisions before agreeing with them. Whenever they must travel for an important convention, they commonly use "World Roots" which are secret tunnels within the largest trees that hide even greater forestry. It is thought to be a magical forest, for many humans are unable to find the World Roots, let alone travel with them. To take a Wood Elf's settlement is dangerous, for they are not only excellent archers, but scouts. Many small mercernary bands had thought the small, pointy-eared elves to be easy picking, but they don't know they've been tracked the entire time until an arrow pierces their throats.

Each Wood Elf settlement is different, depending on how much they balance nature with society. Some are truly nomadic, moving from tree to tree and practically sleeping upon the forest ground. Others have built small cities that mimic a human's own.

Hunter: Acrobatics +10, Climb +10, Jump +5, Swim +10, Notice +10, Search +10, Track +10, Navigation +10
Gatherer: Acrobatics +5, Climb +10, Jump +5, Swim +5, Notice +10, Herbal Lore +10, Animals +10, Poisons +5
Noble Family: Acrobatics +10, Climb +5, Dance +5, Style +15, Leadership +10, Etiquette +5, Persuasion +15, History +10

Value | Social Class | Initial Equipment
1-40 | Hunter | A few changes of clothing, a melee and ranged weapon, rations for a week, a few personal objects. 50 SC
41-89 | Gatherer | A few changes of clothing, a melee weapon, rations for a week, some herbs, a few personal objects. 50 SC.
90-100 | Noble | A few quality sets of clothing, a weapon, a mount, a small chest with personal objects, light armor. 80 GC.

Higashi
A collection of large islands united under an Emperor and a Shogun. They are rather content with dealing with their own issues of youkai and constant civil wars. Yet, their arts of strange picture-books with competent stories are exported to the rest of the world. It's hard to find a city that doesn't have a Manga store. Then there are their tales of great bravery from their samurai and great skill of their ninjas. Many claim these stories are greatly exaggerated or stolen from the fictional tales of manga, but so few people are able to get into Higashi that it is impossible to say.

Although Higashi has nobles, it is the samurai that rule the land thanks to the ever-growing power of the Shogun to deal with threats domestic and perhaps even those abroad. The kuge, the Higashese word for noble, are mostly kept to their manors where they practice calligraphy, art, and even music while living comfortably. Some even pursue trading to bide their time, perhaps even allowing them to have just a bit of power. On the other hand, Samurai are expected to fight and die not only for their country, but for those who inhabit a higher position for them. Seppukku is the only honorable way to go if you do not die in battle, but those who refuse to kill themselves typically flee to become ronin. They hide in the countryside or leave for other nations.

The mercenaries that come out of Higashi have surprised a great deal of people regardless.

Peasant: Athleticism +15, Swim +10, Climb +10, Notice +10, Animals +5, Herbalism +10, Occult (Religion) +10, Feat of Strength +5
Samurai: Athleticism +10, Swim +10, Style +20, Ride +10, Intimidate +10, Notice +10, History (Local) +10, Composure +10
Kuge/Bourgeois:Ride +10, Swim +5, Etiquette +10, Appraisal +10, History (Local) +10, Occult (religion) +10, Music or Art +10

Value | Social Class | Initial Equipment
1-50 | Peasant | Clothes on your back, food for a week, some personal objects, 4 CC.
51-70 | Bourgeois | A couple change of clothes, food for a week, a mount, a weapon appropriate for a peasant, some personal items. 15 GC.
71-90 | Samurai | Several styles of quality clothing, rations for a week, two weapons (katana and wakizashi), armor. 40 GC
91-100 | Kuge | Several styles of quality clothing, good rations for a week, an appropriate weapon, fine poetry scrolls or manga or pieces of art, writing utensils, light armor. 120 GC.

Minos
The home region of the Taurus. Minos is made up of many small villages, each coming together to select one Chieftain that will be their leader, in a spiritual and militaristic sense. Then, when a chieftain from another group of villages comes and beats that chieftain in battle, he is known as a Warlord. A Warlord who manages to take over every single village is known as the Great Chieftain, for he has shown not only his might, but no doubt favor from the gods. For the great religion of Minos revolves around the worship of gods that make up every facet of life. There are gods of death and anxiety, gods of sleeplessness, gods of wisdom and technology, and gods of bravery and war. To the Minos, the most important gods are those of war, that being Ares.

The greatest warriors in Minos history are known as Ares' Chosen. It is said only one one warrior every century is ever promoted to this status. Minos is a country full of hardships, be it crops or monsters of great size. Not only that, but the High Kvengr Empire borders them, an Empire they have had great history with and a controversial topic. Some believe the Empire's refusal to die is something to be admire, but others say their great use of guns proves they are a cowardly sort that prefer to sit far away and deny them a warrior's death.

Scholar Caste: Swim +10, Persuasion +10, Notice +10, Animals +5, History +10, Memorize +10, Art or Music +15, Occultism (Religion), +10
Warrior Caste: Athleticsm +10, Swim +10, Climb +10, Intimidate +15, Notice +5, Composure +10, Feat of Strength +10, Resist Pain +10

Value | Social Class | Initial Equipment
1-30 | Poor Scholar or Warrior | Clothes, food for a few days, a weapon or backpack with personal items. 4 CC.
31-80 | Middle Class Scholar or Warrior | Clothes, food for a week, backpack with traveling equipment, a weapon or a small collection of handcrafted art objects or instrument. 20 SC.
81-100 | Rich Scholar or Warrior | A couple changes of clothes, food for a week, various travel equipment, a mount, a couple of weapons or a baf full of handcrafted art items or good quality instrument. 30 GC

Re: Las Mons

Posted: Mon Jun 06, 2022 11:44 pm
by Knight
Races

Beastkin
The beastkin have inhabited lands alongside humans commonly. Traces of them can be found just about everywhere, but in lower numbers compared to Humans. Some regard them as cheap labor, others look at them as exotic pets, and few know anything about their history. That is because Beastkin commonly travelled in nomadic groups and have a loose sense of culture. They believe those they are travelling with to be their family and try their best to adopt to local cultures.

They can be found in two varieties: catkin and wolfkin. They don't get along very well.
Catfolk
Flexible Bodies: The catfolk, like the catmen, are known for their agility and and hand-eye coordination. Catkin have a +1 to AGI and DEX.

Sensitive Ears & Piercing Eyes: Catfolk have large, fluffy ears along with eyes that mimic that of a cat's. They can hear better and see better in the dark compared to a normal human. They gain Acute Sense (Hearing) and Night Vision. This means they have a +30 bonus on any perception-based check that uses hearing, and reduce the penalty for darkness by half.

Landing Feet First!: Cats have the strange ability to land feet first when falling from certain distances, so their descendants are no different! They reduce damage the base damage Difficult and below difficulty falls in half.
Wolfkin
Power of the Wolf: Wolfolk value their power and speed, yet the variety of their races means some are only as strong or quick as a human. They can add a +1 to any of the two characteristics: STR, CON, AGI

Superior Hearing & Smell: Wolfmen are difficult to escape from, thanks to their heightened senses to smell your blood and hear your heart beat-- although that is an exaggeration of their abilities. Wolfkin gain Acute Sense (Hearing, Smell) to better hunt down their prey.

The Better To Eat You, My Dear!: Be wary of the bite of the wolfmen, for they can tear flesh from bone! Wolfkin possess this ability to a lesser degree. They have Natural Weapon (Bite). It is 40 Damage (Thrust), +20 Speed, Breakage 0, Fortitude 16.
Humans
Humans are the most ubiquitous race in all of Terra. They have crafted small kingdoms all over in the world, from the icy mountains of the north to the blazing hot deserts of the west.

To represent this varied nature, they have 20 free points to put in whatever skills, 1 additional CP, and can increase one stat by 1.

Taurus
Large, hulking men with big horns and round, furry ears in place of what would be human's. Their women tend to be shorter than them, but the Pal-Taurus have women that are commonly 4 to 5 ft. tall. They are best known for being great warriors thanks to their great size and strength, but their home region's culture may sometimes get them in trouble.
Special Abilities
Large Builds: The Taurus commonly have large builds, easily being 6 ft. tall and reaching heights of 8 ft. at times. Men at 2 points to their Size while women may choose to add 1 point to their Size. Taurus are always considered Medium size, however.

or

Pal-Taurus Women: The Pal-Taurus women are remarkably short, so much so that they sometimes get confused for children if it wasn't for for great strength and chest size. Reduce the Size Characteristic by 6 points. This can't drop your Size below 5.

Exceptional Strength: With such a great size comes great strength and constitution. Taurus add +2 to STR and +1 to Con. They may not use the Deduct Two Points from a Characteristic Disadvantage to lower their Strength.

Withstand Fatigue & Pain: Taurus have an uncanny resistance to fatigue and pain. They add 2 points to their maximum Fatigue Value and +15 to their Physical Resistance.

Great Horns: Many Taurus sport large horns that sprout from the size of their head. Some have managed to use these to great effect in battle. A Taurus' horns have a Base Damage of 35 plus their Strength Bonus. Naturally, they must develop their Combat Ability so as not to apply negative bonuses. Some Taurus aren't born with horns, cut them off out of shame or lose them in battle, or simply have small horns. These types of Taurus aren't able to use this ability.

Susceptible to Psionics: Taurus have never been exposed to psionics and many would find the ability to be strange and unusual compared to standard magic. Yet, this unfamiliarity has made them more susceptible to Psionic abilities and mind-altering attacks. They reduce their Psychic Resistance by -10.
Wood Elves
Pointy-eared nature lovers that find themselves shorter than humans. They are most known for their archery skills and ability to utilize magic to its full extent, but this is simply because the Wood Elves themselves have two subraces. That of the Aelf and Elf for easy understanding, but they may go on about the subtle differences that their race has that no human could possibly learn. Regardless, they tend to have blonde hair, eyes of a great color, peach-skinned bodies, and beautiful appearances. Some even get the men confused with the women!

They tend to worship a deity called "Gaia", the Mother of Earth. She is described as a tall, beautiful woman with white robes, golden (sometimes green) hair, and a very healthy body.
Special Abilities
Sense the Forest: Though they cannot literally talk with plants, they can sense the feelings of nature (both plants and animals), detecting such things as fear, calm, or even just disquiet.

Nature's Cure: As long as they are within the forest, the soul of the Elf provides their bodies with the essence of life around them. Therefore, while in thick forest or jungle, Elves add three points to their Regeneration.

Movement in the Forest: The Elf recognize nature as their home, and nature accepts them. No matter how thick the forest or how tangled the brush, Aelvs suffer no penalties to movement.

Cute & Small: The Aelv are not usually tall or heavily built. They may subtract 1 or 2 points from their Size Characteristic. They are also quite beautiful, males included. Add 1 to Appearance to a maximum of 10, minimum of 5.

The Elf's Ability: Elves are always considered proficient in the use of bows, never suffering penalty to their Combat Ability for being unfamiliar with one. Furthermore, they gain a unique +15 bonus to using bows and treat all bows as having Speed 0.
High Elves/Aelf
Elves are partially distinguished from where one is born, Wood Elves come from the forests, but where do High Elves come from? Some suspect from a far away island that is thought to be a Utopia, others believe from a society in the mountains themselves hence the name "High". Both are somewhat true, as their home is a large set of mountains that jut out in the middle of the ocean. Only a High Elf is able to see the pathway that leads into their home, boats looking to sail through the walls of mountains to the untrained eye!

Long-lived, a tad more arrogant than their wood-living kin thanks to being less inclined to leave their home for long or do any business with the other races. However, there exists many reasons for a High, who referred to themselves as Aelves, to leave their land. Faux paus are highly frowned upon, easily leading to one losing their powers thanks to those who are in charge rarely being replaced. Some find the land boring and have a want for adventure. Others have their own reason like visiting Higashi to keep up to date with their favorite manga.
Special Abilities
The Aelf's Magic: The Aelves are better attuned to magic than any other race. They add +5 to their Magical Level, and +15 bonus to their Magical Projection. They also reduce the CP cost of The Gift or Access to Psychic Disciplines by 1.

Piercing Eyes: The eyes of an aelf are unique, for no one set of eyes is the same as another. Some have small sparkles, others a snowflake pattern to them. These eyes help them see far better than others, gaining Acute Sense (Vision) and Night Vision. All aelves are able to see the supernatural from birth.

Superior Mind & Soul: Haughty, arrogant, and for good reason! Aelves gain a +1 to INT and WP along with a +15 to Magical and Physical Resistance.

Unsuperior Body: On the other side of the coin, Aelves tend to have thin bodies that are a bit smaller than a human's. They reduce their SIZ by 1 and have a -10 to Physical and Disease Resistance.
Bakeneko
Appearance wise, bakenekos are close to that of catfolk. However, they generally only have two cat tails and fluffy ears. Their main difference is how they all tend to be tricksters, always willing to pull a few pranks on everyone they come across. Most people think they're harmless otherwise, but there are quite a few bakenekos who develop obsessions with people or take their pranks too far.

There's been a few stories about bakenekos who constantly pull pranks upon a single person throughout the rest of their life-- then moving on to their children. Some say it's out of love, others say it's the more darker nature of bakenekos. Other stories tell of a bakeneko who first ruined a man's job, then his love life, and then tormented him so much he eventually killed himself.

Bakenekos can shapeshift into that of a cat. Commonly, they're black-furred, so many believe black cats to be a sign of misfortunate. Their lifespan is 400 years, but they rarely grow old and wrinkly like humans when they're nearing their end.
Special Abilities
Sensitive Ears & Piercing Eyes: Like Catfolk, they have large, fluffy ears along with eyes that mimic that of a cat's. They can hear better and see better in the dark compared to a normal human. They gain Acute Sense (Hearing) and Night Vision. This means they have a +30 bonus on any perception-based check that uses hearing, and reduce the penalty for darkness by half.

Trickster's Legacy: Bakenekos have an innate knowledge of the Illusion magic path to level 20. Furthermore, they reduce the cost of The Gift advantage by 1.

True Form: Is it truly their true form? Or a lie they tell the gullible people? Regardless, a bakeneko can shapeshift into a cat as a passive action in combat. Use the cat statblock from Gaia: Beyond Dreams. However, the bakeneko uses their own mental characteristics, attack and defense secondary abilities, and whatever else the GM deems appropriate. Furthermore, they have the magical advantages Gestureless Casting and Unspoken Casting while in this form.
Kitsune
Another race from the far east, but these have fox ears and tails-- some even have many tails. Secretive, sly, yet majestic like a fox. Their hair colors and eye colors are are quite varied, some having white hair, others black, blonde is quite common, and a few have pink or red hair. Most kitsunes believe their hair color to be a sign of who they will turn out to be. They have Far Eastern forenames and a title. The eldest kistune have the title of "Nine-Tailed" for their nine tails.

Kistune are believed to be immortal. For every 100 years they live, or if they absorb a large amount of magic at once, they gain another tail. At 800 years, they have gained their ninth tail and are now known as elderly despite how they always retain their youthful appearance. Some Nine-Tails get offended if you refer to them as "old" or "grandma"!

They are magic users like no other, easily rivalling the most ancient aelf. They have even crafted private dimensions filled with wonderous inventions, magical creatures, and every book known, and some unknown, to man. While it is possible to break into these dimensions, only kitsunes know how to move around them. A spellthief may find themselves walking the same corridor for the rest of their life if the kitsune guardians are feeling rather cruel.

There is a story about a nine-tailed Kitsune who tormented the Far East for many years, said to have whispered dark thoughts into the ears of a few damiyo, causing rebellions and horrendous events. Even the Emperor and Shogun could not escape her seductive lies and magical tricks. It wasn't until a monk managed to defeat her in combat and trap her soul within a sacred stone did the Far East know peace from her. However, even said stone glows with magical energies and spews forth unnatural gases that turn those too close to it into zombies.
Special Abilities
Sensitive Ears & Piercing Eyes: Like Catfolk, they have large, fluffy ears along with eyes that mimic that of a cat's. They can hear better and see better in the dark compared to a normal human. They gain Acute Sense (Hearing) and Night Vision. This means they have a +30 bonus on any perception-based check that uses hearing, and reduce the penalty for darkness by half.

Mana-Infused Body: Kitsunes are natural spellweavers. They gain The Gift advantage for free and 2 bonus Creation Points they can spend on Magic Advantages only. Furthermore, they have a +20 to their magic projection and a +1 to Intelligence.

Shapeshifting: The kitsune love to play tricks on people, too. They can freely shapeshift into a fox as a passive action. Use the fox statblock from Gaia: Beyond Dreams. However, the kitsune uses their own level, mental characteristics, attack and defense secondary abilities, and whatever else the GM deems appropriate. Furthermore, they have the magical advantages Gestureless Casting and Unspoken Casting while in this form.

Re: Las Mons

Posted: Tue Jun 07, 2022 2:50 am
by Knight
Magitek

When the Imperials took notice of their lack of magical abilities, they hailed it as a badge of honor for they would not have to rely on such supernatural means to overcome their foes. Yet, they quickly realized that when massive fireballs rained down upon them, they would have to find a means to level the playing field. They turned to science and to an interesting fuel source: magic crystals. There are areas underneath the empire that spew forth magical energies that corrupt the environment, producing balls of living flame that attack all nearby or producing water or grass where it couldn't possible exist. The most interesting thing, however, was how giant, blue shining crystals would push itself out of the ground.

These magical crystals, dubbed madostallum, can be used as small pieces infused to engines and mechanisms to power them. Otherwise, they are taken to special facilities where they are first crushed into a fine mist, letting out a gas that is highly flammable and toxic to inhale. Then they are further condensed until they are turned into a liquid of a brilliant blue. This then acts as a extremely effective and long-lasting fuel for their various of inventions.

Thanks to this fuel source, what the Empire can achieve is far greater than most of the rest of the world. They require it, for the only reasons they still live to this day is because of their Magitek Armor.

Firearms of the High Kvengr Empire
Firearm Stats
Almac Personal Rifle 200 GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: Thrust | Weapon Type: Projectile | Special: Strength 6 | Fort: 8 | Breakage: -2 | Presence: 20

Small Caliber Rifle Ammo 50 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Almac, Caledfwlch | Fort: 3 | Breakage: -3 | Presence: 15

Caledfwlch Assault Rifle 275GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: Thrust | Weapon Type: Projectile | Special: Strength 6 | Fort: 8 | Breakage: -2 | Presence: 20

Large Caliber Rifle Ammo 60 SC
Damage: 50 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Caledfwlch | Fort: 4 | Breakage: -3 | Presence: 15

Durendal Assault Cannon 480 GC
Damage: - | Speed: -20 | Required Strength: 11/15 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 10 | Fort: 9 | Breakage: -1 | Presence: 25

HMG Ammo 2 GC
Damage: 70 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Durendal | Fort: 5 | Breakage: -1 | Presence: 20

Hauteclere Rocket Launcher 500 GC
Damage: - | Speed: -30 | Required Strength: 5/8 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 10 | Fort: 9 | Breakage: -1 | Presence: 25

Rocket 5 GC
Damage: 105 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Hauteclere, Special | Fort: 5 | Breakage: -1 | Presence: 20

Froberge Anti-Material Rifle 680 GC
Damage: - | Speed: 0 | Required Strength: 8/10 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 8 | Breakage: -2 | Presence: 20

Heavy Caliber Rifle Ammo 80 SC
Damage: 70 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Froberge | Fort: 5 | Breakage: -1 | Presence: 20

Gilgamesh Personal Firearm 185 GC
Damage: - | Speed: +10 | Required Strength: 2/4 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 6 | Breakage: -4 | Presence: 15

Small Caliber Handgun Ammo 20 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Gilgamesh | Fort: 3 | Breakage: -3 | Presence: 15

Reloading, Magazine Size, Range:
Weapon | Reload | Magazine Size | Range
Almace PR | 1 | 10 | 125m
Caledfwlch AR | 2 | 20 | 100m
Gilgamesh PF| 1 | 12 | 40m
Durendal AC| 3 | 10 | 300m
Hauteclere RPG | 2 | 1 | 300m
Froberge AM Rifle | 1 | 10 | 300m
Description:

Almace Personal Rifle
Intended for use as scouts and, for some, personal defense. It's a wooden stock rifle that is fitted with a thin blade that's about as long as its barrel. Treat the blade as a Dagger, but remove Throwable.

Caledfwlch Assault Rifle
The standard issue assault rifle given to all soldiers of the Empire. It has good stopping power, range, and magazine size. It can an also fire a burst of rounds in a 2 meter radius, striking anyone within that circle. This uses, on average, 5 rounds and gives a penalty of -10 when attacking. It also has a long, thin blade attached to the barrel of it that acts like a Short Sword.

Gilgamesh Personal Firearm
A handgun given to officers to use as a back up weapon or for close quarters combat. It has a sleek and eloquent design.

Durendal Assault Cannon
A heavy canon with a mini-gun like design for the barrels. It is naturally firing in bursts of 10 and strike in a circle of 4 meters. These guns are very heavy, requiring a strength of 11 to lift off the ground. Those under Strength 11 can try a Very Hard Feats of Strength test to lift it for 2 rounds with a -40 penalty to fire it.

Hauteclere Rocket Launcher
This rocket launcher is designed to bring down large monsters and even tear apart groups. The rocket explodes in a 6 meter radius, harming anyone caught in the blast.

Froberge Anti-Material Rifle
A large, black rifle with a built in bipod. Its intended use is to be emplaced on the ground to give it as much stability as possible before enemy commanders are blasted apart. It reduces the defender's AT by 2 points.

Magitek Armor
The large, imposing mechanical creations of the High Kvengr Empire. To be given the job of commanding one is a great honor, but some would call the magic armor as "large, metal coffins". Especially when spellcasters are involved, flinging fireballs that quickly burn any piloting the thing alive. Regardless, in order to pilot magitek armor, one must have the "Pilot (Magitek) [Dex] (Perceptive)" to utilize.

Striker/S-242 Terrain MA 450 GC
Life Points (DR): 650 | Strength: 11 | Size: 23 | Combat Movement: 7 | Maneuver Penalty: 10| Presence: 75 | Damage Barrier: 20
Cut: 3 | Impact: 3 | Thrust: 1 | Heat: 0 | Elec: 1 | Cold: 2
Weapons: 105mm Howitzer, Mechanical Kick

105mm Howitzer
Damage: 100 | Speed: -35 | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Projectile | Special: Area Attack (4 meters) | Fort: 12 | Breakage: -3 | Presence: 35

Mechanical Kick
Damage: 60 | Speed: -10 | Required Strength: - | Primary Attack Type: Impact | Secondary Attack Type: - | Weapon Type: Natural | Special: - | Fort: 14 | Breakage: -3 | Presence: 25

Re: Las Mons

Posted: Sun Sep 03, 2023 3:42 am
by Knight
New Materials

It should be obvious that the world is different, so there's new materials.

Kingiron
Difficulty: +10
Maximum Quality: +10
Availability: Uncommon
Iron that is treated by harsh, intense flames of the Sunbringers of the Sol Empire. Kingiron is typically only given to important figures, such as the high-ranking knights of the Empire, but some have attempted to mimic the flames of the Sunbringers to questionable results. Those who have levels in the Path of Fire gain a +20 bonus instead.

Artificer's Gold
Difficulty: -20
Maximum Quality: +10
Availability: Rare
Famed Artificer von Helaeger crafted what would be known as "Artificer's Gold". Artificers are those types of wizard who focus on building artifacts. One of the most common problems warriors face is having their weapon dangle at their hope or annoyingly place on their back. Artificer's Gold, which isn't actual gold, solves this by allowing the weapon to disappear into a different dimension, but can be called on with a simple thought from the user. Naturally, when in this disappeared state, it is impossible to disarm a person with an item made of Artificer's Gold.

Rotwood (Replaces Ghestal Wood)
Difficulty: -40
Maximum Quality: +10
Availability: Rare
In some areas of the land, especially those who have suffered under the Star Thing's gaze, the woods themselves become corrupted and mutated. Some of those trees give off a sickly purple and grow three times their size. Some of them even attack those who try to cut it down.

Godblood
Difficulty: -60
Maximum Quality: +15
Availability: Rare
Thin, what some might call "bones", exist within the long, ever-reaching tendrils of the Star Thing. It is incredibly hard to work with, especially as the process to extract the "bones" is very exact. A single mistake could ruin the whole tendril's bone. Yet, the bone may sometimes come alive to wrap around the smith's neck and choke him to death. Any item made with Godblood gains +20 Presence.

Jigkakuetsu
Difficulty: -30
Maximum Quality: +15
Availability: Inaccessible
This crystal-ore has strange time-altering properties. No one is quite sure on why, but they believe it to have been left behind by aliens far in the past or far in the future. Typically, weapons made with Jigkakeutsu give off a bright glow along its blade with many referring to these weapons as "lightblades". They take on the ki aura of their owner in color. When crafting an item made of Jigkakuetsu, the time employed may be modified by 3 steps up or down. That means someone who spends a week crafting the item can choose to have the modifier of only doing it in two to four hours or from being employed for two to three months.

Furthermore, by using 15 zeon, 1 ki, or sacrificing 5 LP, the item can be rapidly aged or de-aged. The item can drop down to -5 in quality or even breaking, or can be put in a state before it broke depending on what the owner wants out of it.