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Character Name - Channeler Playbook
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The New Hunt
OVERVIEW
Formed in reaction to the Faces Of Progress seizing the Isle of Repose, The New Hunt is a loose militia of a few dozen resistance cells, doing what they can to prevent their foes gaining any more of a foothold in the archipelago.
Leader: The New Hunt has no overall leader, with cells acting largely independently
Aesthetic: Monster bones, horns and teeth. Recycled driftwood, iron chains and bolts. Colourful paintwork, kill tallies and trophies.
Factions
King’s Isle Couriers (Guerillas): Once upon a time, the KIC were your best bet for getting packages quickly and safely across the Isle of Kings. With the Faces of Progress on the scene, they’ve turned their pathfinding skills and secret routes to slightly different ends.
Actors:
Tapped?: No
Grip:0/3
The Beached (Military): An offshoot of a mercenary company, The Beached washed up on shore after getting caught in crossfire during the Faces’ initial invasion. In following with their company’s code, they quickly set about converting their wrecked ship to a local HQ and scheming against their accidental attackers.
Actors:
Tapped?: No
Grip:0/3
Sif’s Sleepers (Strange): Many were displaced when the Isle of Repose was seized, including the many priests that tended to its restful temples. Those young and angry enough to turn their sorcery against the Faces banded together as Sif’s Sleepers.
Actors:
Tapped?: No
Grip:0/3
The Reaches Unity Fund (Suppliers): With the Reaches’ actual military slow to mobilise, many influential and resourceful individuals collected together to form the Unity Fund, a thinly veiled operation to financially back the various resistance cells of The New Hunt.
Actors:
Tapped?: No
Grip:0/3
Calistone (Bandits):Calistone were a small-time band of thieves who just happened to have a very well-hidden route in and out of Repose at the time of the invasion. Though the route was only good for one heist, the spoils of Progress were enough to take them from an amateur group to a well-tooled organization.
Actors:
Tapped?: No
Grip:0/3
Loreth Tidal Guild (Scholars): The Tidal Guild is responsible for maintaining a system of dams and locks that keep Loreth Island habitable following an magical accident that sunk it a few meters below sea level. Their engineering expertise also made them naturals at disrupting arcane fortifications and Astirs belonging to the Faces Of Progress.
Actors:
Tapped?: No
Grip:0/3
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The Faces of Progress
OVERVIEW
The Faces Of Progress, having recently grown from ‘vampiric cohort’, to ‘cabal of industrial magnates’, to ‘sovereign state’, is quickly becoming the production center of the known world. Their factories produce everything from cutlery to armed Astirs, in dizzying quantities. To keep this up and expand even further, they find themselves in need of new sources for raw materials, a need they see fit to address by force. The Ghost Reaches is merely first on their list: once it has been strip mined and levelled to make room for factories, Progress will be made somewhere else.
Leader: The invasion of the Reaches is led by Galinn Juriss, a former mine foreman who proved himself as a natural military leader during the Faces’ violent transition from business to nation. Rumor has it the Faces’ true leadership has shared a certain sanguine gift with him.
Aesthetic: Porcelain, damage repaired with gold lacquer. Leather padding and patterned silks. Golden trims and ornamentation. Exposed tubing and scarlet liquids.
Divisions
The Juriss Company (Military): Galinn Juriss’s personal expeditionary force, sent to claim the Ghost Reaches for his vampiric masters. Galinn is eager to improve his position: there are few within the Faces of Progress who have their own armed Companies, but there are fewer with their own lordships
Actors: Galinn Juriss
Progress’s Promise (Curator): Members of the Promise dedicate their lives to recording and preserving evidence of progress: where ‘progress’ is the many conquests of their vampiric masters. This typically involves plundering the lands taken by the Faces for artifacts and heirlooms to study... or just put on display.
Actors:
Artery #23 (Resource): The many Arteries of the Faces Of Progress transport goods, weapons, and that sweet, sweet sanguine wherever they are needed. #23 is tasked with aiding and abetting the Juriss Company in their many endeavors.
Actors: Sinnh Renere
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BREAKING: MERCENARIES MAKE LANDFALL ON MERMAID’S ISLE - FRIENDS OR FOE?
Onlookers were stunned today as armed swords-for-hire made landfall on the northern shore of Mermaid’s Isle, commonly known by locals as Watcher Beach. Bringing a number of constructs with them including a large Astir, these sell-swords quickly set about making a camp and raising a small stake wall. Their ship, which seemed to this scholar to be damaged quite heavily, was brought high on the beach and stripped for wood.
It is unknown from what company these mercenaries hail, but those of Mermaid’s Isle are hopeful they will not cause trouble in the coming days of the Progress’s occupation.
- Excerpt from ‘The Reach Gazette’, Silt-town Publishing, YA212.M3.D13
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Posted · Edited by Handle (see edit history)
ASTIR NAMEIII
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MV: ASTIR MOVE
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