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  1. The Counts of Mirage 57 in Veehra Mirage Septimius Varoo Diplomacy: 3 Military: 6 Economy: 8 Faith: 1 Intrigue: 2 Actions: 1:[Military ] Assist attack on Coedd (33) with 1 space unit, 2 ground units (Ground units sent to 29, then boating across) With a swelling of Miliatrist sentiment among the Counts, and seeing the Emperors demand, Mirage Varoo decides sending an expeditionary force to this strange land would be a wise decision, allowing both the fleet and soldiers of the Counts to gain some battle experieince. Therefore under Caipe Ushere, a force is sent. 2: [Military] Coronal Catalogue of Duelists Knight Pembroke, tasked with reorganising the Counts various personal militias and fighting forces, quickly seizes the opportunity to move various tails in the same direction. He sends an emissary to each Count, Baron, Earl and other noble, requesting their lineages' greatest deed. Soon, he is inundated with many a tale, the best of which he forwards to the Emperor. The worst ones, he begins to whip into shape. 3: [Military ] Coronal Catalogue of Duelists 4: [Military] Recruit 1 Ground Unit With the expected losses forthcoming in the war on Coedd, Baron Mayweather moves to train their replacements 5: [Economy] Lay tracks 74 Now, a full circuit of Veehra has been laid solely by the Counts! Non-Actions: Resist all Buyouts Decree- vote for Military Readiness Injunction Coronal Catalogue of Duelists An Account sent in by Count Sahara The Counts, despite their bluster, tend to have few stories of great duels, or last stands. However many a tale is told of how a Peludo would manipulate a foolish braggart into the position they wanted. One such tale involves a human and a Peludo fighting over a seam of gold. The human was by far the greater warrior, so challenged to Peludo to a duel over ownership. The Peludo, agreed, under the condition that they chose the field of battle. The human agreed, stating to fight with nor armour or weapons. And thus it was agreed. However, on arriving at the agreed location, the human discovered what it was- a giant ants nest. The Peludo's thick hide protected it from bites and stings, whereas the human had no such protection, as they had stipulated themselves. The match lasted only a few minutes before the human was sent itching from the ring, and the Peludo was victorious. Addendum sent in by Marque Anthony And then, the human declared the duel a sham and dishonourable, and organised a raid to seize the seam from the Peludo. Which My family still hold to this day. Bookkeeping Trains Train Lines in: 52 (Built by CBC) 53 (built by MSQ) 54 55 56 57 58 59 62 65 (Built by ISH) 68 69 (Built by MSQ) Military Units (cap 6): 4 Land, 2 Space Gralvin Station: Fortress in 57 General: Knight Pembroke 9 Economic Treasure: 4/5 Trade Posts Owned: 34 TP2: Curative Enzymes 57 TP1: Tungeston 57 TP2: Tungeston 55 TP1: Mzarite Crystals 68 TP2 Polymorphite 70 TP1 Corvee labour 53 TP1 Sorcerous Swords 61 TP2 Tripedal Mecha 64 TP1 Davisonian Paints Merchants owned: 57, 59, 75 Technology Xenolinguistic catalogue Dust hardening Wet Navy Ships Nuclear Fusion Arcane Amplification Algorithmic Imagination In Vivo Modification Aclaustrophobic Psychiatry Anti-Gravitational Rail Hyperlight transceivers Android Industrialisation
  2. The Counts of Mirage 57 in Veehra Mirage Septimius Varoo Diplomacy: 2 Military: 6 Economy: 7 Faith: 1 Intrigue: 2 Actions: 1:[Military ] Recruit 1 space unit 2: [Diplomacy] Sway 56 merchants spending 1 treasure 10 3: [Economy ] Lay tracks 62 4: [Economy] Impress merchants 75 spending 1 treasure 14 5: [Diplomacy] Attend Mageball Gift Anti-Gravitational-Rail to MSQ for help with laying network trade Anti-gravitational Rail to SEV for Hyperlight transceivers Trade Anti-Gravitational Rail to CAS for Android Industrialisation Non-Actions: Resist all Buyouts Bookkeeping Trains Train Lines in: 53 (built by MSQ) 54 55 56 57 58 59 68 69 (Built by MSQ) Military Units (cap 6): 4 Land, 1 Space Gralvin Station: Fortress in 57 General: Knight Pembroke 9 Economic Treasure: 4/5 Trade Posts Owned: 34 TP2: Curative Enzymes 57 TP1: Tungeston 57 TP2: Tungeston 55 TP1: Mzarite Crystals 68 TP2 Polymorphite 70 TP1 Corvee labour 53 TP1 Sorcerous Swords 61 TP2 Tripedal Mecha 64 TP1 Davisonian Paints Merchants owned: 57, 59 Technology Xenolinguistic catalogue Dust hardening Wet Navy Ships Nuclear Fusion Arcane Amplification Algorithmic Imagination In Vivo Modification Aclaustrophobic Psychiatry Anti-Gravitational Rail
  3. So a Potential TD for my New Commander: Twin Rail tactics: +3 to Battle Roll if on a Rail Line Or, if that is not to the taste: The Bunker and the Needle: -10% to own casualties, +1 to battle roll
  4. The Counts of Mirage 57 in Veehra Mirage Septimius Varoo Diplomacy: 2 Military: 5 Economy: 6 Faith: 1 Intrigue: 2 Actions: 1:[Military 5 ] Recruit a General: Knight Pembroke 9 With rebels and other electors militarising to alarming decrees, Septimus Varoo brings his childhood friend Trajan Pembroke to the status of Knight, a very unorthodox move, considering they are merely the scion of a Laird, and moreover human. However Pembroke's skills and grasp of manoeuvre warfare keep the other Counts at bay until he is tested on a battlefield. 2: [Military] Recruit a Land Unit With his new Rank, Knight Pembroke, seeing an opportunity organises a militia and reservists from those who operate Peludo rail. While they operate more as a logistics core, their grasp of heavy machinery does allow them to work wonders with cavalry of all sorts. 3: [Economy 5] Industrial Investment Region 34 Seeking new frontiers, Mirage Varoo quickly sees there is very little in regards to medicines an Veehra, or for that matter, the Empire as a whole. Sensing an opportunity he organises an expedition to Sansar to one of the backwaters, to jump before the market catches up. 4: [Economy] Impress merchants in 59. spending 1 treasure (With Davisonian paints) 17 It is just as well that the Union hopes to unionise all workers, and the Mirage wishes them luck. however, to help keep relations cordial, as well as begin to flex some of their economic power, the Mirage organises a group to extend an olive branch to those merchants of the region, who share a similar taste in fashion to the masklanders. 5: [Economy] Extend Rail to 68 The rail is now greatly shoring up, but Peludo rail will not rest until they have put rail all across Veehra. Non-Actions: Resist all Buyouts The People Want Action: The Counts find that, although they will need continued vast amounts of Labour to fund Peludo rail, they are willing to consider some...concessions as long as those who labour continue to work. Primarily they note that it is the lack of opportunities in their own lands, and their governments historic allowance of such a system. Therefore improving their internal opportunities, and getting all the regional factions on board would be needed. Bookkeeping Trains Train Lines in: 53 (built by MSQ) 54 55 56 57 58 59 69 (Built by MSQ) Military Units (cap 6): 3 Land, 1 Space Gralvin Station: Fortress in 57 Economic Treasure: 3/5 Trade Posts Owned: 57 TP1: Tungeston 57 TP2: Tungeston 55 TP1: Mzarite Crystals 68 TP2 Polymorphite 70 TP1 Corvee labour 53 TP1 Sorcerous Swords 61 TP2 Tripedal Mecha 64 TP1 Davisonian Paints Technology Xenolinguistic catalogue Dust hardening Wet Navy Ships Nuclear Fusion Arcane Amplification Algorithmic Imagination In Vivo Modification Aclaustrophobic Psychiatry Anti-Gravitational Rail
  5. With the influx of new technologies, the Masklanders immediately begun experimenting with what they already have to find new outlooks for technology. What they found was that by applying some basic magical principals with vast amounts of power, one could create a very strong levitating effect, however an unbroken link is needed to achieve this. Therefore these new anti-gravity plates are set with a pair or rails on their bottom to help steady the load. This alone allows these plates to essentially be dragged along carrying heavy loads of all sorts, but has a compounding effect if two sets of rails are set against each other, Some have called this 'magnetism,' however the sheer amount of mass this effect can lift is far beyond that alone. This will surely allow cargo to be hauled in vaster loads, and maybe more in the future
  6. The Counts of Mirage 57 in Veehra Mirage Julia Sahara Diplomacy: 3 Military: 6 Economy: 10 Faith:2 Intrigue: 2 Actions: 1:[Economy 5] Improve Region 61 Tripedal Mecha 2: [Economy] [1/?] Continue train track expansion Trains into 54 (with permission) 3: [Economy?] [1/?] Continue the line into Region 58 4: [Economy] [1/?] Continue train expansion into 59 5: [Economy] Buyout region 64 TP 1 Davisonian Paints (with possible +1 from tech) 21 There is Paint. It is a new colour. It will be ours. Non-Actions: Resist all Buyouts -Except for UHS for 57 TP3 which will be supported - Pay back WTU loan of 3 treasure Change ruler to Mirage Karoo Bookkeeping Trains Train Lines in: 55 56 57 Military Units (cap 6): 3 Land, 1 Space Gralvin Station: Fortress in 57 Economic Treasure: 4/5 (3 in debt) Trade Posts Owned: 57 TP1: Tungeston 57 TP2: Tungeston 55 TP1: Mzarite Crystals 68 TP2 Polymorphite 70 TP1 Corvee labour 53 TP1 Sorcerous Swords Technology Xenolinguistic catalogue Dust hardening Wet Navy Ships Nuclear Fusion Arcane Amplification Algorithmic Imagination In Vivo Modification Aclaustrophobic Psychiatry Anti-Gravitational Rail
  7. The Counts of Mirage 57 in Veehra Mirage Julia Sahara Diplomacy: 3 Military: 6 Economy: 10 Faith:2 Intrigue: 2 Actions: 1:[Economy 10] Technology Economic Tech: Anti-gravitational rail. Reqs: Nuclear Fusion, Arcane Amplification, (Ores and Alloys) Effects: +1 to buyouts With the influx of new technologies, the Masklanders immediately begun experimenting with what they already have to find new outlooks for technology. What they found was that by applying some basic magical principals with vast amounts of power, one could create a very strong levitating effect, however an unbroken link is needed to achieve this. Therefore these new anti-gravity plates are set with a pair or rails on their bottom to help steady the load. This alone allows these plates to essentially be dragged along carrying heavy loads of all sorts, but has a compounding effect if two sets of rails are set against each other, Some have called this 'magnetism,' however the sheer amount of mass this effect can lift is far beyond that alone. This will surely allow cargo to be hauled in vaster loads, and maybe more in the future 2: [Economy] [1/?] Break the Ground on Peludian Rail in Region 57 3: [Economy?] [1/?] Extend the lines into region 56 4: [Economy] [1/?] The line is extended into region 55 5: [Diplomacy] Plans may be laid, and debts may be paid, and trains may not be delayed. "A New Track will be put down, stretching from Pole to Pole for all of Veehra!" The Peludo announce to all plans for a grand new project for all of Veehra. Starting from the Masklands, the Mirage pledges to build up a grand new railway stretching all across Veehra, eventually to the other pole! Using the newest of developed technology, the Peludo will build miles of track all across the planet to join the poles, and circle the equator, allowing both goods and peoples to travel further than before. All powers are invited to help build this up-to any Veehran Powers, the Mirage pledges to offer their new technology to help aid in the construction! Non-Actions: Resist all Buyouts -Except for UHS for 57 TP3 which will be supported Bookkeeping Military Units (cap 6): 3 Land, 1 Space Gralvin Station: Fortress in 57 Economic Treasure: 3/5 (3 in debt) Trade Posts Owned: 57 TP1: Tungeston 57 TP2: Tungeston 55 TP1: Mzarite Crystals 68 TP2 Polymorphite 70 TP1 Corvee labour 53 TP1 Sorcerous Swords Technology Xenolinguistic catalogue Dust hardening Wet Navy Ships Nuclear Fusion Arcane Amplification Algorithmic Imagination In Vivo Modification Aclaustrophobic Psychiatry
  8. My thoughts were the bonus to buyouts came from the ability to shift higher amounts of goods around making it more of a logistical incentive to get behind those who use this tech. There is also some thought this may lead to more military applications of it such as anti-grav weapons platforms or railguns, but also really good trains. I suppose it could also be a bonus to impressing merchants as well, or even swaying?
  9. Proposed Economic Tech: Anti-gravitational rail. Reqs: Nuclear Fusion, Arcane Amplification, (Ores and Alloys) Effects: +1 to Buyouts Withe the influx of new technologies, the Masklanders immediately begun experimenting with what they already have to find new outlooks for technology. What they found was that by applying some basic magical principals with vast amounts of power, one could create a very strong levitating effect, however an unbroken link is needed to achieve this. Therefore these new anti-gravity plates are set with a pair or rails, to help steady the load. Some have called this 'magnetism,' however the sheer amount of mass this effect can lift is far beyond that alone. This will surely allow cargo to be hauled in vaster loads, and maybe more in the future
  10. The Counts of Mirage 57 in Veehra Mirage Julia Sahara Diplomacy: 3 Military: 6 Economy: 8 Faith:2 Intrigue: 2 Actions: 1:[Economy] Buyout Region 70 TP 1 Corvee Labourers In the great tunnels around Galvin Station, plans for a great project are beginning to be drawn up. To fulfil them will require massive amounts of work, therefore, Earls are asked to secure what labour they can that is willing to travel. 2: [Economy] Buyout Region 53 TP 1 Sorcerous Swords Meanwhile, a seperate group, very confused as to why they could not find their circuitry, decides that bring back swords to the Mirage sounds cool 3: [Economy] Hoard Treasure 4: [Economy] Expedition region 61 The previous expedition failed to truly penetrate far into the dust storms. This time, the group are fare more prepared 5: [Diplomacy] Attend -Pay 1 treasure tax to EMP -Lurk in the corner -Receive 1 treasure from UHS for future support in buying out 57 TP3 (with dissuading others) Non-Actions: Resist all Buyouts Agree to Hazardous Conditions Inspection: With the rumours that the WTU are beginning to rally a cause for workplace inspections, the Mirage decides to open up the mines to them to view how much the many miners earn, and are treated, which is to a surprising standard. For those wandering on the surface, there is a a slight pause in the conversation. Bookkeeping Military Units (cap 6): 3 Land, 1 Space Gralvin Station: Fortress in 57 Economic Treasure: 1/5 (3 in debt) Trade Posts Owned: 57 TP1: Tungeston 57 TP2: Tungeston 55 TP1: Mzarite Crystals 68 TP2 Polymorphite Technology Xenolinguistic catalogue Dust hardening Wet Navy Ships Nuclear Fusion Arcane Amplification Algorithmic Imagination In Vivo Modification Aclaustrophobic Psychiatry
  11. Minor thing missed I believe. MIR was gifted nuclear fusion by The Kingdom of High Ishtahnos but its not in the opener. Also, I had to keep not looking at MSQ for my stuff out of habit :P
  12. The Counts of Mirage 57 in Veehra Mirage Julia Sahara Diplomacy: 3 Military: 6 Economy: 6 Faith:2 Intrigue: 2 Actions: 1:[Economy] Buyout Region 68 TP 2 Polymorphite spending 1 treasure While the merchant caravans failed the first time, the interest in polymorphite for its colourful qualities remains, and with the backing of actual wealth this time, a more concerted caravan, this time with a Baron lending their ear to it is sent 2: [Economy] Buyout Region 57 TP2 Tungsten with own support Now that Gralvin station is secured, the Mirage immediately moves to consolidate the resources of the Masklands as best she can. 3: [Economy] Buyout Region 50 TP 2 Superconductors and Microcircuits spending 1 treasure Meanwhile, a smaller expedition of more human origin sees a small gap in the market, and attempts to secure a hold on some very useful technological parts. 4: [Economy] Explore region 61 spending 1 treasure Finally, with the rumours of what may lie out in the deserts of Veehra, the Mirage approves a knight to lead a preliminary group to travel beyond their borders. 5: [Military] Raise 1 land unit With these expansions, Baron Mayweather continues his work further expanding the ground forces under his control. Non-Actions: Resist all Buyouts Bookkeeping Military Units (cap 6): 2 Land, 1 Space Gralvin Station: Fortress in 57 Economic Treasure: 3/5 (3 in debt) Trade Posts Owned: 57 TP1: Tungeston 55 TP1: Mzarite Crystals Technology Xenolinguistic catalogue Dust hardening Wet Navy Ships Nuclear Fusion Arcane Amplification Algorithmic Imagination In Vivo Modification Aclaustrophobic Psychiatry
  13. The Counts of Mirage 57 in Veehra HISTORY It is said that many years back, the Masklands were home to various centres of education, learning and art unrivalled across all the planets. It is also said that those who dwelt here were heretics, apostates, atheists, fanatics, and many other contradictory terms. What is actually known is very little, but it appears from the dark scars left at remote parts across the surface, that the Masklands were certainly a target of those ancient wars. From here, the Peludo claim that the first of their kind burrowed to the surface, to see all that the world had to offer. What they found was a land almost entirely inhospitable, with a few small cities weathering the storms. Over the centuries, the Peludo grew from a few minor tribes known to those who dwelled deep, to a strong faction, to their armies dominating the lands far and wide. However, Duke Pollis, ruler of one of the few human cities in the region, saw an opportunity to bring the Peludo under an Imperial banner outright. Offering them the Emperor's bounties in return for fealty to himself, he named the greatest of the Peludo leaders Counts, all under him in hierarchy, and the Counts swore to never raise arms against him. Unfortunately, the Duke, and his heirs, were all killed when their castle collapsed in on them, seemingly dug out from below. The Peludo Counts, now officially guaranteed turned back to their squabbling and fully began to dominate the region, as no Duke had been officially chosen, and the remaining human Counts closed ranks, unwilling to fight the strength of the Peludo. For the next century, various strife, war and conflict gripped the lands, as each Count now sought to take control and gain the Ducal title, with much loss of life in the harsh land. Eventually however, the Peludo Countess Melia Sahara, travelling as a diplomatic to another court, came across a dead group of travellers, all of whom had in their possession and on their faces many ornate masks. Intrigued and enticed, the Countess took these and wore them to her meeting, and within a year, wearing masks became the height of fashion and décor within the nobility, and within five, it had become something of a statement of identity, with each Count, tribe, family and profession beginning to make their own markings. And in this all Countess Sahara saw an Opportunity. Drawing on her fame, she managed to draw a mask wearing group of Counts together, and made an official offer to unite the land. The Counts would have no Duke. However, the Counts would need a representative, a first amongst equals. Therefore she proposed that amongst themselves they elect a Mirage. A leader who officially put aside their identity for the good of the lands, to settle disputes, and guide them all. She had read her people's feelings well, for it was agreed, and Countess Sahara became the first Mirage. And so have the Mirages ruled for life, elected by all Counts, for 500 years. GEOGRAPHY The Masklands are vast, large and unforgiving, with unending plains, small hills and seemingly eternal dust storms. There is little change in colour from the orange dust and dirt though there are quite a few black charred mounds, canyons and plains. Ice can often form and sub zero temperatures can persist for months on end. Above ground are dotted a few small cities in the cover of what few hills and gullies can be found. Possibly the most notable part are the farm sites dotted about, each of which is fiercely protected by its guards. Even at the far south at the Pole, all there is are a few ice caps bringing a slightly lighter colour to the landscape. If one were to look here alone would be to see these lands as nothing more than a barren wasteland, but as might be noted, there is much below the mask. Below the surface are vast carved out cities going many miles deep. These cities are made with steel, glass, and stone, making them almost immovable, and daunting monuments to the people's industrialness,. For the uninitiated it is hard to see where the ground begins and the city ends, and many a traveller has sook shelter in a burrow only to find themself in a foyer. Even further down, are vast mining complexes, mining out the various minerals and ores of the planet safely aware from the surface. What might also be seen between each city however are the great underground railways, built to run the great distances between each city and keep the various Counts connected. These rails have even been extended to begin to run a train between the two oasis lands, and attempt to access some of their wealth. PEOPLE The 'Peludo' (As they call themselves) dominate the Masklands. These appear very similar to Armadillos, they they have two crucial differences. Firstly they grow to a length of around 3m including their tail, and secondly, have their front grasping claws adapted to have an opposable claw, allowing them great manual dexterity. They maintain thick armoury hide which allows them to withstand much of the harshness of Veehra, though they are well adapted to also living beneath the baleful surface. In fact the deepest settlements and the oldest are Peludian. They are somewhat known for their adaptability, and their shameless adoption of customs that interest them. Therefore, the current fashion and dress of the nobility changes rapidly. Beneath this however the Peludo often wear heavy cloaks and scarves to cover them selves from both the dust and the cold. Outside of this, a sizable minority of Masklanders are humans, having arrived here from various migrations, movements or otherwise. Some of these groups are more nomadic or recent arrivals, while a few have survived enough raids, attacks and storms to be accepted as part of the political landscape. The majority of these humans live above or just below the surface as opposed to their Peludian neighbours. A smattering of other species exist in the Masklands, though they tend not to have the political weight of the Peludo or Humans. However as the Masklands are so vast, they tend to be left to their own devices, or curried by a political faction if needed. One example are the dwarves, who claim to be the original inhabitants of the lands, though any truth to this is unknown The customs of the lands are many and varied for its large size, however the most notable is readily apparent to any visitor: That almost every native carries on them or wears a ceremonial mask befitting them. Each mask has many different symbols or colours denoting both the social position of the individual, but their trades, accomplishments, skills and also their family, tribe and so on. Generally, a noble will have a carved mask of a precious material, while many poorer will have varnished wood, plastic or possibly steel. While most will accept an outsider for not wearing one, they will tend to offer a plain mask to them. It is the Peludo who will barely ever remove their mask, while may others will use them more as a personal identification. Indeed, with how individual each mask is, they are often used as official identification, and stealing a mask: or worse, destroying one, will lead to a very unpleasant situation. The masks of the Peludo are made to cover over their muzzle and face and rarely the ears, usually held on by a strap around the neck. Other masks can vary, from Masquerade style, to domino masks, and in one tribe directly tatooed onto the person. Generally, before coming of age, a child wears no mask, until they are old enough to work. At this age they are given a simple mask to wear, on which the most basic of symbols and heraldry is put. Upon coming of age, the individual either crafts their own, or if they are unskilled or wealthy enough, hire an artisan to craft one for them. This mask then persists with them for life. If a mask is broken or lost, an individual is usually considered a pariah until they can gain a new mask, although the lost of much of their iconography will be a shame for years after. It is possible to change for a new mask, although this is usually done on gaining of social status or if the ld is beginning to wear thin. Notably however, magical skill and ability is almost unknown to the Peludo, and few of the others of the region have a strong tradition of it, with most of it being brought in by those travelling from other regions. GOVERNMENT The Masklands are run on what is essentially an elective system among the Counts. A Mirage is elected for life from each Count, who 'officially' leaves their titiles to instead rule in the interest of the Counts as a whole. The Counts themselves are essentially chosen by agreement. The five Original Counts raised by Duke Pollis are traditionally always included, as two human Counts, the ones who had managed to survive and hold their lands until the first Mirage was elected. Five other Peludo have been raised to the title of 'Count' by order of the Mirage in time. Additionally however, five 'Knights' can also be elected to be retain the rights of Counts for a Mirage's tenure, after of which they lose this right, unless reaffirmed. Broadly, each Count has broad rights to rule as they see fit, in raising tax, running their land and entitled to their own land armies. They are forbidden from slavery, and from secession as a few of the outright commandments of the Mirage. Beneath Counts, are 'Barons' and 'Earls,' essentially vassals to the Counts, with Barons ruling below ground, and Earls above. Below these are 'Marques,' who tend to manage small holdings or operations (and tend to be petty nobility) and 'Lairds' who are the nomadic and wandering tribes on the surface. Each person is beholden to their community and hierarchical leader, and feudally obliged to support their liege in an agreed manner, whether that be through materials, troops or otherwise. If a dispute does arise, the local noble is expected to deal with it within their community how they see fit, thus theft in an eastern Lairds domain is likely to be trialled and sentenced different to a Peludo Baron. Disputes between nobility are more complicated, with the Mirage dealing with those amongst Counts and Knights. Barons and Earls face the strange position of having to both seek the ear of other Counts to have disptues against their liege dealt with if it cannot be done between themselves. RESOURCE Resource: [B]Tungeston[/B] (Ores and Alloys) With its vast underground mines, the Masklands have made use of their niche by finding vast quantities of Tungsten, a material with many uses, and can be used as a alloy for almost anything. Required: The Peludo obsession with their masks, and denominating their heritage can sometimes reach fanatical levels. Therefore there is an eternal search for new substances to paint on their masks for different definitions or colours. Too many have died from Uranium based paint that the Mirage is keen to find safer alternatives. FAITH The Peludo are not exactly agnostic, however as many a missionary might find, they are horrific convertees. This is not from their lack of interest and willingness to experience new ideas. It is in fact, that they are just as quick to adopt to a new creed with more interesting traditions, hymns, or hats. Thus a faith has to both be appealing to their curiosity, and gain enough of a hold to survive when the first wave turn away. The few faiths that survive often have quite a bit of synchronicity by necessity. The nobility, while they will take as much part in ritual as the commonfolk, will still be wary of threats to their power. This hodgepodge of beliefs that forms is usually labelled as 'Mongrelism' as it is night unrecognisable from what it may have been before. The humans of the land by contrast tend to tie their faith more directly to their identity as tribes families, so a more settled belief settles here. Therefore it tends to be here where any seat of religious power settles and cements itself. The Temple of Malanos, near the Pole, and the Fallen Palace of Duke Pollis are possibly the most major, with the former being the traditionally the point the Peludo broke the surface, and the latter where they finally achieved power. What has gained some purchase is from the Iron Masquerade, in the Soulbound Dance. Lacking much of their magical skill, the ceremonies for transplanting the soul to the objects is purely ceremonial. On the other hand, masks are almost the only object chosen, and their importance and tie to identity are so intrinsic that if the rituals did have power no one would notice. The ceremony itself is widespread in itself. Similarly, the Mother Serpent has achieved a small cult like status as the focus on rebirth and shedding skin has achieved some strength in the more northern areas, as the Peludo liken it to their own armoured hides. The lack of large snakes, or any snakes in the south has somewhat stymied it though. The Cult of Avva occupies the strange position of being the most successfully imported faith, yet has next to no adherents amongst the Peludo. This is mostly due to the Peludo being content to not see the sun, with the more surface dwelling cousins appreciating it's tenants more. This has not stopped the Peludo happily adopting quite a few of the rituals. The beliefs of life and death from the Vesper have some minor taking, with minor cults taking after their roots, but with the significant differences between peoples, a lot of these have altered in transition, perhaps beyond any other. What remains are cults with a strong focus on death and attempting to talk the dead. Plurality:None Majority:None Minority: Peludian Soulbound Dance Minority: Peludian Mother Serpent Minority: Peludian Cult of Avva Minority: Peludian Mongrelism Minorty: Peludian Death Wheel Sisterhood STARTING TECH Dust Hardening: The Masklands are vast and dangerous. All who have survived here beyond a generation had already begun to improve what they had, and themselves Xenolinguistic Cataloguing: With the varied tongues and bodies of the Masklands, most inhabitants are at least conversational in a few languages. The Mirage and their entourage have managed to coordinate this enough to have a strong basis for lingustics. As of the Start of the game, the de jure and de facto leader is [B]Mirage Julia Sahara [/B]
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