OOC Info PC Guidelines

Information Regarding Character Creation in Kenash.

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This lazy agricultural settlement rests on the swampy shores of the Middle Suvan at the delta of The Kenash River. The River's slow moving bayou waters have bred a different sort of people - rugged, cultured, and somewhat violent. Sprawling plantations of tobacco and cotton grow on the outskirts of the swamp in the rich Cyphrus soils, while the city itself curls around the bayou and spawns decadence and sins of all sorts. Life is slower in Kenash, but the lack of pace is made up for in the excesses of food and flesh in a city where drinking, debauchery, gambling, slavery, and overbearing plantation families dominate the landscape.

Moderator: Gossamer

PC Guidelines

Postby Vice on April 29th, 2014, 12:42 am

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With wealth comes power, but with power comes the added weight of responsibility. Can you handle it?

The Ruling Class :
GENERAL REQUIREMENTS (Regardless of Family Chosen)

✥ A Dynasty PC will...

  • Always need to be arranged through a Storyteller, at start-up, to ensure that there is a balance maintained among the Dynasties.
  • Always be born in Kenash, unless they married into a Family - which would require an additional Storyteller permission.
  • Have at least One Skill set at Competent (26 to 30 points) that is related to their personal business venture.
  • Have one lore related to their family's history.
  • Have one lore related to their family's primary business venture.
  • Maintain a Good style of life, which means a living expense of 450GM per season.
  • Start with a one-time Allowance of 1000GM for personal purchases, which needs to be reimbursed to their family within one year. Failure to do so will result in all money being stripped from a PC's ledger, regardless of the total, possible further retaliation is likely.
  • Start with a set of Good-Quality toiletries, at no additional cost, which should include a comb, brush, razor, and bar of soap.
  • Start with a Good-Quality fireplace, bed, trunk, strongbox or chest of Drawers, chair, and a table or desk in their plantation suite. Additional furnishings must be purchased.
  • Own and operate a business, and keep a separate business ledger either in the business' consortia page or in the character sheet.
  • Complete a minimum of four work threads per season to earn their wages. One of those threads must be directly dedicated to teaching slaves the character’s Dynasty main trade. One of those threads must be with another PC or a moderator.
  • Start with a maximum loan of 6000GM for their business venture, which needs to be reimbursed to their family within 2 Years.


Dynasty Requirements per Family

✥ THE ACKINA
  • Race Requirement: Human.
  • Recommended Skills: Wilderness Survival: Swamp or Marshlands, Tracking, Weapon: Net, Animal Husbandry.
  • Sample Lore: The Lore of Mammals in and around Kenash.
  • Recommended Occupations: Bounty Hunter, Butcher, Farmer, Hunter, Slave Trader, Slave Trainer, Wrangler

✥ THE ASKARA
  • Race Requirement: Human or Human, Drykas.
  • Recommended Skills: Agriculture, Calligraphy, Farming, Musical Instrument, Sewing, Storytelling,
  • Sample Lore: The Lore of Kenash Songs.
  • Recommended Occupations: Actor, Merchant, Musician, Scribe, Seamstress, Tailor, Poet, Bard.

✥ THE DRAER
  • Race Requirement: Human, Svefra.
  • Recommended Skills: Baking, Sailing, Cartography, Cooking, Fishing, Swimming.
  • Sample Lore: The Lore of Waterways in and around Kenash.
  • Recommended Occupations: Baker, Cartographer, Chef, Ferryman, Fisherman, Merchant, Scribe.

✥ THE KONRATH
  • Race Requirement: Akalak or Konti.
  • Recommended Skills: Agriculture, Bodybuilding, Carpentry, Construction, Fortunetelling, Gardening, Unarmed Combat, Weaponry.
  • Sample Lore: The Lore of Building Materials found in Kenash for the Construction of Furniture.
  • Recommended Occupations: Bouncer, Bounty Hunter, Carpenter, Architect, Farmer, Fortuneteller, Gardener, Guard.
✥ THE LORAK
  • Race Requirement: Human, Vantha.
  • Recommended Skills: Agriculture, Sewing, Dentistry, Medicine, Philtering, Storytelling.
  • Sample Lore: The Lore of Medicinal Herbs in and around Kenash.
  • Recommended Occupations: Medic, Dentist, Midwife, Bard, Actor, Tailor.
✥ THE LYNINT
  • Race Requirement: Human.
  • Recommended Skills: Agriculture, Animal Husbandry, Hunting, Persuasion, Trapping, Tanning, Leatherworking.
  • Sample Lore: The Lore of Reptiles in and around Kenash.
  • Recommended Occupations: Wrangler, Trader, Animal Tamer, Performer (with animals), Leatherworker.

✥ THE MOREALIS
  • Race Requirement: Human.
  • Recommended Skills: Agriculture, Dance, Rhetoric, Teaching, Business Administration, Persuasion, Negotiation, Distillation.
  • Sample Lore: The Lore of Kenash Dances.
  • Recommended Occupations: Dancer, Farmer, Merchant, Teacher, Distiller, Artisan.

✥ THE PAILLE
  • Race Requirement: Human, Drykas.
  • Recommended Skills: Meteorology, Astronomy, Riding: Horse, Jewelcrafting, Tattooing, Teaching.
  • Sample Lore: The Lore of Kenash's Meteorological Patterns.
  • Recommended Occupations: Artist, Meteorologist, Farmer, Jeweler, Merchant, Teacher, Wrangler.

✥ THE RADACKE
  • Race Requirement: Human.
  • Recommended Skills: Agriculture, Brawling, Carpentry, Construction, Intimidation, Masonry.
  • Sample Lore: The Lore of Building Materials found in Kenash for the Construction of homes.
  • Recommended Occupations: Carpenter, Constructor, Famer, Guard, Interrogator, Mason.

✥ THE RAJOR
  • Race Requirement: Dhani, Constrictor.
  • Recommended Skills: Agriculture, Interrogation, Musical Instrument, Poison, Wrestling, Intimidation, Torture.
  • Sample Lore: The Lore of Poisonous Vegetation in and around Kenash.
  • Recommended Occupations: Poisoner, Rollery Specialist, Overseer, Interrogator, Performer.

✥THE SITAI
  • Race Requirement: Human.
  • Recommended Skills: Agriculture, Dance, Perfumery, Philtering, Seduction, Persuasion, Negotiation.
  • Sample Lore: The Lore of Identifying Natural Intoxicants in Kenash.
  • Recommended Occupations: Florist, Dancer, Farmer, Merchant, Musician.

✥ THE ZULACA
  • Race Requirement: Nuit.
  • Recommended Skills: Agriculture, Botany, Herbalism, Philtering, Embalming, Farming, Gardening, Planning.
  • Sample Lore: The Lore of Caring for Hybridized Crops.
  • Recommended Occupations: Caretaker, Canner, Farmer, Gardener, Merchant, Philterer, Herbalist.

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Sure, you're free to come and go as you please...for now.

The "Middle" Class :
GENERAL REQUIREMENTS (Regardless of Origin, Race, Class or Occupation)

✥ A Freeborn PC will...

  • Always be born outside of Kenash.
  • Always outrank slaves, but never Dynasty Members, unless married to a Head of Household.
  • Acquire a Freeborn Brand, on the palm of their right hand, within 30 Days of entering Kenash or run the risk of being expelled or enslaved.
  • Be a productive member of Kenash’s society and either obtain a job or open a business within 30 Days of entering Kenash or run the risk of being enslaved.
  • Always abide by the Rules & Regulations of Kenash, as well as the Seasonal Addendums of the Magistrate, or run the risk of being enslaved.
  • Always be free to come and go as they please, unless mandated otherwise by the Magistrate.


SPECIFIC OCCUPATIONAL REQUIREMENTS

✥ BUSINESS OWNERS...

  • Must be affiliated with a Dynasty and operate at that Dynasty's discretion, so long as they owe the Dynasty mizas.
  • May start with a maximum loan of 4000GM for their business venture, which needs to be reimbursed to their affiliated Dynasty within two year.
  • Have the right to set their own prices and determine their own goods and services, but must submit a Business Plan for approval.
  • Must have a separate business ledger, which needs to be updated regularly.
  • Must maintain a Common lifestyle or better.
  • Once out of debt, may operate their Business in whatever way they see fit, so long as they are not in direct competition with an existing Dynasty Business.
  • Once out of debt, may close or sell their business at anytime.

✥ CRAFTERS & ARTISANS...

  • Must follow all of the requirements set for a business owner.
  • Have the right to adjust their prices per commission, even after an agreement is made.
  • Must prioritize their work so that Dynasty Members always come first.
  • Must produce nothing but top of the line merchandise for Kenash residents, and destroy or export all inferior creations.

✥ HIRED HANDS (SERVANTS)...

  • May hold positions of authority over slaves, so long as they are hired by and work for the slaves’ owner.
  • Will more than likely receive the title of servant.
  • Have the right to request proper compensation for any additional services performed outside of their initial agreement.
  • Must complete all assignments and related tasks in a timely manner and to the best of their ability or run the risk of being ousted or enslaved.

✥ MERCENARIES

  • Will usually work exclusively for a specific Dynasty, although not always.
  • Will be a seasonal wage, though more promising, dangerous or unique assignments are liable to earn supplementary income.
  • Mercenaries are free to make up their own assignments and enact them pending approval from a local Storyteller. Generally, these will include: Hunting down Zith, Rujaro, or wild animals on plantation soil; Bounty Hunting, Escorting deliveries into and out of the city. Be creative!


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Your bindings may be broken, but your will to survive is everlasting.

The Runaways :
GENERAL REQUIREMENTS (Regardless of Branch Chosen)

✥ A Rujaro PC will...

  • Most often will be a run-away slave, though there are a few freeborn Rujaro operating inside of Kensah.
  • Starting packages now include a Freedom Whistle, no matter the branch chosen.
  • Be considered an outlaw in Kenash.
  • Be subject to capture and, in turn, an immediate execution, at any time, even if captured beyond the City of Kenash and the Cyphrus Region.


SPECIFIC BRANCH REQUIREMENTS

✥ THE OMUNN RUJARO

  • Required to have at least 26 points in Wilderness Survival: Swamp (plus another of the player’s choice) and another 10 points in a weapon skill.
  • Starting package no longer includes a Horse, and now includes a Jungle Ixam . Full value remains at 500GM if they choose to return this package. Starting packages now include a Freedom Whistle, no matter the branch chosen.
  • Required to start with Lore: Basic Swamp Code that allows them to communicate with the Freedom Whistle.
  • Can enter Kenash past midnight if they possess some sort of disguise or attire that hides their features.
  • Start at a Poor style of life, which means a Living Expense of 45 GM a season.
  • Must remain in the swamp during day-time hours.
  • Must still take a profession that must be practiced near, in or around the Midnight Market. Any wares must be sold there in clandestine transactions.
  • Required to complete two job threads per season to qualify for wages.

✥ THE UMANN RUJARO

  • Required at least 26 points in Intelligence and another 10 points in Disguise/Morphing.
  • Can only cash-in home at character start.
  • Will most often assume the identity of Freeborns or Dynasty members, and carry out the task proper of their chosen identity.
  • Must maintain their identity hidden from Dynasties and Rujaro alike. If they are discovered, they must change their identity at season change and find a place of hiding meanwhile.
  • Required to spread at least five rumors, true or false, per season regarding the Dynasties or the Rujaro.
  • Required to start with Lore: Basic Swamp Code that allows them to communicate with the Freedom Whistle.
  • Required to contact a moderator if they wish to assume the identity of a Dynasty member, and create a plot for assuming such identity that will usually involve kidnapping and/or murder.
  • Required to fulfill their respective job threads depending on the social class they infiltrate.



BASIC SWAMP CODE

✥ REQUIRES A FREEDOM WHISTLE

  • Long and continuous whistling, approximately three ticks of duration: Makes the presence of the wielder known to any other Rujaro operatives in the area. An identical message by nearby operatives is returned to make the original sender aware of how many other Rujaro are within hearing range.
  • Three long whistles, approximately three ticks long per whistle: Warns of an immediate danger, be it a wild animal or a dangerous individual. Those within hearing range are encouraged to take caution.
  • Two short whistles, approximately one tick long per whistle: States the sender is about to begin retreating progressively. The Rujaro within hearing range should not count on his presence unless an emergency strikes.
  • Frenetic whistling in short bursts: Emergency retreat due to immediate danger. The receivers of this message should either flee or attempt to find the sender to help.
  • Continuous whistling, long and prolonged: Used during attacks, it is a statement of a direct attack. Rujaro within hearing range are encouraged to provide assistance unless totally incapable of doing so.
  • Ten brief whistles, approximately half a tick per whistle: Used to call the attention of a ghost, usually being enough incentive to cause it to either hover (or in some cases, blink) to the sender of the message.










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Will you wear the chains of servitude proudly, reluctantly, or defiantly? The choice is yours.

The Classless :
GENERAL REQUIREMENTS (Regardless of Value)

✥ A Slave PC will...

  • Be Branded - or Tattooed - on their face with the Crest of the Dynasty that purchases them. (The brands of each house can be seen here.)
  • Be treated in a different manner depending on their value to their Dynasties, and have different responsibilities depending on their masters.
  • Have no starting lore requirement, although it is recommended to pick one that enhances a trade skill.
  • Not worry about living expenses.
  • Complete four job threads per season in order to avoid capital punishment or heavy punishment. (2500 words minimum per thread.)
  • Start with a basic toiletry kit and an heirloom, but nothing else. All possessions are subject to confiscation.
  • Always defer to their Dynasty estate, overseer, or mistress/master.
  • Always be outranked by Freeborns, but held in a higher regard than the Rujaro. The Chosen Ones are an exception to this rule.
  • Be punished according to the Rules & Regulations of Kenash, as well as the Seasonal Addendums of the Magistrate, in addition to whatever mandates a Head of Household decrees, which supersedes all other rules and regulations that came before or come after


SPECIFIC CATEGORY REQUIREMENTS

✥ EXPENDABLES


  • All slave characters without a trade skill at competent levels. These skills depend on the slave's responsibilities.
  • Maimed and abused in general within Kenash territory, maintaining a poor lifestyle at most, depending on their master.
  • Most times, they walk the streets naked to be recognized.
  • Ignorant about the Dynasty they belong to – they are mere disposable objects that tend to die quick unless they gain value.
  • Are commanded directly by their masters and any other member of the same Dynasty, salve when then master is present.

✥ USEFUL

  • All slave characters with at least one trade skill at competent levels. These skills depend on the slave’s responsibilities.
  • Moderately accepted within Kenash territory, yet still being abused in general. They maintain a common lifestyle at most, depending on their master.
  • They dress rather poorly, at least out in the public.
  • Moderately familiarized with the Dynasty they belong to – they hear occasional gossips.
  • Can be granted a seasonal allowance of 12GM at most, depending on their master.

✥ ACCEPTED

  • All slave characters with at least three trade skill at competent levels, or alternatively one at Expert levels and another at competent levels. These skills depend on the slave’s responsibility.
  • Accepted within Kenash, and are seen as productive possessions that furthers a Dynasty’s goal. Few times they are abused by others out in the public. They may live a good lifestyle at most.
  • They dress more presentable, at least out in the public.
  • Greatly familiarized with the Dynasty they belong to – they’ve earned favor of their Dynasty and are treated fairly well. They often start forging relationships with other members of the same Dynasty.
  • Can be granted a seasonal allowance of 60GM at most, depending on their master.

✥ CHOSEN ONES

  • Moderator's Note:Contact a storyteller if your character falls into this category.

  • All slave characters with at least three trade skills at Expert, one of those being directly linked to their Dynasty’s main trade, the others depending on the slave’s responsibilities.
  • Treated with as much respect as a fellow Dynasty individual. They have earned their position throughout hard work, and proven their loyalty to Kenash. They may life an exquisite lifestyle under very special circumstances. Contact a Storyteller for approval.
  • They dress fine clothing proper of Dynasty members.
  • Treated as one of their own within the Dynasty they belong to – they generally know all the gossips and are updated to every activity of their Dynasty as much as everyone else.
  • These slaves are usually so well respected they are often given their freedom even if their master refuses this, and in very special occasions are adopted into the Dynasty as one of their own.


***Credit for this original post goes to Banickle and Gossamer, with heavy editing by Vice.
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Vice
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