Vaxia

Vaxia

Vaxia - General Reputation Groups

*Place holder for the moment for organizing purposes.*

The following are considered general reputation organizations which represent larger groups such as a general population of a city, rather then a more specific group.

These organizations often provide reputation which can come into play in keep track of a character's general reputation and overall notoriety or infamy.

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GHOUL Werewolf Packs

  • Status of Organization: Active
  • Active Membership: 200
  • Where Based and Areas of Influence: GHOUL
  • Leadership: A council of the leaders of each pack, whom answer to the GHOUL Council
  • Legal Status: Most of them are in good legal standing.
  • Distinguishing Marks: --
  • Known Enemies: Werewolf hunters, couple of small groups that remain in Ramsalon
  • Known Allies:

    Founding origin

    When GHOUL was founded werecreatures were some of the beings that were taken in under their protection. Especially greatful many of these people have become a kind of foundation of the city and its people. They now all work to ensure that they will make the best out of GHOUL and ensure they never experience once again the turmoil and death that happened in Ramsalon ages ago.

    Werewolves have been at the forefront of this.

    Organization structure

    Each pack is more like a small extended family, often no larger then 10 members at a time.

    The packs do come together to form a larger organization in order to help ensure each pack can thrive and is protected. They often share resources and will fight together as needed. Sometimes conflicts between packs do happen, but they may request another pack send someone in to help sort things out. Though some conflicts are a bit more severe, and other packs not involved will stay out of it.

    While most of the packs are loyal to GHOUL and are law abiding, they will not turn over other packs which may not be as in the up and up unless their actions become severe enough to threaten the rest of them.

    Each pack governs themselves for the most part, however there is an overarching council of pack leaders which helps bridge the Council of GHOUL and their packs as a whole. They also often make decisions and declare actions should something arise that is too large for one pack to handle or is a threat to all of them.

    Current projects / Interests:

    Membership related information:

      How to join

      In order to join a werewolf pack of GHOUL one must be in good standing with the packs. They must prove themselves to be dedicated to their cause.

      When one reaches 10 reputation they will receive an invitation from the pack willing to take them in and make them a member. But they will not be turned.

      Once the member has become established with the pack they will be judged and then be offered the opportunity to start the process to be turned into a werewolf if they so desire.

      • This process is a petition to the Council of GHOUL for approval to turn a new werewolf.

      • The one wanting to be turned needs to be in good legal standing with GHOUL and have 20 rep with the werewolf packs

      • If the member meets those, then a mini scene will be done where a representative of the Council fills them in on the laws regarding their soon to be status (this also serves to make sure the player is informed of IC expectations and risks)

      • Once they agree to the laws and swear fealty to GHOUL and the pack, they will then be infected with the werewolf condition.

      Any benefits of membership

      Members of a werewolf pack have some access to the protection and resources the packs have to offer.
      Players can access these by doing scenes and rolling to see what will apply to the situation they are trying to invoke them for.

      Once they reach a good standing with the packs they will have the chance to be turned if desired.

      How to maintain membership and obligations

        Doing things that help promote and protect the interests of the packs.
        Performing tasks for the pack when called upon.
        Following the rules set in place by the packs.

        Rules:
        You do not turn anyone without approval of the pack
        The pack comes first, their needs are your needs
        You protect your packmates, don't do anything that puts them in danger

      How to leave (if you can)

        Leaving a pack can be rather messy, even more so with some of the past issues with Ramsalon tainting things.
        If one has grown unhappy with the pack they are in, they may petition another pack to take them instead. Of which the pack leads will make and agreement on something to trade for the transfer.

        If wanting to leave all packs together, one must declare their intent to go solo to the Council of GHOUL and the packs in writing.
        However someone will occasionally keep an eye on the former member to ensure no trouble will come back their way.

        One can also just cut off contact with them, however over time someone will come looking for them to ensure they are behaving and won't be causing any kind of trouble to fall upon the packs.

      How to get kicked out and any punishments incurred

        Disobey the rules put in place by the packs and GHOUL.
        Depending on the severity of infraction will determine the type of punishment. A small infraction will likely lead to just being exiled from all packs, a more severe infraction could lead to prison or even death.

        Cause too much trouble in Ramsalon
        Due to the history with Ramsalon, it is very easy for a werewolf pack face harsh legal repercussions should one of their own be found making trouble. This will lead to being exiled from the packs, leaving the member to face the consequences on their own, and possibly even turning the former member in to face punishment from the Ramsalon government in order to make amends and prevent any further harm to the packs.
        Those consequences/punishments will be depending on the severity of the trouble/laws broken.

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    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    200
    Diplomatic Influence: 
    50
    Material Strength: 
    50
    Economic Influence: 
    50

    Nightshade Nightclub

    On a consistently busy street in the Court Of Heroes neighborhood the Nightshade club advertises it’s existence with an elaborate turquoise, royal purple, and silver sign reading just the one word. However even from a distance, the music usually filters out when it’s open and makes the type of establishment clear. All patrons who come through the door know the statuesque redhead owner and proprietor as Nightshade. And if she has another name it is a closely guarded secret. She is usually found at her booth toward the back of the establishment. From there, she can watch the dance floor, the stage, the bar, the tables and booths for relaxing, and the entrance. And her reserved booth is also the closest to a group of rooms that are kept in the back for private meetings. The entrance to that hallway is always guarded by two security guards. Other security is stationed around the stage (to keep the performers safe) and at various other positions. They tolerate no shenanigans or violence, and anyone misbehaving or acting piggish is quickly escorted out.

    Nightshade herself is known for making business deals and taking numerous trips to one of the back rooms on any given evening. Much of her business is word of mouth, and she is reasonably well known for being available to discuss her work on most evenings. However, occasionally she does take a night off, though it is unknown where she goes. She’s a tall slender elven looking woman with scarlet red curls. She’s quite beautiful with almost impossibly flawless pale skin and amber colored eyes. She is friendly and alluring as she speaks, though often she seems a little too clever since she outwardly seems to be a beautiful porcelain doll. However it’s all part of her act to cause people to be calmer and more open around her.

    Nighshade Nightclub itself has a reputation for being a place of meeting and letting hair down for many of Ramsalon’s rich and influential citizens. It is not uncommon to see paperwork and official documents signed after a few of their signature Lilac Dream cocktails. Every night they have music and entertainment, and the venue is available for private events (though at a steep fee if the entire place is rented for the whole night).

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    Beth Bow Guardhouse

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    The guard house is a massive and imposing stone building and is one of the main stations of the Ramsalon Guard. The walls are more like massive slabs of solid rock are six feet thick. The building can station a few hundred guards and soldiers. A garage and workshop was added onto the east end of guard house where it used to house Automatons until the Naga Nori War now it is used for basic storage, repairs, and a makeshift shelter as needed.

    The main lobby is easily accessible allowing for citizens to handle any needed business or just drop by. Many of the rooms guard house is completely warded with anti-magic, including the main lobby and several holding cells within the building.

    The Ramsalon City Jail is attached to the Beth Bow Guard House, having been expanded to meet the needs of the city since law breakers are no longer shipped off to Victory City This building is used to detain law breakers caught within the city to await the determination of their fate. The walls of the buildings themselves are quite high. On the inside there are several hallways with cells on either side. The cells have stone walls in between them, bars on the front and no windows. As you enter the jail you will see a guard at the front desk as well as several other guards on duty, usually 8 to 10 of them. The City Jail has a very powerful anti-magic wards on it that prevents the use of magic anywhere within the jail or on the jail itself.

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    Crime and Punishment

    When a player has run afoul of the law we need to run through the justice system and stick within the guidelines of the system to avoid SH bias for or against a character. This is important for crimes that risk the player losing the ability to play the character for any length of time or permanent loss of abilities.

    Because punishing a character for a crime runs a very high risk of Real Life Harm to a player (loss of the character, loss of playtime, loss of earned Stats or items) it is really important that we play within these guidelines to be both fair to the player and fair to other players who aren’t running IC criminal empires in their spare time.

    Since the SHs know - for a fact - the events of the crime, we can determine the absolute truth of guilt for a character. Because of that we also run the risk of automatically punishing out of hand, which can make playing criminal and rogue concepts effectively impossible. No matter how often we say ‘If someone is clever enough they can get away with it.’, if we don’t provide a way for that to happen then it relies mostly on OOC bias from an SH for that to happen.

    So it really is important to have this structure for determining IC punishment levels and ways for criminal characters to “get away with it” after being arrested.

    Genuine Innocence

    For cases where the character is falsely accused, where genuine innocence is involved there are two guidelines here.

    • A/SHs should not make an IC false accusation unless it is pre-cleared with the player and documented with the Social Department or can be rolled back if the player objects. This can be a really cool plot for a character, but it should be consensual and planned within the course of an overarching saga.
    • If a player has made the false accusation, then again Social should be given the run down of the situation. It should be treated with the same seriousness as a PvP physical fight and may call for being handled with fully IC approach - skill rolls, charisma rolls and the like. The punishments for this situation should not exceed those that would apply if the PC had actually committed the crime. Note: False accusation is also a crime and NPCs should roll to detect it.

    Does This Apply to NPCs?

    Easy answer there - nope. This system is intended for handling PCs only because there is a risk of Real Life Harm for players. It is intended to ensure that a PC is getting a fair shake and not having to rely on (or defend against) bias from the SHs. In the case of an NPC going up for charges that is better handled as a scene or a session.

    Types of Justice Systems

    On an abstract level there are three primary types of justice systems:

    • Adversarial - two groups compete in front of a neutral judgement system to prove one or the other is right. IE. US courts, most modern court systems.
    • Inquisitorial - a single investigator looks into the situation and tries to gather evidence to the truth before handing down judgement. IE. feudal Lord’s courts / arbitration.
    • Trial by combat/ordeal - the accused must succeed at a physical or spiritual challenge to prove their innocence. IE. personal combat, prayer vigils, divination.

    As much as possible we’re going to build out one system with the defined types adding wrinkles as appropriate, and put any flavor bits into the system during play. So we’ll have one universal approach that ASHs can use to run these situations when they need it.

    Details

    For A/SHs looking for guidance in running a criminal justice or trial session, or players who want to see how this works. Start here: Running a Justice Scenario

    For guidelines on what punishment fits what severity of crime, refer to the Criminal Punishment Guidelines
    To understand court hostility and the effects of reputation on punishment, refer to the Hostility and Reputation guide

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    Creating Constructs

    Creating Constructs

    Magic can be used to piece together parts of things and then animates it in order to create a companion or minion. Such creations are referred to as constructs and come in a very wide variety ranging from golems made from various materials, Undead or kinds of magical chimeras. Such constructs work just like summoned creatures, only these are permanent until they are destroyed. A new construct will need to be made to replace it. Another skill aspect is needed in order to direct the construct’s actions.
    Such magic can also be used to attempt to unmake another’s construct, or possibly take control of them.

    For more information on the rules about building constructions see:

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    Metamagic and Enchanting

    Metamagic and Enchanting

    Metamagic is the term used here to describe magic that affects other magic. Metamagic does not create any effects on its own, but instead needs other magic in order to have some kind of effect. This includes actions such as weakening or enhancing another caster’s spell, redirecting spells, reshaping spells, and so on.

    Anti-Magic is a term used often to describe metamagic that is focused on preventing spell casting in general, which increases the difficulty in order to cast.
    For more information on the mechanics of metamagic see: metamagic rules

    Enchanting follows the same patterns as metamagic, though it tends to be more focus is more on extending the duration of a spell and the ability to prepare an object to become a vessel to hold a magical effect. Through enchanting it is possible to make some magical effects permanent. In order for someone to craft a magical item them must have an enchanting aspect to prepare magical vessels and then cast the spell effect once the item is ready to hold a spell.
    For more information on how enchantment is used to prepare magical items see: Crafting Rules

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    Affects the Body

    Magic that Affects the Body

    Magic can be used to change the whole body, parts of the body, trick the senses, read thoughts, change thoughts, confuse the mind, heal wounds, buff an ally or weaken an enemy with negative conditions.

    Shapeshifting or transformation is the practice of changing one’s body form into a different form. This includes changing into animals, other species, genders, changing just part of the body (ie growing wings, or changing one’s hands into claws, etc), to even smaller changes inside or outside the body that may not be noticeable. Biomancy is sometimes used to refer to the smaller and internal changes, but it is still shapeshifting and follows the same rules. This can also be dangerous as a failed attempt may end up doing some serious damage to the person attempting the change.
    For more information on the mechanics about shapeshifting see: Shapeshifting Rules

    Magic can be used to directly influence the mind in many ways or can read thoughts, emotions or memories. This is often referred to as mental or mind magic. Influencing the mind can range from changing, adding or removing thoughts, emotions or memories to mind control. Such magic can even be used to trick all the senses, often referred to as illusions. However this magic is limited by that in order to be affected by illusions the target must be capable of thinking and feeling.
    (link to illusions in combat rules if/when updated)

    Some uses of mental magic can potentially violate the Code of Conduct if a player is not careful or aware. Keep in mind that some scenes no matter what are not allowed and that no one is allowed to violate another player’s consent in regards to their character.

    Magic can also be used to provide a wide variety of support and protection to a character and their allies. Healing (recovering life points) is one of the main ways such magic is used, but it can also be used to buff Stats or abilities, create magical shields, remove negative ailments, or protect against other magic. Just as this magic can support an ally it can also be used to debuff one’s enemies in order to weaken them.

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    Using Space or Time

    Magic can be used to move something across physical space from one point to a different one, look across long distances without needing to move, find information, or small manipulations of time around a relative location .

    Teleportation allows a spell-caster to cover a great deal of distance in a very short period of time. This is considered one aspect for a skill and covers both instantaneous travel and portals. While teleporting can be a magic flavor unto itself, other flavors of magic can allow for teleporting and portals as well. They all function the same, the difference is how the player may describe their character activating the ability.
    For information on the mechanics of teleporting and instantaneous teleportation vs portals see: Teleportation and Portal Rules

    Summoning or conjuring allows a spell caster to bring something to them for the duration of a scene. Nearly anything can be summoned or conjured, from creatures (this includes Undead and spirits types), elements, food, plants, etc. This is considered one aspect for a skill.
    Creatures that are summoned will do their own thing unless the caster has another skill aspect to help direct the creature’s actions or rolls CHA to see if they can convince the creature to do something or answer a question.
    For information on summoned creature mechanics see: Animal Companions and Drones

    Ideas like telekinesis is also about magic that moves something across space, though the distance is much shorter compared to most teleportation or summoning.

    Similar enough is magic that works with aspects of time, but there are some limitations to this. Actual time travel is not allowed in the game, for more information as to why please see the what is not allowed section in the main Vaxia Magic article. However smaller manipulation of time is allowed such as causing a small speedup of time around someone to make them faster for a scene or slowing down someone’s time to penalize an opponent for a scene.

    Magic can also be used to find information across the time and space. This is actually split up into two different aspects: discover and predict. Discover covers finding anything that exists already, while predict covers finding information that may happen. Prediction also has some extra rules that can be found here: How time works in Vaxia and Sirian (Note: in discussions this is often lumped into a single term - divination, though there are many ways to achieve such results)

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    Portal Networks

    Portal Networks
    Permanent portals large enough to handle a fair amount of daily traffic take a lot of time and resources, especially the greater the distance. Due to this cities that tend to have permanent portals often have some of the large populations and stable and thriving economies. Those cities also work on splitting the costs, though sometimes politics can interfere and a city may shut down their portal if things become less than friendly between their governments.


    Victory Portal
    Ramsalon to Victory City and GHOUL
    Status: Working

    Victory Portal is a large, permanent portal between Beth Bow in Ramsalon and Victory City in Meribor. It is a re-purposed Underpass portal, taken from Necromos’ network. It is free for all pedestrians and passenger vehicles, although commercial vehicles carrying goods must pay a toll. From here people can take tunnels to access GHOUL as well.

    The room in Victory City where the portal is used to be called the "Bones Room" by the Orcs or the "Throne Room" by the Alliance's intelligence, during the Orc War There was a throne made of bones here, and rumors of blood dripping still fresh off them when they found it. Of course, Necromos was long gone. The room was soon refurbished and the walls painted with murals drawn, in the harsh stone. The murals are similar to those around the other portal that is in Ramsalon. A special long tunnel was built, leading right to the Core.

    Since the Naga Nori War and the annexation of Victory City into GHOUL, another tunnel, directly to Jackolantern Avenue has been built, making for a shorter trip from GHOUL's docks to the portal to Ramsalon.

    Overpass Portal
    Ramsalon to Ish Lavin
    Status: Shut Down
    Destoryed during Naga Nori War, being considered to be rebuilt as Ish Lavin and Ramsalon are both now territory of Shi Inkahan

    The first Overpass portal was a large, permanent portal between Beth Bow in Ramsalon and the Town Center of Ish Lavin. It was based on the same technology as Necromos's Underpass, hence the name, and is the first portal constructed from scratch by the Royal Labs (Victory Portal being an original Underpass portal refurbished and re-purposed to serve the Empire). This portal was destroyed when Shi Inkahan invaded Ish Lavin in 3013.

    Argonn Overpass Portal
    Ramsalon to Argonn Island
    Status: Shut Down
    Was shut down after the Naga Nori War to prevent any chance of it being used for retaliation against Ramsalon or the Shi Inkahan Empire

    The Vaxia Empire had long planned to build a portal between Ramsalon and Argonn Island, in in the East Kadrass Ocean. To this end, much infrastructure was already in place to construct the portal in Argonn. When the Ish Lavin end of the existing Overpass portal was destroyed as the Shi Inkahan Empire began their invasion, the Ramsalon end remained intact. The Vaxia Empire found that they had just enough materials finish constructing half a portal in Argonn. So, after working for a week and a half to hook up all the existing parts, to redirect the Ramsalon Overpass to Argonn, and to activate the Argonn Overpass. At the end of the Naga Nori War, the Shi Inkahan Empire shut down the portal to prevent it from being used as means for retaliation after having pushed out the Vaxia Empire that now remains on Argonn Island.


    Historical Networks
    These are permanent Portal Networks that may have at one time existed but now have either been used to inspire the more modern portals, been repurposed, lost, or damaged beyond working for various reasons.

    Underpass Network
    The Underpass network was a large network of portals created by Necromos some time after the Cataclysm, based loosely on notes he recovered pertaining to what we now call the Elven Portal Network. He used these portals to ferry his orcish and Undead troops around the continent of Vaxia, before he was defeated and most of the portals destroyed.

    The last known Underpass portal, connecting Ghuundagor to Necromos's Death Row (currently now Beth Bow) stronghold in Ramsalon, was captured by the Vaxia Empire after the Orc War and re-purposed, becoming Victory Portal, connecting Ramsalon to Victory City and GHOUL. Later, the Royal Labs reverse-engineered the technology, successfully building the Overpass Portal.

    Elven Portal Network
    The Elven Portal Network is a network pre-Cataclysm portals, largely lost or damage in the events during the Cataclysm. The Elven Alliance are investigating these portals and their Historical significance.

    Many unexplained relics survive from the days before the Cataclysm. The most notable of these is the Kanestronia Cathedral Also of note are the bridge over Snar Abyss, near Dawn Port, as well as the Crystal Towers near there, and the Cemetary of the Abyss in Candenord. These scattered buildings are all that remain of the ancient civilization we call Namoria, which had its capital in what is now the jungle of No Man's Land. This civilization stretched across nearly all of the known world, and travel across the vast distances involved was accomplished with a network of portals. Some of the first remains of the network were discovered by members of the Ramsalon Wood Clan and other Elves which has caused the network to be called the Elven Portal Network.

    Locations
    One ancient portal can be found in Ramsalon, in its own park, not far from the Kanestronia Cathedral. Another can be found in the northern section of the Ramsalon Forest There is another near Tesaria perhaps serving the ancient city that stood where Dawnport-Crystal does now. Another is north of Thamas one in Shi Inkahan, and one near the Cemetary of the Abyss in Candenord. A similar structure to the portals is rumored to exist on one of the many islands of the Eastern Kadrass. There are more around the world, but these are no more than ruins.

    Design
    The portal in the Ramsalon Forest is the most unique: a single ivory slab (possibly from a single enormous tusked beast), cut into a perfect circle and sitting on a platform made of stone. It has four pillars around it, one at each corner of the platform. Twelve more pillars stand around this platform. The ruins of four temples lie around the portal, perfectly aligned with it in the four cardinal directions. This portal is thought to be a backup control center for the network. The primary control center has not been found, but is assumed to be somewhere near No Man's Land.

    The other portals in Shi Inkahan, Candenord, Jorkana the western plains of Vaxia are each enclosed in within the ruins of a temple. The temple has an open roof, and at each of the four cardinal directions is an opening. Within the temple is the same sort of ivory slab, surrounded by three pillars.
    Some of these structures are not simply ruined, but are in fact incomplete, destroyed while under construction, leading many scholars to believe that the Cataclysm itself interrupted the construction of this portal network.

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