Difference between revisions of "Slumdogs of czardom"

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[[toc]]
 
  
+ **Guild Info**
+
 
 +
== Guild Info ==
  
 
Slums of Graemor and other cities are terrible place to grow up and many don't even get a chance to grow up before their life is taken away by some random passerby who doesn't give a single thought about the poor lad's life before he brutally murders him and robs everything he owns, or worse. This kind of living conditions nurture very 'specially' skilled people who excel at backstabbing everyone and stealing their possessions, in addition to many other traits that are not wanted in other societies. Czardom on the other hand doesn't really want to change the 'survival of the fittest' nature of its slums because the top dogs of the slums are prime canditates for many jobs needed to make the Czardom run smoothly.  
 
Slums of Graemor and other cities are terrible place to grow up and many don't even get a chance to grow up before their life is taken away by some random passerby who doesn't give a single thought about the poor lad's life before he brutally murders him and robs everything he owns, or worse. This kind of living conditions nurture very 'specially' skilled people who excel at backstabbing everyone and stealing their possessions, in addition to many other traits that are not wanted in other societies. Czardom on the other hand doesn't really want to change the 'survival of the fittest' nature of its slums because the top dogs of the slums are prime canditates for many jobs needed to make the Czardom run smoothly.  
  
  
+ **Requirements**
+
== Requirements ==
  
* Race must be one of the following: [[[Chitine]]],[[[Dark elf]]],[[[Derro]]],[[[Shadowperson]]],[[[Human]]],[[[Orc]]],[[[Beholder]]],[[[Cancun]]],[[[Saerka]]],[[[Troll]]]
+
* Race must be one of the following: [[Chitine]],[[Ciloss]],[[Dark elf]],[[Derro]],[[Shadowperson]],[[Human]],[[Orc]],[[Beholder]],[[Cancun]],[[Saerka]],[[Troll]]
* Not a Member of: [[[Civilized City Dwellers]]], [[[Little People's League]]], [[[Nomads of the wild]]], [[[Cult of the Devourer]]], [[[Hive]]], [[[Clan of the Mountainfolk]]]
+
* Not a Member of: [[Civilized city dwellers]], [[Little people's league]], [[Nomads of the wild]], [[Cult of the devourer]], [[Hive]], [[Clan of the mountainfolk]]
  
 +
== Location ==
  
+ **Location**
+
It is located in located in the slums of Graemor.
  
* It is located in located in the slums of Graemor.
 
  
 
+
== Features ==
+ **Features**
 
  
 
Available racial abilities are:
 
Available racial abilities are:
  
   {{@@agent of chaos                    Cost: 1@@}}
+
   agent of chaos                    Cost: 1
   {{@@angst-ridden                      Cost: 1@@}}
+
   angst-ridden                      Cost: 1
   {{@@black widow                        Cost: 1@@}}
+
   black widow                        Cost: 1
   {{@@blessed by umbra                  Cost: 2@@}}
+
   blessed by umbra                  Cost: 2
   {{@@blood oath                        Cost: 1@@}}
+
   blood oath                        Cost: 1
   {{@@cloak and dagger                  Cost: 2@@}}
+
   cloak and dagger                  Cost: 2
   {{@@czar's chosen                      Cost: 1@@}}
+
   czar's chosen                      Cost: 1
   {{@@daywalker                          Cost: 1@@}}
+
   daywalker                          Cost: 1
   {{@@death touch                        Cost: 1@@}}
+
   death touch                        Cost: 1
   {{@@eye for an eye                    Cost: 2@@}}
+
   eye for an eye                    Cost: 2
   {{@@fight club                        Cost: 2@@}}
+
   fight club                        Cost: 2
   {{@@free radical                      Cost: 1@@}}
+
   free radical                      Cost: 1
   {{@@lady killer                        Cost: 1@@}}
+
   lady killer                        Cost: 1
   {{@@leg bone is connected to...        Cost: 1@@}}
+
   leg bone is connected to...        Cost: 1
   {{@@loot and pillage                  Cost: 2@@}}
+
   loot and pillage                  Cost: 2
   {{@@merchant of death                  Cost: 1@@}}
+
   merchant of death                  Cost: 1
   {{@@only finest silk                  Cost: 2@@}}
+
   only finest silk                  Cost: 2
   {{@@out of sight, out of mind          Cost: 1@@}}
+
   out of sight, out of mind          Cost: 1
   {{@@peerless juggler                  Cost: 2@@}}
+
   peerless juggler                  Cost: 2
   {{@@penumbra anarchist                Cost: 2@@}}
+
   penumbra anarchist                Cost: 2
   {{@@pit fighter                        Cost: 1@@}}
+
   pit fighter                        Cost: 1
   {{@@scandalmonger                      Cost: 1@@}}
+
   scandalmonger                      Cost: 1
   {{@@shieldbearer                      Cost: 1@@}}
+
   shieldbearer                      Cost: 1
   {{@@snake eater                        Cost: 1@@}}
+
   snake eater                        Cost: 1
   {{@@spy games                          Cost: 1@@}}
+
   spy games                          Cost: 1
   {{@@tunnel runner                      Cost: 1@@}}
+
   tunnel runner                      Cost: 1
   {{@@warmonger                          Cost: 2@@}}
+
   warmonger                          Cost: 2
   {{@@xenophobia                        Cost: 2@@}}
+
   xenophobia                        Cost: 2
 
 
  
Agent of chaos:
 
Cost: 1
 
Some men just like to watch world burn. They are the agents of chaos,
 
bowing allegiance to no one and are ready to take arms in any conflict,
 
often against both sides of the fight, just to create more chaos. Their
 
combat styles are extremely chaotic and hard to follow making them very
 
deadly foes to meet in the battle field.
 
Effects: Increases chance of succession moves.
 
  
Angst-ridden:
+
Agent of chaos:
Cost: 1
+
Cost: 1
Brooding out-look to life is the most common view on life in the slums of
+
Some men just like to watch world burn. They are the agents of chaos,
the Czardom. Life is short and gloomy and can end at any time for any of
+
bowing allegiance to no one and are ready to take arms in any conflict,
the silliest reasons. Cold, dark, extremely long winters don't really help
+
often against both sides of the fight, just to create more chaos. Their
either and has made especially the youth very bitter and angst-ridden. Some
+
combat styles are extremely chaotic and hard to follow making them very
times some of them find a good way to channel this angst for something
+
deadly foes to meet in the battle field.
productive.
+
Effects: Increases chance of succession moves.
Effects: Gives more fury and hatred.
 
  
Black widow:
+
Angst-ridden:
Cost: 1
+
Cost: 1
Dark elf maidens are notorious for being deadly black widows who prey on
+
Brooding out-look to life is the most common view on life in the slums of
weak men for wealth, power and other things. They often travel outside of
+
the Czardom. Life is short and gloomy and can end at any time for any of
the Czardom to exploit clueless men of other kingdoms. After a while they
+
the silliest reasons. Cold, dark, extremely long winters don't really help
get bored to these men and use their deadly ways to assassinate them and
+
either and has made especially the youth very bitter and angst-ridden. Some
get rid of them while taking their money and power back to the Czardom.
+
times some of them find a good way to channel this angst for something
Effects: Increases damage done to male humanoids. Must be female.
+
productive.
 +
Effects: Gives more fury and hatred.  
  
Blessed by umbra:
+
Black widow:
Cost: 2
+
Cost: 1
While the main elemental priesthoods, especially Earth, are the main
+
Dark elf maidens are notorious for being deadly black widows who prey on
religion in the Czardom many turn to other powers to secure their place in
+
weak men for wealth, power and other things. They often travel outside of
the harsh world. Many turn to the forgotten dark gods who lurk in the
+
the Czardom to exploit clueless men of other kingdoms. After a while they
shadows between the worlds and are ready to grant their power to any
+
get bored to these men and use their deadly ways to assassinate them and
foolish enough mortal to approach them. Some of these shadow gods have even
+
get rid of them while taking their money and power back to the Czardom.
managed to secure strong foothold in Graemor such as Shadowdancers.
+
Effects: Increases melee damage done to male humanoids. Must be female.
Effects: Spell impulses can generate another spell impulse.
 
  
Blood oath:
+
Blessed by umbra:
Cost: 1
+
Cost: 2
Vampires openly walk the streets of the Czardom in plain sight of everyone
+
While the main elemental priesthoods, especially Earth, are the main
and do business with lesser beings. This openness has made some mortals to
+
religion in the Czardom many turn to other powers to secure their place in
form blood oaths with them to further their business with them and in
+
the harsh world. Many turn to the forgotten dark gods who lurk in the
exchange these vampires have taught some of their tricks with the blood
+
shadows between the worlds and are ready to grant their power to any
magic to them.
+
foolish enough mortal to approach them. Some of these shadow gods have even
Effects: Makes blood drain more effective.
+
managed to secure strong foothold in Graemor such as Shadowdancers.
 +
Effects: Spell impulses produce the effect twice.
  
Cloak and dagger:
+
Blood oath:
Cost: 2
+
Cost: 1
Back alleys of cities see a lot of fighting happening in them. Some people
+
Vampires openly walk the streets of the Czardom in plain sight of everyone
are extremely skilled in fighting in these situations. They use their
+
and do business with lesser beings. This openness has made some mortals to
daggers and knives to utmost perfection and can harness even their clothing
+
form blood oaths with them to further their business with them and in
as a tool of war to evade incoming attacks by blinding the attacker
+
exchange these vampires have taught some of their tricks with the blood
momentarily with their cloak.
+
magic to them.
Effects: Increases your damage with daggers and knives and allows you to
+
Effects: Makes blood drain more effective.  
use your cloak as a defensive weapon.
 
  
Czar's chosen:
+
Cloak and dagger:
Cost: 1
+
Cost: 2
Psionicists are seen as insane madmen in most of the valley, but in Czardom
+
Back alleys of cities see a lot of fighting happening in them. Some people
they are seen as valuable members of the society, although still insane
+
are extremely skilled in fighting in these situations. They use their
ones. Infecti trials held in the now abandoned mental institute in the
+
daggers and knives to utmost perfection and can harness even their clothing
central parts of the valley were machinated by some of the noble families
+
as a tool of war to evade incoming attacks by blinding the attacker
of Czardom to create new kind of power to fight other families and for the
+
momentarily with their cloak.
throne of Czardom. Their goal was to create a perfect mindbender who would
+
Effects: Increases your damage with daggers and knives and allows you to
bend all living beings to his will. They didn't succeed to create this
+
use your cloak as a defensive weapon.
psionicist but they did manage to create something, the Czar Kerzgheld, who
 
is an ultimate empath. Every mind in his vicinity are open books to him and
 
he can know person's actions before the person himself knows he's going to
 
do them. This makes him an impossible target for assassins and any power
 
play in the Czardom as he sees through all lies and trickery. He also runs
 
retinue of psionic warriors who constantly watch over him and are
 
completely mindmelded with each other, Kerzgheld being the center of it
 
all. Bodies of the retinue are just extensions of his own body and he
 
wields them at terrible efficiency as seen during his coup for the throne
 
of Czardom.
 
Effects: Increases potency of psychic and telekinetic disciplines. Also
 
improves coven psionics
 
  
Daywalker:
+
Czar's chosen:
Cost: 1
+
Cost: 1
Most dark elves prefer the night and gloomy indoors but few of them have to
+
Psionicists are seen as insane madmen in most of the valley, but in Czardom
work outside for various purpose. While most of them travel and work during
+
they are seen as valuable members of the society, although still insane
the night some have developed a tolerance to the sunlight and can now
+
ones. Infecti trials held in the now abandoned mental institute in the
perform normally in the day light without any effects from the usual
+
central parts of the valley were machinated by some of the noble families
allergy.
+
of Czardom to create new kind of power to fight other families and for the
Effects: Removes light allergy.
+
throne of Czardom. Their goal was to create a perfect mindbender who would
 +
bend all living beings to his will. They didn't succeed to create this
 +
psionicist but they did manage to create something, the Czar Kerzgheld, who
 +
is an ultimate empath. Every mind in his vicinity are open books to him and
 +
he can know person's actions before the person himself knows he's going to
 +
do them. This makes him an impossible target for assassins and any power
 +
play in the Czardom as he sees through all lies and trickery. He also runs
 +
retinue of psionic warriors who constantly watch over him and are
 +
completely mindmelded with each other, Kerzgheld being the center of it
 +
all. Bodies of the retinue are just extensions of his own body and he
 +
wields them at terrible efficiency as seen during his coup for the throne
 +
of Czardom.
 +
Effects: Increases potency of psychic and telekinetic disciplines. Also
 +
improves coven psionics
  
Death touch:
+
Daywalker:
Cost: 1
+
Cost: 1
Some people have toyed so much with poisons that their very touch has
+
Most dark elves prefer the night and gloomy indoors but few of them have to
become deadly. Their masterful knowledge of poisons allows them to
+
work outside for various purpose. While most of them travel and work during
constantly carry a personal supply with them that they can employ in combat
+
the night some have developed a tolerance to the sunlight and can now
when attacking their foes with different combat maneuver.
+
perform normally in the day light without any effects from the usual
Effects: All maneuvers have a chance of poisoning opponents. Requires snake
+
allergy.
eater.
+
Effects: Removes light allergy.
  
Eye for an eye:
+
Death touch:
Cost: 2
+
Cost: 1
An eye for an eye is the creed of the slums. No one is there to hold your
+
Some people have toyed so much with poisons that their very touch has
hand when life kicks you in the nuts. Aggression in the slums is usually
+
become deadly. Their masterful knowledge of poisons allows them to
met with double the force and decades of retribution and grudges.
+
constantly carry a personal supply with them that they can employ in combat
Effects: When you are hit by a melee crit your next hit will be a crit.
+
when attacking their foes with different combat maneuver.
 +
Effects: All maneuvers have a chance of poisoning opponents. Requires snake
 +
eater.
  
Fight club:
+
Eye for an eye:
Cost: 2
+
Cost: 2
Mahrakc runs the largest fighting arena in the valley but there are
+
An eye for an eye is the creed of the slums. No one is there to hold your
numerous other smaller pit figths and fight clubs every where, especially
+
hand when life kicks you in the nuts. Aggression in the slums is usually
in the slums. In the fight clubs its usually the fastest and cleverest who
+
met with double the force and decades of retribution and grudges.
win, not the brawn. This makes the succesful fighters extremely nimble and
+
Effects: When you are hit by a melee crit your next hit will be a crit.
quick with their fists and can kill any man in a blink of an eye with their
 
bare hands.
 
Effects: Faster unarmed attacks. Requires agent of chaos.
 
  
Free radical:
+
Fight club:
Cost: 1
+
Cost: 2
Magic is not regulated practically at all in the Czardom compared to the
+
Mahrakc runs the largest fighting arena in the valley but there are
Valkor. Many of the magic users roam free in the lands and use it as they
+
numerous other smaller pit figths and fight clubs every where, especially
please to further their nefarious plans. Slums get their fair share of
+
in the slums. In the fight clubs its usually the fastest and cleverest who
magic users too who wield it in combat against other gangs. Many of magic
+
win, not the brawn. This makes the succesful fighters extremely nimble and
users are mercenaries who offer their knowledge to any gang who pays the
+
quick with their fists and can kill any man in a blink of an eye with their
price, which can often change in the middle of combat.
+
bare hands.
Effects: Some momentums are sp free.
+
Effects: Faster unarmed attacks. Requires agent of chaos.
  
Lady killer:
+
Free radical:
Cost: 1
+
Cost: 1
Wife beaters can be found all around the valley but only selected twisted
+
Magic is not regulated practically at all in the Czardom compared to the
people make a living out of it. They know how to hurt a lady where it hurts
+
Valkor. Many of the magic users roam free in the lands and use it as they
the most and can torture them for hours before giving them the sweet
+
please to further their nefarious plans. Slums get their fair share of
release of death. While other societies would very likely execute these
+
magic users too who wield it in combat against other gangs. Many of magic
people on the spot, the Czardom has room for all kinds of 'talent'.
+
users are mercenaries who offer their knowledge to any gang who pays the
Effects: Increases damage done to female humanoids. Must be male.
+
price, which can often change in the middle of combat.
 +
Effects: Some momentums are sp free.  
  
Leg bone is connected to...:
+
Lady killer:
Cost: 1
+
Cost: 1
The foot bone is connected to the leg bone.
+
Wife beaters can be found all around the valley but only selected twisted
The leg bone is connected to the knee bone.
+
people make a living out of it. They know how to hurt a lady where it hurts
The knee bone is connected to the thigh bone.
+
the most and can torture them for hours before giving them the sweet
Doin' the skeleton dance.
+
release of death. While other societies would very likely execute these
The thigh bone is connected to the hip bone.
+
people on the spot, the Czardom has room for all kinds of 'talent'.
The hip bone is connected to the backbone.
+
Effects: Increases melee damage done to female humanoids. Must be male.
the backbone is connected to the neck bone.
 
Doin' the skeleton dance.
 
Effects: Improves vicissitude, first aid and chirurgy.
 
  
Loot and pillage:
+
Leg bone is connected to...:
Cost: 2
+
Cost: 1
Gangs of the slums engage into a fast paced warfare where they attack each
+
The foot bone is connected to the leg bone.
other's turfs and quickly loot and pillage what they can. This turn into
+
The leg bone is connected to the knee bone.
marauding warbands later on who terrorize the countryside village for their
+
The knee bone is connected to the thigh bone.
plunder. Knowing how to find the treasures and how to haul as much loot as
+
Doin' the skeleton dance.
possible back home is a key to this life style, also knowing how to rape
+
The thigh bone is connected to the hip bone.
and pillage doesn't hurt either.
+
The hip bone is connected to the backbone.
Effects: Increases carrying capacity and chance to find treasures.
+
the backbone is connected to the neck bone.
 +
Doin' the skeleton dance.
 +
Effects: Improves vicissitude, first aid and chirurgy.  
  
Merchant of death:
+
Loot and pillage:
Cost: 1
+
Cost: 2
When your neighbourhood is in constant state of gang warfare and other
+
Gangs of the slums engage into a fast paced warfare where they attack each
violence weapons and armours are priceless goods to around. And you are
+
other's turfs and quickly loot and pillage what they can. This turn into
happy to provide them what they need and know how to sweet talk people into
+
marauding warbands later on who terrorize the countryside village for their
buying a butter knife at the price of a two-handed sword.
+
plunder. Knowing how to find the treasures and how to haul as much loot as
Effects: Selling weapons and armours is more profitable.
+
possible back home is a key to this life style, also knowing how to rape
 +
and pillage doesn't hurt either.
 +
Effects: Increases carrying capacity and chance to find treasures.  
  
Only finest silk:
+
Merchant of death:
Cost: 2
+
Cost: 1
Chitinium silk is fairly common in most parts of the valley and choice of
+
When your neighbourhood is in constant state of gang warfare and other
material for many fighters and nobility due to its lightness and protective
+
violence weapons and armours are priceless goods to around. And you are
qualities. It is also extremely beautiful when woven correctly. The finest
+
happy to provide them what they need and know how to sweet talk people into
silk can be found in the chitine hive in the Czardoms who use it themselves
+
buying a butter knife at the price of a two-handed sword.
and sell it to the noble families. There is also a skill to wearing
+
Effects: Selling weapons and armours is more profitable.
chitinium silk, which only selected few know. These people are able to draw
 
even more protection from this material than others while wearing it.
 
Effects: Chitinium silk gives natural ac.
 
  
Out of sight, out of mind:
+
Only finest silk:  
Cost: 1
+
Cost: 2
City guard of the Czardom is extremely brutal and has no pity, especially
+
Chitinium silk is fairly common in most parts of the valley and choice of
for the people of the slums. Being noticed will get you into trouble or
+
material for many fighters and nobility due to its lightness and protective
killed. Skill of not being notice is extremely valuable and some have
+
qualities. It is also extremely beautiful when woven correctly. The finest
become really masterful in it and can pass guards totally unseen and
+
silk can be found in the chitine hive in the Czardoms who use it themselves
unnoticed.
+
and sell it to the noble families. There is also a skill to wearing
Effects: Guards ignore you.
+
chitinium silk, which only selected few know. These people are able to draw
 +
even more protection from this material than others while wearing it.
 +
Effects: Chitinium silk and regular silk gives natural ac.
  
Peerless juggler:
+
Out of sight, out of mind:
Cost: 2
+
Cost: 1
Juggling is a common timepasser of choice in Czardom for young people as it
+
City guard of the Czardom is extremely brutal and has no pity, especially
teaches them dexterity and handling of weapons. Some become extremely
+
for the people of the slums. Being noticed will get you into trouble or
skilled with these daggers and other throwing weapons and can use them with
+
killed. Skill of not being notice is extremely valuable and some have
deadly accuracy effortlessly in combat, even in close combat melee.
+
become really masterful in it and can pass guards totally unseen and
Effects: Allows more uncanny throws and some times ep free throws.
+
unnoticed.
 +
Effects: Guards ignore you.  
  
Penumbra anarchist:
+
Peerless juggler:
Cost: 2
+
Cost: 2
Few slumdogs learn to live on their own in the slums and have no permanent
+
Juggling is a common timepasser of choice in Czardom for young people as it
ties to any of the gangs, groups or noble families. They have pledged
+
teaches them dexterity and handling of weapons. Some become extremely
themselves to the shadowy dark gods and are empowered by them as they lurk
+
skilled with these daggers and other throwing weapons and can use them with
in the edge of shadows for unsuspecting people who they sacrifice to their
+
deadly accuracy effortlessly in combat, even in close combat melee.
dark masters.
+
Effects: Allows more uncanny throws and some times ep free throws.
Effects: Melee attacks can give bonus spell impulses.
 
  
Pit fighter:
+
Penumbra anarchist:
Cost: 1
+
Cost: 2
Pits are a good way to earn good living fast in the Czardom, although not
+
Few slumdogs learn to live on their own in the slums and have no permanent
the most safest way to do so. Noble families sponsor fighters and provide
+
ties to any of the gangs, groups or noble families. They have pledged
beasts to fight against in the pits. Speed is one of the most important
+
themselves to the shadowy dark gods and are empowered by them as they lurk
things for a pit fighter as it allows you to kill your foe before being
+
in the edge of shadows for unsuspecting people who they sacrifice to their
skewered by a spear or being eaten by a manticore.
+
dark masters.
Effects: Celerity is more effective for you.
+
Effects: Melee attacks can give bonus spell impulses.  
  
Scandalmonger:
+
Pit fighter:
Cost: 1
+
Cost: 1
Scandalmongers are very special type of persons. They have made pacts with
+
Pits are a good way to earn good living fast in the Czardom, although not
some of the shadow gods and revel in scandals and anger of others. Their
+
the most safest way to do so. Noble families sponsor fighters and provide
spite and anger serve as fuel to magic of the scandalmongers, which allows
+
beasts to fight against in the pits. Speed is one of the most important
the create even more mischief and loathing.
+
things for a pit fighter as it allows you to kill your foe before being
Effects: Low reputations increases your spell damage.
+
skewered by a spear or being eaten by a manticore.
 +
Effects: Celerity is more effective for you.
  
Shieldbearer:
+
Scandalmonger:
Cost: 1
+
Cost: 1
Some youths escape the slums of Czardom and head south to the city of
+
Scandalmongers are very special type of persons. They have made pacts with
Cenedoiss. In there it is common to become a shieldbearer for the seaguard
+
some of the shadow gods and revel in scandals and anger of others. Their
or the private armies of the noble families. Many of these shieldbearers
+
spite and anger serve as fuel to magic of the scandalmongers, which allows
later on become full members of the seaguard or find new life under the
+
the create even more mischief and loathing.
roof of grand temple of Water.
+
Effects: Low reputations increases your spell damage.  
Effects: Increases effective size for shield wielding.
 
  
Snake eater:
+
Shieldbearer:
Cost: 1
+
Cost: 1
Raw power is usually not the tool of choice in Czardom. It generates open
+
Some youths escape the slums of Czardom and head south to the city of
warfare which can be too taxing to your noble family or group and make it a
+
Cenedoiss. In there it is common to become a shieldbearer for the seaguard
target to some other family or group to prey upon. Because of this many
+
or the private armies of the noble families. Many of these shieldbearers
deal with poisons and assassinations to further their means. After playing
+
later on become full members of the seaguard or find new life under the
with poisons and toxic substances many have gained some tolerance against
+
roof of grand temple of Water.
them and some have even willingly subjected themselves to these poisons to
+
Effects: Increases effective size for shield wielding.
be able to withstand them when they one day find such poisons in their
 
breakfast.
 
Effects: Poison and acid resistance.
 
  
Spy games:
+
Snake eater:
Cost: 1
+
Cost: 1
Czardom runs spies everywhere. Anyone you meet can be an agent of the Czar.
+
Raw power is usually not the tool of choice in Czardom. It generates open
This makes it hard to some times distinguish between friend and foe and in
+
warfare which can be too taxing to your noble family or group and make it a
confusion you might mistake actions of an enemy spy as beneficial act to
+
target to some other family or group to prey upon. Because of this many
your community.
+
deal with poisons and assassinations to further their means. After playing
Effects: When gaining negative reputation you some times gain positive
+
with poisons and toxic substances many have gained some tolerance against
reputation instead.
+
them and some have even willingly subjected themselves to these poisons to
 +
be able to withstand them when they one day find such poisons in their
 +
breakfast.
 +
Effects: Poison and acid resistance.
  
Tunnel runner:
+
Spy games:
Cost: 1
+
Cost: 1
Life in the slums and in general area of Czardom is hard and usually
+
Czardom runs spies everywhere. Anyone you meet can be an agent of the Czar.
located in tight spaces and tunnels inside the mountain. This has made its
+
This makes it hard to some times distinguish between friend and foe and in
citizens very adept at fighting in close quarters inside dark tunnels and
+
confusion you might mistake actions of an enemy spy as beneficial act to
shady rooms and they have learned to use this urban underground landscape
+
your community.
to their advantage in combat.
+
Effects: When gaining negative reputation you some times gain positive
Effects: Increased momentum chance while indoors.
+
reputation instead.
  
Warmonger:
+
Tunnel runner:
Cost: 2
+
Cost: 1
While the Czardom doesn't openly engage other kingdoms and cities in
+
Life in the slums and in general area of Czardom is hard and usually
warfare, at least not at the moment, there are numerous very bloodthirsty
+
located in tight spaces and tunnels inside the mountain. This has made its
warmongers living in it that would love to wage war against all
+
citizens very adept at fighting in close quarters inside dark tunnels and
neighbouring regions and force them under the oppressive iron fist of the
+
shady rooms and they have learned to use this urban underground landscape
Czardom.
+
to their advantage in combat.
Effects: Increases damage with spears and axes.
+
Effects: Increased momentum chance while indoors.
 +
 
 +
Warmonger:
 +
Cost: 2
 +
While the Czardom doesn't openly engage other kingdoms and cities in
 +
warfare, at least not at the moment, there are numerous very bloodthirsty
 +
warmongers living in it that would love to wage war against all
 +
neighbouring regions and force them under the oppressive iron fist of the
 +
Czardom.
 +
Effects: Increases melee damage with spears and axes.  
  
Xenophobia:
+
Xenophobia:
Cost: 2
+
Cost: 2
All races of the Czardom are xenophobic in varying degrees. If you don't
+
All races of the Czardom are xenophobic in varying degrees. If you don't
look like everyone else it's quite common to find a dagger in your back
+
look like everyone else it's quite common to find a dagger in your back
just for that reason. They barely tolerate each and only because of
+
just for that reason. They barely tolerate each and only because of
benefits they gain from not being openly hostile against each other. What
+
benefits they gain from not being openly hostile against each other. What
goes on in the shadows is a totally different matter.
+
goes on in the shadows is a totally different matter.
Effects: Increases damage against humanoids.
+
Effects: Increases melee damage against humanoids.  
  
 
[[category:racial guilds]]
 
[[category:racial guilds]]

Latest revision as of 08:49, 25 July 2020


Guild Info

Slums of Graemor and other cities are terrible place to grow up and many don't even get a chance to grow up before their life is taken away by some random passerby who doesn't give a single thought about the poor lad's life before he brutally murders him and robs everything he owns, or worse. This kind of living conditions nurture very 'specially' skilled people who excel at backstabbing everyone and stealing their possessions, in addition to many other traits that are not wanted in other societies. Czardom on the other hand doesn't really want to change the 'survival of the fittest' nature of its slums because the top dogs of the slums are prime canditates for many jobs needed to make the Czardom run smoothly.


Requirements

Location

It is located in located in the slums of Graemor.


Features

Available racial abilities are:

 agent of chaos                     Cost: 1
 angst-ridden                       Cost: 1
 black widow                        Cost: 1
 blessed by umbra                   Cost: 2
 blood oath                         Cost: 1
 cloak and dagger                   Cost: 2
 czar's chosen                      Cost: 1
 daywalker                          Cost: 1
 death touch                        Cost: 1
 eye for an eye                     Cost: 2
 fight club                         Cost: 2
 free radical                       Cost: 1
 lady killer                        Cost: 1
 leg bone is connected to...        Cost: 1
 loot and pillage                   Cost: 2
 merchant of death                  Cost: 1
 only finest silk                   Cost: 2
 out of sight, out of mind          Cost: 1
 peerless juggler                   Cost: 2
 penumbra anarchist                 Cost: 2
 pit fighter                        Cost: 1
 scandalmonger                      Cost: 1
 shieldbearer                       Cost: 1
 snake eater                        Cost: 1
 spy games                          Cost: 1
 tunnel runner                      Cost: 1
 warmonger                          Cost: 2
 xenophobia                         Cost: 2


Agent of chaos:
Cost: 1
Some men just like to watch world burn. They are the agents of chaos,
bowing allegiance to no one and are ready to take arms in any conflict,
often against both sides of the fight, just to create more chaos. Their
combat styles are extremely chaotic and hard to follow making them very
deadly foes to meet in the battle field.
Effects: Increases chance of succession moves.
Angst-ridden:
Cost: 1
Brooding out-look to life is the most common view on life in the slums of
the Czardom. Life is short and gloomy and can end at any time for any of
the silliest reasons. Cold, dark, extremely long winters don't really help
either and has made especially the youth very bitter and angst-ridden. Some
times some of them find a good way to channel this angst for something
productive.
Effects: Gives more fury and hatred. 
Black widow:
Cost: 1
Dark elf maidens are notorious for being deadly black widows who prey on
weak men for wealth, power and other things. They often travel outside of
the Czardom to exploit clueless men of other kingdoms. After a while they
get bored to these men and use their deadly ways to assassinate them and
get rid of them while taking their money and power back to the Czardom.
Effects: Increases melee damage done to male humanoids. Must be female.
Blessed by umbra:
Cost: 2
While the main elemental priesthoods, especially Earth, are the main
religion in the Czardom many turn to other powers to secure their place in
the harsh world. Many turn to the forgotten dark gods who lurk in the
shadows between the worlds and are ready to grant their power to any
foolish enough mortal to approach them. Some of these shadow gods have even
managed to secure strong foothold in Graemor such as Shadowdancers.
Effects: Spell impulses produce the effect twice.
Blood oath:
Cost: 1
Vampires openly walk the streets of the Czardom in plain sight of everyone
and do business with lesser beings. This openness has made some mortals to
form blood oaths with them to further their business with them and in
exchange these vampires have taught some of their tricks with the blood
magic to them.
Effects: Makes blood drain more effective. 
Cloak and dagger:
Cost: 2
Back alleys of cities see a lot of fighting happening in them. Some people
are extremely skilled in fighting in these situations. They use their
daggers and knives to utmost perfection and can harness even their clothing
as a tool of war to evade incoming attacks by blinding the attacker
momentarily with their cloak.
Effects: Increases your damage with daggers and knives and allows you to
use your cloak as a defensive weapon.  
Czar's chosen:
Cost: 1
Psionicists are seen as insane madmen in most of the valley, but in Czardom
they are seen as valuable members of the society, although still insane
ones. Infecti trials held in the now abandoned mental institute in the
central parts of the valley were machinated by some of the noble families
of Czardom to create new kind of power to fight other families and for the
throne of Czardom. Their goal was to create a perfect mindbender who would
bend all living beings to his will. They didn't succeed to create this
psionicist but they did manage to create something, the Czar Kerzgheld, who
is an ultimate empath. Every mind in his vicinity are open books to him and
he can know person's actions before the person himself knows he's going to
do them. This makes him an impossible target for assassins and any power
play in the Czardom as he sees through all lies and trickery. He also runs
retinue of psionic warriors who constantly watch over him and are
completely mindmelded with each other, Kerzgheld being the center of it
all. Bodies of the retinue are just extensions of his own body and he
wields them at terrible efficiency as seen during his coup for the throne
of Czardom.
Effects: Increases potency of psychic and telekinetic disciplines. Also
improves coven psionics 
Daywalker:
Cost: 1
Most dark elves prefer the night and gloomy indoors but few of them have to
work outside for various purpose. While most of them travel and work during
the night some have developed a tolerance to the sunlight and can now
perform normally in the day light without any effects from the usual
allergy.
Effects: Removes light allergy.  
Death touch:
Cost: 1
Some people have toyed so much with poisons that their very touch has
become deadly. Their masterful knowledge of poisons allows them to
constantly carry a personal supply with them that they can employ in combat
when attacking their foes with different combat maneuver.
Effects: All maneuvers have a chance of poisoning opponents. Requires snake
eater.
Eye for an eye:
Cost: 2
An eye for an eye is the creed of the slums. No one is there to hold your
hand when life kicks you in the nuts. Aggression in the slums is usually
met with double the force and decades of retribution and grudges.
Effects: When you are hit by a melee crit your next hit will be a crit.  
Fight club:
Cost: 2
Mahrakc runs the largest fighting arena in the valley but there are
numerous other smaller pit figths and fight clubs every where, especially
in the slums. In the fight clubs its usually the fastest and cleverest who
win, not the brawn. This makes the succesful fighters extremely nimble and
quick with their fists and can kill any man in a blink of an eye with their
bare hands.
Effects: Faster unarmed attacks. Requires agent of chaos.
Free radical:
Cost: 1
Magic is not regulated practically at all in the Czardom compared to the
Valkor. Many of the magic users roam free in the lands and use it as they
please to further their nefarious plans. Slums get their fair share of
magic users too who wield it in combat against other gangs. Many of magic
users are mercenaries who offer their knowledge to any gang who pays the
price, which can often change in the middle of combat.
Effects: Some momentums are sp free. 
Lady killer:
Cost: 1
Wife beaters can be found all around the valley but only selected twisted
people make a living out of it. They know how to hurt a lady where it hurts
the most and can torture them for hours before giving them the sweet
release of death. While other societies would very likely execute these
people on the spot, the Czardom has room for all kinds of 'talent'.
Effects: Increases melee damage done to female humanoids. Must be male.
Leg bone is connected to...:
Cost: 1
The foot bone is connected to the leg bone.
The leg bone is connected to the knee bone.
The knee bone is connected to the thigh bone.
Doin' the skeleton dance.
The thigh bone is connected to the hip bone.
The hip bone is connected to the backbone.
the backbone is connected to the neck bone.
Doin' the skeleton dance.
Effects: Improves vicissitude, first aid and chirurgy. 
Loot and pillage:
Cost: 2
Gangs of the slums engage into a fast paced warfare where they attack each
other's turfs and quickly loot and pillage what they can. This turn into
marauding warbands later on who terrorize the countryside village for their
plunder. Knowing how to find the treasures and how to haul as much loot as
possible back home is a key to this life style, also knowing how to rape
and pillage doesn't hurt either.
Effects: Increases carrying capacity and chance to find treasures. 
Merchant of death:
Cost: 1
When your neighbourhood is in constant state of gang warfare and other
violence weapons and armours are priceless goods to around. And you are
happy to provide them what they need and know how to sweet talk people into
buying a butter knife at the price of a two-handed sword.
Effects: Selling weapons and armours is more profitable.
Only finest silk: 
Cost: 2
Chitinium silk is fairly common in most parts of the valley and choice of
material for many fighters and nobility due to its lightness and protective
qualities. It is also extremely beautiful when woven correctly. The finest
silk can be found in the chitine hive in the Czardoms who use it themselves
and sell it to the noble families. There is also a skill to wearing
chitinium silk, which only selected few know. These people are able to draw
even more protection from this material than others while wearing it.
Effects: Chitinium silk and regular silk gives natural ac.
Out of sight, out of mind:
Cost: 1
City guard of the Czardom is extremely brutal and has no pity, especially
for the people of the slums. Being noticed will get you into trouble or
killed. Skill of not being notice is extremely valuable and some have
become really masterful in it and can pass guards totally unseen and
unnoticed.
Effects: Guards ignore you. 
Peerless juggler:
Cost: 2
Juggling is a common timepasser of choice in Czardom for young people as it
teaches them dexterity and handling of weapons. Some become extremely
skilled with these daggers and other throwing weapons and can use them with
deadly accuracy effortlessly in combat, even in close combat melee.
Effects: Allows more uncanny throws and some times ep free throws.  
Penumbra anarchist:
Cost: 2
Few slumdogs learn to live on their own in the slums and have no permanent
ties to any of the gangs, groups or noble families. They have pledged
themselves to the shadowy dark gods and are empowered by them as they lurk
in the edge of shadows for unsuspecting people who they sacrifice to their
dark masters.
Effects: Melee attacks can give bonus spell impulses. 
Pit fighter:
Cost: 1
Pits are a good way to earn good living fast in the Czardom, although not
the most safest way to do so. Noble families sponsor fighters and provide
beasts to fight against in the pits. Speed is one of the most important
things for a pit fighter as it allows you to kill your foe before being
skewered by a spear or being eaten by a manticore.
Effects: Celerity is more effective for you.
Scandalmonger:
Cost: 1
Scandalmongers are very special type of persons. They have made pacts with
some of the shadow gods and revel in scandals and anger of others. Their
spite and anger serve as fuel to magic of the scandalmongers, which allows
the create even more mischief and loathing.
Effects: Low reputations increases your spell damage. 
Shieldbearer:
Cost: 1
Some youths escape the slums of Czardom and head south to the city of
Cenedoiss. In there it is common to become a shieldbearer for the seaguard
or the private armies of the noble families. Many of these shieldbearers
later on become full members of the seaguard or find new life under the
roof of grand temple of Water.
Effects: Increases effective size for shield wielding.  
Snake eater:
Cost: 1
Raw power is usually not the tool of choice in Czardom. It generates open
warfare which can be too taxing to your noble family or group and make it a
target to some other family or group to prey upon. Because of this many
deal with poisons and assassinations to further their means. After playing
with poisons and toxic substances many have gained some tolerance against
them and some have even willingly subjected themselves to these poisons to
be able to withstand them when they one day find such poisons in their
breakfast.
Effects: Poison and acid resistance.
Spy games:
Cost: 1
Czardom runs spies everywhere. Anyone you meet can be an agent of the Czar.
This makes it hard to some times distinguish between friend and foe and in
confusion you might mistake actions of an enemy spy as beneficial act to
your community.
Effects: When gaining negative reputation you some times gain positive
reputation instead.  
Tunnel runner:
Cost: 1
Life in the slums and in general area of Czardom is hard and usually
located in tight spaces and tunnels inside the mountain. This has made its
citizens very adept at fighting in close quarters inside dark tunnels and
shady rooms and they have learned to use this urban underground landscape
to their advantage in combat.
Effects: Increased momentum chance while indoors.
 
Warmonger:
Cost: 2
While the Czardom doesn't openly engage other kingdoms and cities in
warfare, at least not at the moment, there are numerous very bloodthirsty
warmongers living in it that would love to wage war against all
neighbouring regions and force them under the oppressive iron fist of the
Czardom.
Effects: Increases melee damage with spears and axes. 
Xenophobia:
Cost: 2
All races of the Czardom are xenophobic in varying degrees. If you don't
look like everyone else it's quite common to find a dagger in your back
just for that reason. They barely tolerate each and only because of
benefits they gain from not being openly hostile against each other. What
goes on in the shadows is a totally different matter.
Effects: Increases melee damage against humanoids.