Slumdogs of czardom

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+ **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**

  • Race must be one of the following: [[[Chitine]]],[[[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]]]


+ **Location**

  • It is located in located in the slums of Graemor.


+ **Features**

Available racial abilities are:

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

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 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 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 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 damage against humanoids.