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  Coat of Arms
Posted by: MelonBallZ - 11-18-2019, 02:05 AM - Forum: Creative Corner - No Replies

Since the noble houses of Spires are being fleshed out I figured I would share a few resources and tips for any that might be interested in designing their own.
[Image: unknown.png]
The flash app is slightly touchy in my experience, but overall the selections are nice and consistent without any paywall.
It allows you to add a House Name, Motto, and you can even order actual merchandise.
Instead of saving their image I just use Snipping Tool and grab the excerpt I want to dump it into GIMP.

[Image: unknown.png]
My Blazon seems to be much more developed and focused around the education aspects of Heraldry.
[Image: unknown.png]
You can choose your values and then it suggests additions to your heraldry based on what they actually represent. That's pretty neat, but the misspelling of personality also makes me scratch my head. We all have bad days and maybe I'm just a peasant and that's a reference to old English or something. Either way it's definitely worth something as a creative tool even if the designs are a bit too intricate for my taste.
[Image: unknown.png]
[Image: unknown.png]
It even gives the proper description of the heraldic components which is also pretty darn neat. If you don't like the automatically generated ones, you can make your own. 

[url=https://www.fantasynamegenerators.com/coat-of-arms-generator.php][/url]
[Image: unknown.png]
On the other end of the spectrum lies the simplicity of FantasyNameGenerator's Coat of Arms Generator. Quite the generic name for a website, but I am sure many of the roleplayers here have stumbled upon this wonderful website at one point or another. It gives a straightforward and clean coat of arms without any fuss. Just don't expect too much out of it.

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  The Fraternity of Osrona
Posted by: Cro - 11-18-2019, 12:48 AM - Forum: Pre-Meranthe - No Replies

[Image: 7ypoLXQ.png]
Fraternity of Osrona
Quote:
On the blood of my kin, new and old, I swear
To uphold and entertain the interests of my peers
To maintain the sanctity of class and creed
To cull castes of bastards and beasts
To carry my weight and bite my tongue
To mute the noise of murmurs and whispers
To man the ramparts, to brand thy banner, to brandish thy blade

The Fraternity of Osrona is an exclusive order comprised of noblemen and noblewoman local to the Imperial City. Tracing its roots back to Osrona's humble beginnings, membership is limited to those sharing a surname with the heroes and champions of old. For centuries, the practices and ceremonies of the Fraternity have been closely guarded by its patronage. Assuming a role within this sect is synonymous with declaring allegiance to the notion of absolute secrecy. To bear the cloak ring of the Fraternity is to the bear symbol of an aristocratic collective that exercises silence in exchange for limitless indulgence.

The nature of the organization's structure has never been officially revealed, though historically, many patriarchs and matriarchs of House D'Arnette have counted Master of Ceremonies among their titles.


If you are interested in becoming a patron, feel free to contact me @cro#0931 on Discord.

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  Make Event Requests private like apps
Posted by: HansRichtofen - 11-17-2019, 06:07 PM - Forum: Suggestions - Replies (2)

The reason i think this would be good. Is just make event real private to everyone but dms and admins. Then if its a public event then have it be posted on an in game bulletin board. I think it's weird that people can know about what events im questing on doing

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  Staff Conduct
Posted by: Chance - 11-17-2019, 04:23 PM - Forum: Guides & Information - No Replies

It is important to remember that the moderators and admins are all volunteers, people that've been selected based on not just how insightful they are and their dedication, but their attitude and approachability when interacting with other players. Helpfulness and encouragement is what we're striving for.

Despite this, every admin is still just a player as far as their characters go and must abide by the rules like everyone else. If we want to do the best job possible and continue to improve, then we need to hold ourselves to a high standard of accountability. This falls under Admin Conduct.

While we're fairly relaxed, generally it's a good idea to: 

  • Follow The Rules. Set an example for others.
  • Avoid arguing with players, even if being instigated. Deescalate and maintain a pleasant community atmosphere.
  • Keep what you learn via OOC private, if it's sensitive information. Arguably the biggest difference between an admin and a player is how much more they see; this needs to be handled responsibly!
  • While each person has their own 'style' of moderating, when interacting avoid being condescending. People respond better to a positive enforcer.
  • Be professional. Do not use your powers 'jokingly' or showboat!
If an admin's character is in a scene, they are a player. If they suggest a certain capture roll, for example, they are doing this as a player, not an admin. They cannot rule on our own scenes. Theye have to make tickets like everyone else. You might follow what they're saying because of their experience, and that's fine, but keep in mind that this is the case.

On Ghost & Player Logs
It is against policy to watch a scene that isn't in public as a ghost. Additionally, we also respect player privacy and avoid reading the logs... only head admins can do so, and it's policy to not read the logs of characters you have IC with, if you're playing. This is all logged!

Ticket Etiquette
  • Only take a ticket if you're sure you want to handle it entirely. Taking a ticket means other admins cannot respond.
  • If a ticket requests a specific admin, leave it up as untaken so they see it. You can also @ them in the Discord in case they're unaware.
  • Before closing a ticket, make sure to give the player time to ask any further questions before closing. Or just ask them if they need anything else.

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  Mentoring
Posted by: Chance - 11-17-2019, 03:31 PM - Forum: Guides & Information - No Replies

Mentor is an ability that facilitates the passing of techniques from one character to another. These are Basic and Intermediate tier only, as Master and beyond requires a formal application. The goal of this new mechanic is to add weight to master/student relationships that felt a little lacking prior, giving more purpose to experienced characters with something to teach and offering a better, more organic introduction to magic in some cases. 

How does it work?
When targeting a character, activate the ability and they'll be prompted. If they accept, you can then select from a list of your spells and teach it to the target, so long as they meet the requirements (pre-reqs & spendable RPP). 

You'll be asked to type out a summary of your mentoring of the character which should include backstory of your relationship, and the development leading up to this point to warrant them gaining their new technique. It doesn't need to be elaborate, so long as it bullet points everything.

You can do this in bulk. If you want to teach someone three Lightning abilities, for example, after the 'conclusion' of your mentoring, then you can do so. Just copypaste the same reason.

What's expected of me when mentoring someone?
It's naturally going to vary from ability to be ability. Generally speaking, you should make it gradual and a step by step process. Start with the opener of the magic or what they can afford after the first or second scene, then unload the rest as they complete tasks or provide satisfactory development. 

You are a quest giver, in a way. You might send someone off into the scorching desert to learn to control the fine grains or sand, or off into the mountains to feel the winter's cold at its worse. Or maybe it's more practical - such as proper striking / combat form as an air magic, moving to 'generate' and 'accelerate' currents of wind. What you do and how enjoyable of an experience it is for the learner depends on your creativity and diligence as a mentor.

How do I become a mentor?
You can apply for the ability, providing sample logs of what you think make you a good fit for it. It may also be given alongside the approval of a separate ability, or if we observe you in-game and think it works well with your character.

It might be removed if the mentorship becomes lacklustre; it's easy to fall into the trap of wanting to teach as many people as possible, and not putting much effort into each individual one, but your focus should be on making the experience meaningful rather than being the middle-man between the person and the ability. Take your time with it and don't be afraid of being selective if it means you do better when mentoring!

I don't want to be mentored, or I can't find one. What can I do?
The alternative to being mentored is either:

  • Acquire a tome via an appropriate event. On a quest to a druid village, perhaps the reward is the ancient texts of one of the elders, given to a hopeful nature magi. 
  • Apply for the magic on the forums. Three to four good, solid logs. The turnaround for these applications is less than 24 hours as it only requires a single admin to review.

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  The Esshar Venators
Posted by: mat13295 - 11-17-2019, 10:34 AM - Forum: Pre-Meranthe - Replies (5)

[Image: __rathalos_monster_hunter_and_monster_hu...44dd.0.jpg]

`
Quote:"Fortune and Glory, kid. Fortune and Glory."

Within the last few years, one of the many guilds that had been created was known as The Esshar Venators. A guild dedicated almost exclusively to the hunting of some of Esshar's most rarest and powerful beasts on the continent. Originally the guild started out as only a small handful of hunters originally sharing tips and tricks on how best to take down the common deer or rabbit, eventually these hunters had grown bolder. No longer did the trophy of a deer to be hung on the wall suit these men and women, they lusted for more. From Deer, to bears and finally onto more extremes such as dragons, Krakens or even daemons.

The group has grown in size and has actively been trying to recruit more members to bolster the size of their hunting parties. While many joined for the promises of riches they could find within the dens of some of these creatures or for the chance to create mythical weapons and armour from the sturdiest scales, sinew and bone, every hunter all shared a singular purpose. For the glory and for the thrill of the hunt.

Ranks of the Venators:

Quote:Expedition Leader: The head of the Guild. They will usually be the ones posting bounties for Hunters to take on while also managing business affairs with the Craftsmen. They also are expected to join in on any Guild wide expeditions that may occur.
Head Hunter: Those who have proven themselves multiple times on expeditions through acts of bravery, heroism, devotion to the craft or have managed to have taken multiple trophies from hunted beasts are promoted to the role of Head Hunter. They are tasked with overseeing their own group of hunters and Rookies, assisting in training as well as making sure their companions are in fighting shape. (usually in the form of their equipment and gear as well as physical health.)
Hunter: A Rookie who has managed to survive  complete their first successful hunt. These hunters are usually at the very least competent with their own skills and abilities and have more than likely grown more experienced in the skills of tracking, hunting and of course, fighting.
Rookie: A fresh recruit into the Guild. They have yet to adventure out into the wilds on an expedition to prove themselves as a true hunter yet. A Rookie will be shown the ropes by a Hunter or their assigned Head Hunter.
Craftsmen: Smiths, alchemists and runesmiths who have thrown their lot in with the hunters. Many are also hunters who have taken on a trade and will be provided with raw materials from expeditions to better gear other Hunters as well as themselves.


Venator duties and responsibilities.


Quote:
Life within the Guild is, as one would guess from their name, centres mainly around the locating, hunting and collecting of worthwhile monsters. As such many of the duties revolve around it as well. All members are expected to join as many expeditions as they are able to. On the flip side, the guild does NOT require complete devotion. For many Hunters it's a sidejob to break free of the monotony of their lives. Joining any guilds affiliated with Essharn is allowed, however if conflicts are likely to arise it is best to either commit fully to the Guild or join the other.

Members are not to hoard loot found during an expedition. They will be equally split amongst party members if possible. Trophies, however, are strictly the ownership of the Hunter who managed to claim it themselves. Head Hunters are expected to collect loot to split amongst their squad to prevent squabbles until the expedition team can return to safety where they may begin handing out goodies.

All Hunters are expected to keep their fellow hunters safe. Any who harms or endangers their allies will be kicked from the guild and likely have trophies confiscated. In the same note, Hunters are to respect and follow the Law of the land they are in or face similar expulsion.

Outside of the simple guidelines and rules above, Guild members are free to pursue their goals and are encouraged to do so and even ask other members for assistance. Be it developing new forms of magic or equipment to discovering new lands beyond the continent, the Guild will usually provide some form of assistance.

Commissions may occasionally be brought to the Guild. These are expeditions provided by outsiders to the guild who require some form of monster to be hunted. In these cases, the commissioned monster and any specified loot asked for is to be brought back to the guildhall to be presented to the client. Theft or desecration of the target will end in reparations being provided to the client and punishments handed to the one responsible.

Life of a Hunter:
Quote:The life of a Hunter outside of hunts is rather simple. Many hunters tend to train themselves and others or seek out rare creatures or materials in the wild for the guild itself to use. Within the Guild Tavern, Hunters are very well known to share stories of their adventures to visitors and other hunters while feasting on the meals provided by the Wait staff. Many of these meals are highly sought after delicacies, created from some of the hardest to get ingredients and cuts of meat in the land. Many of course having been gutted from the Guild's members.

If interested in joining the guild, you can post either here with the format below, contact me on discord at Mat13295#3935 or locate a hunter in-game to ask about recruitment.

Quote:In-game name:
Age:
Background/History:
What monsters are you interested in hunting/making weapons and armor out of in particular?:
Discord:

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  Milly's Stolen Guide to Alternative Picosong
Posted by: Milly - 11-17-2019, 08:17 AM - Forum: Guides & Information - Replies (4)

Hi!
I'm stealing all of this from Kazuki's original post on the Spire's forums, located here!

Anyway.

Things you'll need are:

  • A dropbox account with dropbox downloaded to your PC.
  • A trashcan to throw your picosong loyalty away.
So first, you'll want to get your song or what have you already downloaded as an MP3. Then, you'll head over to the Dropbox website (Link provided here) and upload your MP3 file as you can see here where the arrow is pointing at. I already have my audio file set, so we'll skip the uploading process. All you'll have to do is find your MP3 and select it.

[Image: TNk2EXuATgWCpzkldZasSA.png]

Next, you'll want to hover over your MP3 file and click on Share.

[Image: unknown.png]

After the popup appears, you'll hover your cursor towards the Copy Link and press it to copy your MP3 link. Make sure to save it as we'll need it for something more complicated later.

[Image: unknown.png]

Now after you are done with that, you'll want to head over to this website here. This website will automatically place your MP3 link into a premade HTML for you to use within your profile. Cool ain't it? So we'll get started on how you should actually enter the link into the website. First, copy this:

https://dl.dropboxusercontent.com/s/

Place it in one of the text boxes inside the billy website and don't do anything. Next, you'll want to get that link you got earlier from dropbox and was told to save. Here's an example of what you'll want to do.


You got your link here: https://www.dropbox.com/s/ l2idvcsirvc25mq/Saber%20-%20Excalibur%20-%20Fatezero%20OST.mp3?dl=0
___________________________

Now, copy ONLY this part of the link: https://www.dropbox.com/s/ l2idvcsirvc25mq/Saber%20-%20Excalibur%20-%20Fatezero%20OST.mp3?dl=0
___________________________

Paste it in the same box you pasted the first link above right after it and you should have something like this:

https://dl.dropboxusercontent.com/s/ l2idvcsirvc25mq/Saber%20-%20Excalibur%20-%20Fatezero%20OST.mp3?dl=0

___________________________

I know it sounds all complicated at first, but once you get the hang of it. It'll be really easy in the long run. Now comes the final step!


Once you've done all the steps above, you can now generate the link as shown here:


[Image: unknown.png]

Now you should, finally, have your HTML code ready to copy and paste into your profile. Just make sure it works by pressing the play button at the bottom there.

[Image: unknown.png]

Enjoy your HTML code for your music to add to your profile. No more do you have to worry about having a basic and quiet profile! Oh, but wait! Kazuki, how do I get rid of the music box from showing within the profile??? Easy! Just go into the code and set the Height and Width to "0" and it'll disappear! I hope this guide was helpful as it was my first one. If it sucks please tell me as I do take feedback from anyone gladly!



Edit: Thanks to my brother from another mother. Here's the fix as of now.


[Image: gn0Ipep.png]

ADDITIONAL:
If you want a name with spaces in it, you need to add " " (without the quotation marks), in lieu of spaces in the title.

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  The City Watch
Posted by: Nuo - 11-17-2019, 07:45 AM - Forum: Pre-Meranthe - Replies (5)

[Image: 30SmkLv.png]

The City Watch

Quote:Originating as a militia that, once upon a time, merged with small guilds of thief-takers and vigilantes, the Royal Osronan Constabulary, more commonly known as the City Watch and indeed known only by that name even among many of its members, is the police force of Osrona. While the knights of the Order of the First Light have a great number of roles and responsibilities, the Watch is concerned almost exclusively with patrolling in and around Osrona, preventing crime, keeping the peace, and generally serving as upstanding pillars of the community.

Often negatively stereotyped as fools too undisciplined for the Knighthood, the Watch nevertheless stands as a selfless and virtuous organization, trying its hardest to ensure the noble quarters, the slums, and everything in-between are safe, represented, and harmonious - or at least that's the intention, gods willing.

Ranks of the Watch
Quote:The Commissioner: Appointed directly by the monarchy, the Commissioner is typically not a former patrolling member of the Watch - something about the lifestyle doesn't appeal, leading to high turnover rates when a guardsman is chosen for it. A bureaucrat first and foremost, they appoint a commander when it cannot be done normally or civilly, hold other authorities in the Watch to a relatively high standard, and generally demand results. In essence, they watch the Watch.

Commander: One of the primary authorities in the City Watch, though in guard culture - for better or for worse - this means that they still spend more time on the beat than behind a desk. The Commander appoints captains, identifies areas of concern within the city or within the Watch and executes plans to address them, and in the rare times that the Watch must act as a militia serves as a commander on the field. If there is corruption among the Watch, it is their job to restore integrity.

Captain: Appointed by the Commander, a Captain supervises one particular region of the City and all of the guardsmen operating within it. They act as local authorities for their assigned districts, deferring to higher authority on more serious matters but generally being permitted to "call the shots." Though not explicitly a part of the job description, most captains also orchestrate community outreach and events to remind citizens that the Watch is trustworthy and on their side.

Constable: The rank and file members of the City Watch, consisting of the bulk of the organization. Once training is complete, members of the Watch are promoted to Constable, and most will remain there. Among the Watch, there is no shame in never rising above the rank of Constable; many old constables are indeed quite proud to say they've held that role for fifty years. Constables patrol the streets, typically with a partner, and serve as the first line of defense from crime. Constables are meant to patrol anywhere, though - as we all know - there are places that even angels fear to tread.

Rookie: There's certainly a formal name for it somewhere in the books, it's something like "Initiate" if you ask some of the older guards. You wouldn't know it, though, with most of the Watch affectionately referring to their new blood as "rookies." It's a relatively short-lived role, typically held for a year at most, in which a new recruit learns the letter of the law, the spirit of the law, and the nature of the job under a more senior officer, typically a constable. Many of these partnerships are known to continue beyond promotion, with a constable's partner on the beat being the very person who trained them, or conversely the starry-eyed youth they trained to begin with.

Recruitment
Quote:Recruitment into the Watch is a more lax affair, taking any free citizen of Esshar that's at least sixteen years old. It often consists of a simple interview with a local Captain of the Watch. Writing a letter is also an option, but between illiteracy and most interested parties "not writing so good, boss," it's not an especially popular one. When accepted into the Watch - typically done on the spot after an interview - the new member is considered a Rookie an Initiate, partnering up with a Constable to learn the ropes. The Watch has little interest in classrooms and training grounds; their core philosophy is that the streets will provide all the training one could ever need. Any additional training that is deemed necessary is a great deal less rigorous than that of the Order of the First Light, rarely occurs at four in the morning, and almost always comes after a good breakfast.

The pay isn't great by any means, but it's enough to afford a pair of good boots. All in all, buying a massive estate downtown is pretty unlikely, but guards are able to support their families and live in decent neighborhoods.

Duties and Dogma
Quote:To the best of your ability, patrol whichever area you are assigned or whichever area you, a discerning member of the Watch, deems in need of patrolling. Some parts of Osrona are dangerous, but perhaps showing even the forsaken parts of this City that we are there - that we care - can aid in turning the metaphorical ship around.

As a guard, your duty is to the people. Justice is blind, and so too are we! Status and rank never make someone above the law, and the lack thereof never makes them beneath our notice. Everyone deserves to be heard and taken seriously. This courtesy extends to those that we arrest, as well; especially if we apprehend the wrong person, the quickest way to instill a permanent distrust for the Watch is to treat them as less than human.

Punishments are things to be decided later. Never take the law into your own hands; ensure people are safe, and once the criminal is apprehended it falls on the system to decide what will be done with them. We are not the system, and this is a very bad example of going above and beyond. Truly going above and beyond would be engaging in charity efforts or helping old ladies cross the street - things like that.

Never pass up an opportunity to try steering someone on the right path. We're always there for our friends and neighbors. Our friends and neighbors consist of everyone.


Joining

Indicate your interest in joining up in this thread if you wish, or - as we're getting ever closer to launch - seek out an appropriate authority of the Watch in-game if you have a burning desire to pursue true justice (and organic roleplay).

Quote:Character Name:
Age:

Background/History:
Interests:

Discord:

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  The Fifth Watch (Slight WIP)
Posted by: Enginseer-42 - 11-17-2019, 05:51 AM - Forum: Lore - No Replies

[Image: Divination.jpg?1521274100]
Quote:"Seek not the creators will in the stars. Seek it instead in the movements of the world, Seek it in the flowing currents and the pale corners of Time, And seek it in your own sight. These the Creator made, and each bears his signature." ~ Jriel of the First Watch.

A Brief History of the Watch


The Cult of the Watch is a fringe religious movement that rose following the teachings of the sage Jriel In the year 1550 in the southern reaches of Esshar, swiftly gaining nearly one thousand adherents... only to lose most of those converts within sixty years, A steady decline that left the Cult with little more than 300 members when the 5 remaining sages of the Third Watch, dedicated the remnants of their order to fighting the menace from Rhoynur following a cryptic prophesy. A task that the order of scholars and fortune tellers was ill equipped for. Though the C of the cult inflicted terrible costs upon the Rhoynish, they took many casualties in turn. The members of the Third and Fourth Watches were eliminated entirely, leaving the remnants of the cults Acolytes, the Fifth Watch to pick up the pieces and bring their faith into the modern day, With little more than a hundred left. In an odd twist of fate, their willingness to bleed for the country has won the remnants the gratitude of the crown, and a degree of grudging tolerance for the faith.

Beliefs of the Watch
Adherents of the Watch, or Watchers as called by the peasantry, Believe that the Creator left his true will written upon the very fabric of reality. Rather than being expressed solely in the stars, or in divine will, they believe in the study of what they call the three pillars of creation Time, Space, and Perception. As such, their magi tend towards the branch of Metaphysical magic. Furthermore, they believe that Arcane Magic is detrimental to this search as Arcane magic alters creation directly. Allowing the creators message to the people to be obscured, or even erased. Leading to their dislike of what they refer to as Shapers (Holy Mages.) And open hatred of those they refer to as Unmakers (Occult Mages.) Though the cult is largely democratic in function, great deference is given to the oldest Watchers, and each Watcher's apprentice is of the next Watch. (IE: An apprentice to a member of the Fifth Watch would be a member of the Sixth Watch, That Apprentice's apprentice would be a member of the Seventh Watch and so on so forth.

Perception of the Watch

To the Common people of Esshar, those who have heard of the Watch in any case, the Watchers are little more than mad-seers, fortune tellers, or heretical Charlatans. Their secretive and superstitious ways have done little to redeem them to the commoners of Esshar. However, perhaps strangely, the Watchers seeming willingness to bleed for the country has earned them some friends amongst the people. Soldiers in particular tend to have a measure of comradery with the Watchers, and though not a militant order, many of the Fifth Watch who survived have taken up the mannerisms of the soldiers they served alongside in the latter parts of the campaign. To the Faith, they're an uncomfortably popular generation of a declining Heresy. And to the Nobility the Fifth Watch represents an opportunity to snatch up Mages with a predilection for uncommon branches of spellcraft. Patronage of a Member of the Watch is not unheard of, though Uncommon among those nobles most closely tied to the Faith.

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  House Kalogera
Posted by: Botanist - 11-17-2019, 03:44 AM - Forum: Pre-Meranthe - No Replies

House Kalogera
Quote:Put money in thy purse; follow thou the wars; defeat thy favour with an usurped beard; I say, put money in thy purse.
IAGO - Othello, 1.3.698-700
The Kalogera family was ennobled relatively recently, in 1321. The man responsible for the family's ennoblement - Cesare Kalogera - was a member of the Order of the First Light who distinguished himself by saving the life of the Queen consort from an assassination attempt. Cesare quickly squandered his newfound wealth and title through heavy gambling, drinking, and soliciting the services of some less than reputable women. He died, almost penniless and without an heir, in 1343; this would be the end of the family were it not for Cesare's brother, a stable if somewhat dull merchant, who inherited the title.

The family passed into obscurity until the title passed into the hands of Giorgios Kalogera, a shrewd investor, businessman, and industrialist who managed to amass an impressive fortune shortly after coming of age. He worked men to death in the handful of silver mines he owned, and conditions in the Hessalian mills he had inherited from his father were notorious before they were burnt down by Rhoynish raiders. 

In the realm of politics, Giorgios' tenure as a member of Parliament was colored by rumors of taking bribes; it was an open secret that he sold his vote to the highest bidder. Suspicions abound were high on how he managed to create such wealth in such little time, even after the mills were burned down; he was, until the very end, subject to unflattering rumors, with whispers of criminal associates and he was a known frequenter of the Fraternity of Osrona; he married the sister of Lord D'Arnette and, to this day, the two house's dealings are intertwined.

He met his end under suspicious circumstances; many associates (for he had no friends) believed that he had been poisoned, though none can say who did it. The title passed to his firstborn son, older than his twin brother by three minutes, Basil cos Kalogera.
[Image: VhSoQdI.png]

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