Setting: Raveran year 1114

Setting: Raveran year 1114

Postby Thalar » Thu Aug 16, 2012 3:42 pm

Available races:

All characters starting in Raveran are free citizens unless the player wishes otherwise. See viewtopic.php?f=82&t=12195#p588902 for more information.

Fae
Drowolath
Drowussu
'lath-'ssu halfbreed*
Ne'kalsaider*
Xuile'solen*

Light elf
Ver'drowendar*§

* Targeted by Kyorl'solenurn due to impurity / corruption / being abominations / harboring demons
§ Targeted by Duskians due to corruption / harboring demons


Nonfae
Rift halmes
Halmes
Emberi
Kotorc
Noz
Dvergar
Feral


Available clans:


Ravenite:
Ailee'khevlani
Aqrab'akkar
Deme'dichi
Qin'dalasque
Vir'reska


Chelian:
Val'Beldrobbaen
Val'Kyorl'solenurn
Val'Nal'sarkoth
Val'Sarghress
Val'Sulissin'rune
Vel'Vloz'ress


Nuqrahn:
Balvhakara
Dusk
Val'Illhar'dro
Jie'yen


Clan relations chart
You may need to right click the image and choose View As or something similar to be able to view the whole chart, unfortunately. (Updated 25.nov 2012)
Image
Please note that each row shows that clan's view on the other clans.
Two clans do not necessarily view each other in the same light. Therefore, please look at the rows, not the columns, when trying to figure out how one clan views another.
Example: The Aqrab'akkar are Neutral toward the Illhar'dro. But the Illhar'dro see the Aqrab'akkar in a Bad light.
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Raveran council seats

Postby Thalar » Thu Aug 16, 2012 3:46 pm

Council leader
Traditionally this position belonged to the Illhar'dro, and when they left Raveran the conflict surrounding the empty council leader seat could have shattered the city's long lasting state of relative peace. As an initiative to secure that peace would continue, a prominent guildmaster was chosen by a small majority to hold the seat, much to the displeasure of the Kyorl'solenurn and Vir'reska.

Guildmaster Sa'inne Edega of the Farmer's Guild held the council leader position until the Council of Tears, after which the position was empty until the Illhar'dro's sudden return put a stop to all the bickering and maneuvring surrounding the succession. The Illhar'dro have reclaimed the council leader seat to sullen protests, but the forces supporting the Illhar'dro's return are far too powerful to challenge directly.

The current Council Leader is the one who ruled the Council, and through this Raveran itself, for the last century.
Eis'ilena Val'Illhar'dro is known as a respectable, unwavering leader with an excellent business sense, and a charismatic personality which shines through in anything she does. By many, she is considered the ideal leader, and it is no secret that many of the minor clans' representatives respect her greatly.


Council seats:

Leader
Illhar'dro

Major seats
Ailee'khevlani
Aqrab'akkar
Beldrobbaen
Deme'dichi
Kyorl'solenurn
Nal'sarkoth
Sarghress <currently unoccupied>
Sullisin'rune
Vir'reska

Minor seats
Various Raveran-based guilds and minor clans who basically get to watch the big players argue - they have very little influence unless they all act together.
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Raveran-specific clan details for non-Ravenite clans

Postby Thalar » Thu Aug 16, 2012 3:47 pm

Balvhakaramore information
A detachment of Balvhakara have joined the Illhar'dro, traveling to these unknown lands to assist their allies in reclaiming their lost power. Every Balvhakara has her individual reasons for having joined the expedition. The Balvhakara present in Raveran are under Illhar'dro command, functioning almost as a subhouse of the Val clan.

Beldrobbaenmore information
They have established a small outpost where members of their clan may come to escape the troubles of Chel'el'Sussoloth for a time, renewing their energy in a place of relative peace. The outpost is lightly manned and borders on Deme'dichi lands. They currently have no political aspirations in Raveran and their seat on the council is a mere formality.

Duskmore information
A few Duskians chose to follow the Illhar'dro and their allies on the journey to Raveran. They remain perfectly neutral except when the nether is concerned. Not having been long in Raveran, the few Duskians have already stepped on Kyorl'solenurn toes on a few occasions, and the Duskians have set up a small base near the city's council house. They are working actively to hunt down tainted and patrol the city with relentless dedication, yet they are much too few to be everywhere at once. This does not stop them: every single Duskian knows exactly what needs to be done, and does not take instructions from anyone.

Illhar'dromore information
There are plenty of Ravenite-born Illhar'dro in the contigent which has returned to Raveran, and they are severely angry at the Vir'reska who currently occupy their home. As far as the Illhar'dro are concerned, this occupation is temporary, and there is a lot of behind-the-scenes work being done to retake their fortress.

The only reason this situation hasn't erupted in bloodshed is the Illhar'dro's desire to keep Raveran a peaceful place. Inflicting more violence upon this city which has recently seen so much death would only increase the bad feelings toward the ruling clan which left the city behind in its time of troubles. So instead of letting their pride get the better of them, the Illhar'dro have constructed a new fortress, claiming the location where the Qin'dalasque fortress once stood. Living quarters are currently more primitive than the Illhar'dro are accustomed to, but improve with every day of work by the hired artisans and stonecrafters.

Jie'yenmore information
A number of Jie'yen also joined the Illhar'dro when they decided to return to Raveran. Those who volunteered to join left behind their families, their possessions and their normal lives to travel to Raveran. Like the Balvhakara, the Jie'yen in Raveran function almost like an Illhar'dro subhouse; expected to follow Illhar'dro commands and support the clan and its allies to the best of their ability.

Kyorl'solenurnmore information
The numbers of Kyorl'solenurn in Raveran have never been higher, yet the Great clan is at an all-time low when it comes to public opinion. Rising to great heights during the aftermath of the first demon invasion, the Kyorl'solenurn successfully closed the city to tainted, and for many years were accepted - even welcomed - within the city.

The Kyorl'solenurn handling of the second demon invasion quickly became infamous, and caused a rift in their own ranks as well as a massive drop in public opinion. The fall of the Qin'dalasque is by many considered the point of no return, from which the Kyorl'solenurn's reputation within the city might never recover.

Today the Kyorl'solenurn still police the streets of Raveran looking for anything they consider impure, but the public support has all but vanished. They still rule Inlulk'lar with unquestioned authority, but some city sectors are now considered war zones as far as the Kyorl'solenurn are concerned, and they only enter in great numbers. All the while, the conflict in Chel'el'Sussoloth is escalating and many Kyorl'solenurn are only waiting to be called home to a much more important battle.

Nal'sarkothmore information
Shortly after the Illhar'dro abandoned Raveran to its fate, the Nal'sarkoth bought land and set up an outpost for their clan members and traders. Some claim it was pure opportunism, taking over a market established by the Illhar'dro, but the Nal'sarkoth contend that they had always intended to set up shop in the city - they were just gathering the necessary funding.

In the void which had been left by the Illhar'dro, the Nal'sarkoth traders carved out a magnificent niche for themselves, increasing the size and investments into their outpost by incredible amounts in only a few years. Even the recent events in the city could not stop their progress, and they have taken the initiative to gather many of the relevant guilds under their protection. In the interest of providing this protection, the Nal'sarkoth have a large armed force stationed in Raveran, and make claim to a city sector of their own.

Sarghressmore information
Most Sarghress have long since left for Chel'el'Sussoloth and the glory of fighting against the Sharen. The few troops remaining in the Yurun'hiir fortress all wish they were there as well, and fully expect to be called in to fight at some point. With the clan's focus entirely on the conflict with the Sharen, they have reduced their interests in Raveran to a minimum. They keep a sufficient force to keep their hold on the fortress, but nothing more.

Sullisin'runemore information
Being situated above the upper level of the Bazaar, the Sullisin'rune were perhaps the clan most affected by the bazaar riots, which at one point completely cut off the outpost from the city. The second demon invasion also caused several empaths to go completely and incurably insane, a few of them escaping into the city to wreak additional havoc during those chaotic times.

The outpost has since recovered, though the presence of demons in the city once more have put the Sullisin'rune on edge. While they would like to support the Kyorl'solenurn in returning Raveran to a pure state, they have no problem recognizing that such a goal may now be impossible to achieve. They are nothing if not adaptable. Instead, they cultivate a relationship with the Ailee'khevlani, who now lay claim to a sector of the Bazaar, hoping to be able to manipulate the clan to their own benefit but also seeking a new partner in Raveran as the Sarghress are all but gone.

Vloz'ressmore information
Once the peaceful inhabitants of Vloz'Raveran, then chased off or killed by the Kyorl'solenurn after the events of the first demon invasion - which everyone else believes they caused. A few gangs have returned to Raveran, this time carving out a living in the city's new Underground. Much to their surprise, finding a good number of potential recruits among abandoned buildings and ruins left uninhabited after the Kyorl transgressions. Life in Raveran is hard for the Vloz'ress, but they are tenacious, and the city is no longer the domain of the Kyorl'solenurn. And thanks to these same Kyorl'solenurn, the Vloz'ress now have a new place to rebuild their precious Vloz'Raveran.
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Important events

Postby Thalar » Thu Aug 16, 2012 3:47 pm

The demon invasion of 1099
A demonic attack, thought to be unleashed by the Vloz'ress, devastated Raveran fifteen years ago. A two-pronged attack; one group unleashed demons into the marketplace, in an uncanny simulation of the Nidraa'chal tactics used back in Chel'el'Sussoloth fifteen years before, and creating a massive panic among the commoners. The other group attacked the Kyorl'solenurn outpost of Inlulk'lar, and the Judicator in charge of the outpost made some decisions in the heat of the battle which caused a massive outrage as the death toll increased. She was eventually deposed and confined to a cell somewhere in the depths of the outpost.

The Illhar'dro defense was successful, however, both in preventing a massive slaughter happening in their own front yard, and in calming the panicked masses. Unfortunately for the city itself, the panic and the fighting within the city caused a destruction the likes of which Raveran had never seen. It took them more than a week just to clear the market place of bodies. And a month on, buildings were still being rebuilt, trade only just beginning to recover as caravans came in.

After Inlulk'lar was secure, and the former Judicator Rath'alza deposed, the surviving Kyorl'solenurn split into three groups , one going into the city to cleanse it, and the two others heading for Vloz'Raveran intent on a bloody revenge, one group lead by warden Kyori and her templar, Tar'lyn. Together, the two groups slaughtered the Vloz'ress and their hangers-on, but the mines collapsed, trapping some kyorls and many of the Vloz'ress workers and demons within. The Kyorl'solenurn regrouped, having taken losses on their own, and cleansed the ruins. After they had demolished what was left of Vloz'Raveran, they made their way back, although some couldn't help but look over their shoulders and wonder what could be going on in the darkness beyond the collapsed mine entrance.

Because the city was hit badly by the demonic attack, and because the Kyorl'solenurn and Illhar'dro of Raveran had grown much closer after this ordeal, tainted became considered outlaws in the city of Raveran, and there were control posts at all entrances to the city, manned by both Illhar'dro and Kyorl'solenurn. The Kyorl'solenurn ran patrols throughout the city, going as far as breaking and entering into people's houses to kill any tainted they might find. Outcries against this practice became few after the more radical Kyorl'solenurn started killing those they deemed "corrupt" as well as the tainted.

Despite all this, most citizens seemed happy to be alive, and with the number of tainted in the city approaching zero unfortunate episodes with the Kyorl'solenurn extremists became rare, eventually ceasing altogether.

Overall, the effect was a major population loss, and increased control of the city by the clans present, in particular the Kyorl'solenurn and Illhar'dro. The local clans, in particular the Vir'reska and Qin'dalasque, remained vigilant in the defense of their homelands, but not so much the city itself. The Sarghress, represented by the Yurun'hiir house, kept tight control of their own section, wary of the Kyorl'solenurn, to whom it seemed balance was shifting. The Illhar'dro remained in control of the city.

The next six years were peaceful, giving the people of Raveran time to recover. But the times were about to change.


The Illhar'dro Exodus
Raveran has always been a rather peaceful hub, even despite its connections to the conflict-riddled city of Chel'el'Sussoloth, even despite the demon invasion that once threatened the city. And this is almost exclusively due to the Illhar'dro influence. The clan ruled Raveran from its very beginning, policing its streets and its clans, overseeing its citizens and its trade. Raveran would be nothing without the Illhar'dro.

The shock which spread across all of Raveran when the Illhar'dro suddenly announced their leaving was only matched by the despair of the Ravenite-born as the decision wasn't their own. The Val'Illhar'dro were going "home" - an empty word for those who had been born and lived for centuries in Raveran, for those many Ravenites who had never even seen Nuqrah'shareh before. But they obeyed dutifully, as did Illhar'dro everywhere.

The Illhar'dro exodus left behind a Raveran whose heart had been torn out - there was a great void created in the city's very soul that to this day has not truly been filled. The Kyorl'solenurn and Vir'reska were best positioned, but neither clan managed to take over. The Kyorl'solenurn continued expanding their patrols, where the Vir'reska began seizing Illhar'dro land. Neither would be good for the city, as time passed.


Preserving the Peace
The resulting conflicts over the council's leader position prompted the minor clans and guilds to for once stand together, demanding in an unprecedented action that someone was chosen who belonged to no clan; someone who would keep Raveran's interests at heart, not the interests of the purity-obsessed Kyorl'solenurn or the aggressive Vir'reska.

The Minor seats gained support from the Sullisin'rune, Ailee'khevlani and Deme'dichi seats, followed by support from the Sarghress who were still a strong force in the city at the time, and thus the decision was made. Sa'inne Edega, the guildmaster of the powerful Farmer's guild, would lead the council and try to pull Raveran back together.

She had her work cut out for her, but the guildmaster successfully brought the Kyorl'solenurn-Vir'reska conflict to a standstill. Unfortunately, the peace did not last.


Vir'reska Expansion Link to fulltext
The Vir'reska had been building up their forces in secret, expecting the Illhar'dro exodus after hearing rumours of the Illhar'dro leaving Chel'el'Sussoloth. Not long after the Great clan had left its holdings, while the council were still arguing about who would take over the position of leadership, the Vir'reska made their move on the Illhar'dro fortress.

No one was expecting this bold move, nor were they expecting the Vir'reska to hold on to their claim for long. The Kyorl'solenurn probed their defenses, highly interested in finding out what their strongest competitors were up to, only to be rebuffed by a sizable group of armed Vir'reska. But dealing with the conflicts within the council was more important than who held on to the abandoned Illhar'dro fortress. Thus the clan was able to take and hold the ancient building without opposition. And not long after the council situation was resolved, other events would completely draw Raveran's attentions elsewhere. Suddenly, no one could care less about who occupied the fortress of the clan who left them to their fates.


The Second Demon Invasion Link to fulltext
With memories of the first demon invasion still fresh in their minds, the people of Raveran had long tolerated the Kyorl'solenurn's oppression - because it was tempered by the Illhar'dro's influence over the city.

With the Illhar'dro gone, Kyorl'solenurn patrols became more prominent, more aggressive. They would venture further into the city, being ever vigilant on their search for impurity and corruption. Paranoid forces within the Kyorl'solenurn believed that Raveran, in the absence of the Illhar'dro security, would soon become a cesspit of corruption. Sadly the Justicar appointed to lead the Raveran section after the previous one was beheaded for their failures of the first demon invasion, was too fanatical to see just how badly their ceaseless incursions into Raveran were affecting its populace.

And deep within the ruins of Vloz'Raveran, something stirred.

Just like the last time, everyone blamed the Vloz'ress for what happened next. What other demon cultists would be interested in Vloz'Raveran and what lay within? The second demon invasion had all the trademarks of a desperate, furious revenge. But when the army of demons poured out of Vloz'Raveran, breaking through the gates of Raveran and consuming or tainting everyone they could get to, there was no time to point fingers and lay blame.

The Kyorl'solenurn proved themselves time and again in the battles, fighting with a courage born of complete faith in their actions. And the other clans of the city put their differences aside, joining the battle on the side of the Kyorl'solenurn to turn the tide back and rescue the city.

But when it was over, the Kyorl'solenurn did not stop.


Fall of the Qin'dalasque
The Qin'dalasque's modus operandi worked against them during the second demon invasion. Their velkyn personas had one major weakness; they were a part of the crowd. The big, vulnerable crowd.

When the demon hordes burst into Raveran, the Qin'dalasque were right there, and they were at their weakest possible point. They had no time to rally, no allies to call upon who were not fighting for their own survival elsewhere, and no time to strip out of their personas, break cover and fight. In the panicking mass of commoners, the Qin'dalasque could only try to survive, to reach safer ground.

Unfortunately, their 'safer ground' was no longer safe. Having attracted many desperate commoners, the Qin'dalasque home was being overrun by the desperate, by the tainted, and by those whose lives were about to end in the birth of new demons.

It was a complete massacre, and the Kyorl'solenurn troops arriving at the scene did not change this. So much blood flowed across the steps that the district would smell of iron for weeks to come.

When the dust settled, the fortress of the Qin'dalasque was a broken ruin, and the clan had been dealt a mortal blow. Many of the survivors were tainted, much of their leadership dead or missing. As far as the people of Raveran knew, the Qin'dalasque were gone, and Kyorl'solenurn hands were covered in their blood.

Only a few knew the truth: Some untainted Qin'dalasque took refuge with the Vir'reska, the others began establishing the Raveran underground which would soon become a thorn in the Kyorl'solenurn's side, and later would welcome the Vloz'ress into the city.


Kyorl'solenurn Transgressions
The city had calmed down, all the demons were dead, the nether gates were closed, and one of Raveran's remaining big players had been eradicated. The Kyorl'solenurn had brought additional districts under their "protection", but the recent battle had awakened something terrible in the Kyorl'solenurn hearts.

Since they had failed to locate any Vloz'ress presence in the city, they did not know who to blame. The sinners who had brought this destruction upon the city which the Kyorl'solenurn increasingly thought of as theirs, had to be found and executed.

And there were still tainted in the city. Many had survived, escaping through sheer luck or persistence. They could not be allowed to live. To many Kyorl'solenurn it was a question of mercy - granting them a death while they were still themselves.

The tainted did not view this the same way, nor did their families. The number of corrupted in the city of Raveran grew exponentially, and the need for forceful action increased with it.

For months, the Kyorl'solenurn would break down doors, terrorize whole families, transgressing on the territories of all the other clans in their hunt for the cause of the demon invasion, and for those who had become tainted. Never noticing how public opinion of the Kyorl'solenurn - which for some time had been incredibly high - sunk for each day.

Factions within the Kyorl'solenurn began to break apart, disagreeing about what they were doing to the city, some feeling the need to moderate their fellow Kyorls so that they would still be able to find support within the city. Others caring for nothing but purging the city's corruption.

This inward struggle was ended abruptly, by the death of an innocent.


Council of Tears
Just as the Kyorl Transgressions reached their height, with daily executions happening all over Raveran, Council leader Sa'inne Edega called for the Council to gather, in the hope of ending this catastrophic turmoil.

The city was suffering, and although she had only been leader of the Council for a few years Sa'inne had a good hope of solving the situation. Several of the Major seats had voiced their support for her in private, and would support her openly when the time came.

What none had expected, was for the Kyorl'solenurn to arrive in force to the Council, two of their Judicators openly fighting over the Kyorl'solenurn seat - one of the two even demanding the Council Leader seat for herself.

Shocked, the Major seats watched as the Kyorl'solenurn drew weapons - some ready to draw the council's blood, others placing themselves in the way. Every representative of the clans were corrupted, one Judicator claimed, to have allowed the ones guilty of the demon invasion to avoid capture for so long.

Council leader Sa'inne stepped forward to intervene, bravely standing up for the city and its people. Asking for peace, for the safety of her people - those commoners who made up the bulk of the city's population - and for the clans.

That powerful, yet tender voice, filled with concern and hope, was cut short by the sound of a sword through the air, and the splatter of blood on stone. Followed by a long silence.

Realizing their acts were unforgivable, the Kyorl'solenurn delegations retreated from the Council, leaving behind them the stunned major seats, and the minor seats whose anger was just beginning to rise. As the major seats gathered around the dead Sa'inne, some already discussing who would replace her, the minor seats silently began to leave.


The Bazaar Riots summary by Pitdragon. Link to fulltext
The result of the series of unfortunate events that began with the Second Demon Invasion was a Val'Raveran that was filled with mistrust. Refugees from Chel'el'sussoloth's growing conflicts were passing through Val'Raveran to Nuqrah'shareh, with many refugees stopping in Raveran and spreading news and rumors of the battles they left behind. But mostly, the people distrusted their former protectors, the Kyorl'solenurn, and now felt a growing animosity for the Vir'reska because, for all their posturing and land-grabs, they had done nothing to stop the crimes of the Kyorl'solenurn on the people, signaling that they were not the true dominant minor clan of the city to its denizens.

The pressure hit a limit one day in the normally neutral Bazaar. Two merchant groups got into a quarrel that could not be quelled, and soon their anger spread like wildfire throughout the populace. Riots began, merchants and residents alike fought amongst themselves over any slight, perceived or real, trapping others as gangs began to form. The Sullissin'rune became trapped in their own compound, and no attempt by the Vir'reska could quiet the crowd – deaths at their hands only made things worse. Further, when the Kyorl'solenurn attempted to step in after a brief silence following the Council of Tears, the violence increased as people trampled each other to escape those they felt would “cleanse” them. Soon, the tide turned on the Kyorl'solenurn, and it was Templars that were running from mobs of angry civilians who saw too many of their own die at the hands of the “Grey-Skins.” The Kyorl'solenurn barricaded themselves inside Inlulk'lar as protestors chanted at their gates, “Remember the Council of Tears!”

The Vir'reska cordoned off the Bazaar and were content to let the fires burn out, and many clans and guilds were at first willing to watch the Vir'reska fail in order to take advantage of this meltdown themselves. But the Twin Illhars of the Ailee'Khevlani soon realized that the situation could not continue, or their own clan could be put in jeopardy as the tide of opinion could turn against all clans and no amount of neutrality would save them. They made a plan to quell the riots, and enlisted the aid of two other clans: the rising bankers of the Deme'dichi, and the sell-sword break-off of the Black Sun, the Aqrab'Akkar. The Ailee'khevlani further petitioned the Vir'reska, who agreed to continue watch around the Bazaar to keep the riots from spreading and allowing the other three to disperse the crowds within.

Over half a moon after the first blows, the Ailee'Khevlani coalition pushed past the Vir'reska barricades and subdued the gangs that had formed in the conflict, using tactics that would soon bring the populace to their side by avoiding killing when possible and reaching out to those that had been trapped by the events. Curfews were put in place to help quell the violence further and the Ailee'Khevlani set up a command district near the trapped Sullissin'rune Delegation. From there, they arranged patrols of Ailee, Aqrab and Vir'reska troops and, with the help of the Deme'dichi, arbitrated over various grievances from property destruction and aided merchants and civilians in rebuilding. This process would take two moons before order was satisfactorily restored.

These goodwill efforts gained the Ailee'Khevlani a permanent place in the Bazaar, to patrol and handle appropriate punishment for disturbing the peace from this base. They gained some of the best merchants and trade outposts from Chelian clans in this region over time. Further, when the next Council met, even as a leader was still not decided the Ailee'Khevlani brought the Aqrab'Akkar into the Council and their coalition pressed to turn the city's attention to renewed trade relations with other cities, mostly the resource-hungry Chel, as simply awaiting a return to Illhar'dro prosperity could not be relied on.

Soon, Val'Raveran began to settle into a new routine and, despite the tensions the various clans and outposts would have with each other, the people began to feel a little better about the future for once.


Return of the Illhar'dro
The return of the city's true rulers was as sudden as their departure. Though there is no true night time in a city where the sun never rises, it was still in the dead hours when much of the city's populace is asleep that the Illhar'dro, accompanied by groups of their allies, the Balvhakara and Jie'yen, and followed by a small contigent of independent Duskians, arrived in force at the city's main gates. Before the defenders could do much more than raise their weapons, the Illhar'dro had already seized the gates. With the ease that comes from centuries of experience, the former Illhar'dro gate guards simply returned to their duties as if no time had passed at all.

A stream of Illhar'dro flowed through the city, gathering information, scouting out their old haunts.. and shockingly being rebuffed at the site of their old fortress by Vir'reska troops. Even as the main bulk of the Illhar'dro forces entered the city, scouts were returning with information about recent happenings and it quickly became clear that they had to avoid bloodshed at all cost. If they were to reclaim their fortress by force of arms, they would do irrepairable damage to their image, which had already suffered greatly due to their absence.

For the mainly Raveran-born forces, this was a serious blow to their morale, but they were assured it would only be temporary. They would return to the home they had always known, even if it took a century. In the meantime, the Illhar'dro settled on the former Qin'dalasque lands, constructing a large fortress to house their clan and its allies. Word of their return spread like wildfire once the forces had coalesced on that spot, and the people of Raveran reacted with shock; some with elation that their rulers had returned to restore Raveran to its former glory, and others with thinly veiled anger at how they could return and simply expect to continue as they had for ages.

The Council gathered on the very next day, those who had been working behind the scenes to place themselves as the new Council Leader feeling a sudden need to settle this question before it was too late. In the time since Sa'inne's death the Council had not been able to agree on a replacement, perhaps partly because things worked fine as they were. And now, as the clans found out when they entered the large meeting room, it was much too late.

In the Council Leader's seat sat the woman who had served for the past century in that very position, flanked by Balvhakara and Jie'yen aides, greeting them with a welcoming smile. Duskian troops watched silently from their positions, having taken it upon themselves to be neutral guardians of the Council. The minor seats buzzed with discussion, while the major seats assessed the situation, some quickly declaring themselves for the Illhar'dro in order to thwart competitors or gain favorable attention from the true rulers of Raveran. But the support which sealed the Illhar'dro's return to power in Raveran did not come from the major seats.

Turning to the minor seats in an unprecedented move, Eis'ilena Val'Illhar'dro, Council Leader of Val'Raveran and perhaps the best known and most respected Raveran-born Illhar'dro in existence, asked them if they would accept her return to the position. She couldn't undo what had been done, but promised to dedicate herself to Raveran and its people once more.

Of the minor seats only a few were skeptical, the majority rising from their seats to stand for her without a word. The return of the Illhar'dro, they hoped, would finally return Raveran to its glory days. Some smiled, others looked up past the major seats to Eis'ilena with relief readily visible on their features. To this display of near-unanimous unity, the major seats could do nothing but stand as well, acquiescing to the Illhar'dro's return to power or risk turning the entire city against themselves.

For better or for worse, the Illhar'dro were home, and the city enjoyed a time of peace - as peaceful as any drow city could be. While conflicts still simmered under the surface, sometimes bursting into the streets in a short flash of violence, life returned to as close to normal as it would ever be. Changed, fractured and remade, Raveran was whole once more.
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Thalar
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Ravenite clans

Postby Thalar » Sun Nov 25, 2012 10:11 am

Although their origins are diverse, some clans have their seat of operations and their clan holdings in Raveran, where they exist in a political structure that includes branches of many Val clans recognized by the Empress of Chel'el'Sussoloth. The greatest difference between the Ravenite clans and the others, is that Raveran is their home, their chosen place in the underworld. To the Chelian clans, Raveran is a mere spot of light in a large, if dwindling, network of lights in the underworld. And to the recently arrived Nuqrahns, Raveran is only a means to an end.

While the Illhar'dro are arguably Ravenites, and there may be Raveran-born members of the non-Ravenite clans, there are only a few major players in Raveran who do not owe their allegiance elsewhere. These five Ravenite clans are detailed below. Clan summaries were written by their clan's creators, and should have enough information for you to create a character of that clan. There is a link to the fulltext for those who want more information.


Once a clan's summary is posted here, you may create characters of that clan!


Ailee'khevlani
The Ailee'Khevlani are a clan of artisans and craftsmen specializing in wood and stonecraft. They value the old ways of their ancestors while not clinging to them and strive to make as many allies as they can. Desenced from nomads of the Moon's Age, the ancient Ailee'Khevlani had no official land of their own and relied on good relations with others to be able to live their nomadic way of life, and this has continued to the present day. The clan has long stayed out of major political undertakings, enjoying the security and stability that comes from being a minor clan and preferring to remain politically and militarily active enough to avoid being absorbed into another clan and assist in defending the city and allied clans as needed. Also as a result of the nomadic background of the clan and currently living in a trade city, they are exposed to many different cultures and clans and are consequently more open to the viewpoints of others. Because of this focus on neutrality, tolerant nature, and known tendency to value their own allies, the Ailee'Khevlani are known as a reliable ally to have.

Recent events in Raveran have forced the Ailee'Khevlani to take a more active role in the running of the city. The progressively worsening situation leading up to the bazaar riots caused the clan Illhars to call a council of Raveran clans to form an alliance to deal with the riots and stabilize the city. In the aftermath of the riots, the Ailee'Khevlani have expanded their influence into the bazaar and some districts surrounding their clan holdings. In the bazaar, the clan runs patrols and acts as mediators in conflicts, aided by their reputation for valuing all allies. The clan also runs patrols in any districts surrounding their own where they are welcome. While the Ailee'Khevlani are more politically active now, they still strive to make allies rather than enemies and remain open minded about other clans and cultures.


Aqrab'akkar
The Aqrab’Akkar are a splinter faction of the infamous Black Sun who have decided to give up their nomadic ways in favor of the comforts of settled life. Though mistrusted by many because of their origins, the Aqrab have slowly but surely built up a reputation of reliability, offering their services as scouts, caravan escorts, bodyguards, and couriers. Above all, however, the Aqrab are beastmasters; using empathy and the knowledge they acquired as nomads, the Aqrab have managed to domesticate a number of animals considered to be untamable by others. In addition to using such beasts in labor and battle, the Aqrab use them as materials – most Aqrab warriors use weapons and armor of chitin, bone and leather over metal and wood. Finally, the Aqrab are accomplished alchemists, using animal extracts along with rare plants and minerals to create make many potent medicines, poisons, acids, perfumes, spices, drugs, and adhesives.

Despite the decision to settle down, many nomadic customs and attitudes remain more or less unchanged, especially amongst the older generation. In particular, Aqrab of any profession or generation pride themselves on diligence, stoicism, patience, practicality and resourcefulness. Courage is respected to a degree, but the Aqrab do not share settled Drow’s sense of honor, and have no problems fighting dirty or retreating, so long as retreating doesn’t threaten their kinsmen or employers. As part of an attempt to ingrain themselves to the Ravenite populace, the Aqrab have taken to speaking very politely and formally to outsiders, but are still a proud people who have trouble accepting squatters as equals. As such, they have become masters of the backhanded compliment and hidden insult. Amongst their own kind and a handful of trusted outsiders, Aqrab are a lot more emotionally open and less formal – friendly insults are part of their customary greetings.


Deme'dichi
Originally a small house of silk weavers, the Deme’dichi consolidated their power with two other houses and became a significant force in their own right. In trade and finance, the Deme'dichi Guild grew spectacularly. Showing themselves to be loyal and trustworthy buisnessdrow, the people of Val'Raveran flocked to the Guild's banks, allowing them swiftly expand their influence into all sectors of Val'Raveran.

Deme'dichi Guild members quickly became known for being loyal and trustworthy individuals as well, whether in peace or in conflict, as long as this loyalty and trustworthiness was reciprocated. Each drow had their own personality, true, but a not-inaccurate stereotype of the Deme'dichi valuing loyalty and trustworthiness above all things developed.

Recent events have contributed enough to the Guild's standing to elevate it to the position of Regional Clan. The Deme'dichi's defensive capabilities allowed them to hold the line in multiple key locations during the Second Demon Invasion, giving the Kyorl'solenurn time to push back the demon hordes. This allowed the Deme'dichi to win the status of "Clan". Their position was further cemented by their role in quelling the Bazaar Riots, again responsible for holding the line as the Aqrab'akkar, Vir'reska, and Ailee'khevlani performed crowd control.

However, the key Deme'dichi contribution was the financial expertise to rebuild and recuperate after the riot. By fairly deliberating between claims for land and goods, the Deme'dichi, along with the Ailee'khevlani and Aqrab'akkar, made it possible to quickly sort out the relevant financial situation and determine the requirements to rebuild. This was a substantial number, and here again the Deme'dichi shone. After many centuries of trade, the Deme'dichi Clan had amassed a considerable fortune. This was loaned out at shockingly low interest rates, amounting essentially to the Clan throwing money at the people to help them rebuild. The result was the Bazaar returning to normal operation months ahead of schedule and the Deme'dichi name being finalized into one that every household knew.


Qin'dalasque
The Qin'dalasque clan was once one of the clans that ruled Raveran in conjunction with other local and Chellian clans. Their clan animal was the fox, present also in their symbol, a nine tailed one. Truly like their clan animal, Qin'dalasque clanspeople were notable for their wit and mindgames. Indeed, one of their customs was that members of their clan would don a mask in public to hide their faces, so they could easily fit seamlessly among commoners and lead a double life. This was known as the Velkyn, and one of their keys to power. Rogues and gamblers by nature, they oversaw the Raveran Casino and had a rich market of perfumes, pelts, pleasure houses and commodities. The clan itself was also known for their covert approach to conflict, using ambushes and subterfuge instead of direct combat. Their elite operatives boasted that all they needed was a dagger to destroy their enemies. However, all subterfuge and undercover nature proved futile before the nether. A combination of demon invasions and departure of two of their traditional allies, the Sarghress and the Illhar'dro, made the clan fall.

As far as records and commonsfolk are concerned, the Qin'dalasque are gone. However, the Qins have survived their fall by taking refuge in what is characteristic in them, wiles and deception. With a sizeable number of them tainted and the loss and perceived betrayal in the Raveran council they police the new Raveran underworld, giving it some sort of structure. Qin'dalasque often act as a counterbalance of the forces of law, sabotaging tainted purgues and giving respite to those outcast by Raveran laws. With an extensive network of hidden agents infiltrated even in the Raveran council clans, and a newer, much looser recruitment policy that accepts all kinds of fae, tainted or not, the foxes are seen as an example than there's still some honor among thieves.


Vir'reska
All Vir'reska are hunters at heart. Young or old, the knowledge of The Hunt from their ancestral nomadic ways is ingrained into a clan member from their caregivers at the first moment they enter the world. Not all Vir'reska become hunters or warriors, however it is encouraged that each and every Vir'reska should go on at least one hunt in their lifetime outside of their coming of age ceremony to keep the tradition of hunting alive in the clan. The coming of age ceremony is conducted at around sixty [60] years old when a young clan member becomes an adult, and learns about how their clan has survived the ages and to learn the skills necessary on how to live, and survive.

While they are very open with one another, Vir'reska are a guarded clan. They will not share information with outside forces unless there is something to be gained to help ensure the clan's survival. Yet they trade in all manner of things, but do not limit themselves to just the bazaar. They will trade in the underworld from time to time to maintain their business and intelligence connections and to keep on top of activities in the city especially with the return of the Illhardro. And since the Illhardro's return, the Vir'reska can't help but have a tendency to be a bit smug about their conquest when there are other Illhardro members around. However they remain vigilant and ever watchful of the clans to keep their newest acquisition and to make sure their status as one of the powerful Raveran clans is kept. This includes posting guards with Kyorl'solenurn troops at the gates to the city and even perform random patrols to give some security and control.



Minor players
Minor Ravenite clans and groupings also exist, but are left up to players to define as needed.

When writing up or using a minor clan or grouping, keep in mind that it must not have any effect on the city's political climate. Your group should exist as an integrated part of the city's background, and it should be affected by what happens in the city, but when it comes to exerting control over events it must be quite powerless.

In order for a minor player to exist, it must be able to avoid getting outcompeted, absorbed, killed off or otherwise prevented from existing by the major players.

When creating a character of a minor grouping, you don't need to write much about the group. For example "Small mercenary company which hires out to traveling merchants" or "Local craft workers at risk of being absorbed into a larger clan" or something to that effect is sufficient. If you have any questions as you create your character, visit the School thread :)
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Thalar
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Clan: Jaal'darya

Locations (wip)

Postby Thalar » Sat Jan 05, 2013 2:09 pm

Places of interest

If you wish to create a location in Raveran, and it is not listed here, you are free to make up your own description. Please ensure that the location does not conflict with the worldsetting, nor with any of the official locations. Player-made locations can be connected to the official locations, or expand upon them. For example, a player-made location could be a shop or a street in the Val'Raveran Bazaar, a room in the Vir'reska fortress or a neighborhood in the vicinity of the Sullisin'rune outpost.

Once a location is added to this list it is considered an official location. If a location currently has no details, you can still roleplay there but ought to make your own connected location which you're free to define without risking a retcon when the details are posted.

Inside Raveran proper:

Val'Raveran Bazaar
The marketplace, heart of the city. A whole cavern has been reserved for this purpose, a market too large for the city itself. Within the cavern the main sights are tents, shop buildings, huge storage halls with attached shops and street hawkers trying to pass off their goods on every corner. A main street leads through the cavern from the eastern to the western living district of Val'Raveran. The storage halls line this street, filled with goods that are going from the underworld to the surface, or from the surface to the underworld.
Other than this main street, which is a straight line, all other roads twist and turn, having arisen through the almost organic growth of the market - some sections of the market place can change from day to day. It is easy to get lost if one goes off the main street.

In this cavern one can find everything a drow might desire. Highlights of the available sortiment include exotic and strange goods from the surface, and exotic slaves.

Ailee'khevlani patrols keep the peace within this section, enforcing the strict ban on fighting in the market cavern. The only exception to the ban is if one acts in self defense, and even a common bar brawl might land one in a cell or in a slave pen.


The White Lion
Formerly known as the Silent Strider tavern, this five-floor building houses Raveran's popular Whitestone Arena, as well as one of its more popular brothels, known only as "the Harem".
At the Harem, shapely males and lovely females tend to a guest's every need, and it is not uncommon to encounter both drow and surfacers under the influence of any one or several drugs, alcohol, or a combination thereof. The Harem occupies most of the White Lion's basement, and access is restricted, as the stairway leading towards this carpeted, cushion-decorated area is guarded by eagle-eyed soldiers and faerns both.

The White Lion lies along the main travel route from the Underworld to the Surface, close to the
Sarghress outpost and the market district. The tavern boasts affordable lodgings for the poorest of travellers, as well as luxurious apartments for those of wealth, catering to anyone and everyone. In its stables you'll find anything from riding lizards to dawmeres.

Until the general chaos that surrounded the first demonic attack, the tavern was run by a human. After the dust settled, he was dead, and the tavern is currently run by a light elf who calls herself Redstar.


Ailee’khevlani Clan Fortress and Compound (Sionyx)
The Ailee’khevlani fortress and compound is known as a whole as Ab’enna, the name given to the original settlement on the outskirts of Val’Raveran.

The fortress of the Ailee’khevlani is a simple stone compound with a strong wall built around it. A second wall surrounds the dwellings of the clan members, which cluster around the main fortress. The main gates of the fortress are usually closed, though smaller entrances exist for everyday use. The main gates of the residential area are almost always open, but close in times of crises and war. Scattered around both in the residential district and the fortress are storehouses of food and water. These storehouses are well guarded by both mana and more mundane means, as they would make a wonderful target in an attack. The storehouses are also interconnected by underground tunnels, built by the dverger, allowing movement between them, and between the fortress and the residential district. In case of a siege, these precautions would allow the Ailee’khevlani to hold out for some time. The ends of the storehouse tunnels in the fortress are very heavily guarded by mana and golem traps along with strong stone locks and other precautions. The tunnels themselves are deliberately cramped, making them much less than ideal as a way for an army to infiltrate the fortress. No outside agents or saboteurs have been able to make it through the many, many layers of defenses around the tunnels. The Ailee’khevlani are very aware that while the tunnels can be a lifeline for the clan, they can also be a major weak point in defenses are guard them accordingly.

A pride of the clan is its gardens, growing both in the fortress and in the residential district. Using their clan sorceries, the Ailee’khevlani have coaxed many plants into growing in the underworld. Some of these gardens are simply for the enjoyment of the people, filled with decorative flowers, but most also contain plants used in the crafts of the clan. At some point in the past, the Ailee’khevlani found a type of fast growing bamboo that survives very well underground with only a little assistance from wood and light sorcery. This bamboo is used for woodcrafts, papermaking, and fabrics. The gardens also include some rare mana plants brought from the surface when the clan first settled Val’Raveran and found in few other places. There are also some carefully tended trees in the gardens, a reminder of the surface and a promise of the clan’s eventual return.


Former Illhar'dro Fortress
As the most prominant clan within the city of Val'Raveran, the Illhar'dro had established a base of operations within the city that rivaled its Chel'el'sussoloth branch in terms of both proportion and beauty, while its close proximity to the surface afforded it a few luxuries that were lacking within the great drow city further into the underworld.

This fortress was abandoned when the Illhar'dro left Raveran, but not for long. Vir'reska forces seized it almost immediately, preventing any other clan from gaining control of the grand compound.

The outer walls of the compound are richly decorated in silver and blue shades and rise high enough to be easily defensible from outside threats. Heavy steel gates serve as the sole governor of traffic to and from the compound, the gates themselves controlled by an elaborate golem mechanism responsible for working the large doors.

The transition between the rough streets of Raveran and the once carefully tended cobblestone walkways of the compound occurs at the base of the huge gates, and the even surface persists throughout the compound, the walkways and paths themselves divided into an aesthetically pleasant, symmetrical design that leads to the buildings within the area.

In the centre of the compound, following the path straight forward from the entrance, rests the living symbol of the Illhar'dro clan; a giant tree with a huge, silvery moon disk behind it. The tree was planted as the foundation of the compound was being laid, and has flourished with the clan and the city, but since the Vir'reska took over the compound it has grown sickly. The Illhar'dro had a large crew tending to the tree; to the Vir'reska the tree holds no sentimental value and they have no experts to tend it.

Surrounding the tree in pleasing symmetry are three buildings which held immense importance to the Illhar'dro clan. Constructed to the left of the tree, the living quarters provided housing for all clan members. Beyond the great tree, the large auditorium once called the Illhar'dro Concert Hall, as well as a number of classrooms and dance halls for teaching, practice and celebration awaits. To the right of the great tree is the former Illhar'dro trade hub.


The Yurun'Hiir Outpost
The influence of the Sarghress clan in this city is represented by the house Yurun'Hiir.

The Yurun'Hiir outpost is more military barracks than real fortress. It is located in the eastern cavern of the city, beyond a great wall with a black steel gate that isolates the Yurun'Hiir outpost from the rest of the city. Behind these walls are several barracks for travelling Sarghress members, who are headed to or from Chel'el'Sussoloth. The outpost is the headquarter of Qill'Yate Yurun'Hiir and the Highland Raiders use it as a base for their raids up on the surface. The main yard is huge and hosts several stables for the clan's riding wolves, as well as a few storage halls for the riches and goods acquired through ruin exploration, raids and trade.

The main building of the outpost is the most fortress-like building, with small windows and slits for crossbows to fire through. The building sports thick walls that are protected and warded against influence of magic. The sparse light of torches and braziers fill the rather narrow corridors of the building. The whole fortress could be mistaken for either a military bastion or a prison for the worst of all criminals, with each and every door made of metal and reinforced several times.

The rooms in the outpost are kept relative simple compared to the rooms of the other fortresses, and in a very martial design, often using shields and different types of weapons for decoration. The guards are heavily armored and equipped with large shields. Each passway each door and each wall seems like reinforced and each bigger wall reminds itself like the wall of a major fortress.

While the Raiders are present in the fortress the whole place is brimming with life, much like a bee hive, with soldiers everywhere. If they are on an expedition to the surface only a small part of their forces remain in the fortress and the place seems all but deserted. Currently most Sarghress forces are involved in the war against the Sharen, and this fortress holds only a skeletal crew.


The Vir'reska fortress
The only thing most see of this fortress is the great gate covered with glowing glyphs, near the eastern living districts. The gate is guarded at at all times by a number of guards dressed in grey and black. If one has business with the clan, one must approach the embassy, as the clan admits no outsiders within their walls.


Embassy of the Vir'reska
A shapely stone building at the center of the Bazaar, this is the only point of contact most ever have with the Vir'reska clan. A fresh-faced new ambassador has taken over this little outpost as the previous was killed in the riots, and a few more guards watch over the building than did before. If one has business with the Vir'reska, Ambassador Raye'listral Vir'reska is the woman to talk to.


Sullisin'rune outpost
Not as glorious as the Illhar'dro fortress, yet still among Raveran's more beautiful buildings, the Sullisin'rune fortress lies in a cavern above the upper level of the bazaar.
A long broad road chiseled out of the stone and laid out with white marble the last few hundred meters lead to a large gate that seals the cavern from the city. Several Sullisin'rune soldiers stand their guard near the gate. The gate itself seems to be made of steel, yet shines as if covered by a layer of silver. The clan insignia is embedded into the gate, in a mosaic of different crystals. On each side of the gate rests a large statue shaped like a griffon. Emeralds the size of a drowolath's fist shine with a predatorial gleam, giving the impression that the statues are somehow alive.

Beyond the gate is a large plaza for riding beasts and carts, as the outpost serves as an internal trading and shipment hub, and thus hosts stables for all kinds of animals, including mounts from the surface.
Across the plaza lies the outpost itself, built of marble and decorated with gold and ivory.
The main chambers are as luxurious as one would expect from the Sullisin'rune.


Inlulk'lar
Originally a hub for drowussu pilgrims, this smaller version of the Kyorl'solenurn fortress has grown into a proper settlement, as some drowussu took up missions to convert other races to their faith. This in turn has caused Inlulk'lar to become somewhat of a multiracial settlement, although it pales in comparison with Raveran in that aspect.

Like it's Chel'el'sussoloth counterpart, Inlulk'lar is sectioned off from the city of Raveran. While not as impressive, as large, or as impregnable, Inlulk'lar still carries the same functions: A large crude gate guarded by two templars, bleached stone walls too high to see over, and tight security.

Inlulk'lar is a small town with busy streets, where the common drowussu outnumber the nobles, and where anyone who worships Sharess is welcome, to a certain extent. The compound is dominated by the Light of Inlulk'lar temple, a modest stalagmite temple decorated with the Kyorl'solenurn holy eye. The building - which has no door, just an open standing lounge - serves both as temple and as residence for those Kyorl'solenurn stationed there. There are also living quarters for visiting clan members. Commoners have their permanent residences in the buildings of the aptly named Residential Area.

Despite being sectioned, the compound does not cover a very large area, so Inlulk'lar has a rather tight knit community, albeit one which has seen many loved ones lost.

The permanent residents were the hardest hit during the demonic attack of 1099, and the survivors camped day and night outside the Light of Inlulk'lar in a peaceful protest demanding Rath'alza's execution be public. The former Judicator of Inlulk'lar awaited her fate in a cell deep below the Light, until the day of her execution. To satisfy the demands of the residents, she was indeed executed in public, and the residents slowly returned to their ordinary lives.

Inlulk'lar was not touched by the second demon invasion, but its commoners still felt the effects of this event and the ones following it. Living in Inlulk'lar implied a connection with the Kyorl'solenurn, and some of the commoners eventually felt compelled to move; to Chel'el'Sussoloth or to different districts of Raveran. The pressure has declined since the Illhar'dro return, allowing Inlulk'lar commoners to enter Raveran proper without fear once more.


Aqrab'akkar lands
New Illhar'dro fortress (former Qin'dalasque property)
Raveran Underground


Nal'sarkoth trading post
As you would expect from the Nal'sarkoth, their establishment in Raveran mainly functions as a trading post, but their skilled gardeners have long since begun the hard work of creating a large and magnificent garden in the area that the clan procured for itself. The trading post is guarded by Nal'sarkoth troops, and although there is a small garden in front which the public is allowed into and where trade meetings are often held, it is only when you are invited within that you truly see the marvels this clan is capable of.

Luxuriously furnitured, the trading post is teeming with life. Goblins of many kinds walk the halls alongside dark-skinned Nal'sarkoth. The outpost has a sizable contigent of Halmes, Emberi and Kotorcs who perform various jobs suited to their talents. Nal'sarkoth patrols guard the adjoining neighborhoods.


Beldrobbaen outpost
As dark and empty as its Chel'el'Sussoloth counterpart, the Beldrobbaen outpost is a sombre place where everyone makes an effort not to stand out. Carved from the cavern wall itself, the outpost is located within walking distance of the bazaar, but the life and spirit of Raveran does not reach within its walls. As the Beldrobbaen are an ancient and wealthy clan, the outpost lacks no comforts, allowing private quarters for every Beldrobbaen who comes to visit. A few Beldrobbaen are semi-permanent tenants, while most intend to return to Chel'el'Sussoloth sooner rather than later. The outpost is guarded by Beldrobbaen soldiers, but they do not lay claim to the city sector surrounding it, thus they do not have patrols.


Deme'dichi fortress (DeadPigeonGolem)
The Deme'dichi Fortress is not a classic fortress. Arranged in a rough square with a high wall surrounding it, gates are scattered around the entire perimeter and guarded by various police forces. It is clearly not intended to be an indomitable defense the same way the Sarghress fortress is designed. Indeed, there is much greater emphasis on regional commerce. Roads are narrow, and there is much business in couriers to make their way swiftly through the close-in spaces.

Living spaces for clan members tend to be appropriately lavish, with an emphasis on highly defensible structures that look like they're rather easy to invade. Golem-based automated defenses keep intruders very much out. This aside, though, art and decoration is rampant within Deme'dichi homes. The many artists sponsored by the Deme'dichi allow them to create homes of exquisite but tasteful splendor at much lower costs than, say, the Empress would need to go to. Decorating on a budget, as it were.

All of this contributes to a disturbing ability for defense in depth, falling back slowly but surely to attrit enemy forces while using every available square inch to the advantage. With the comparatively positive treatment of slaves by the Deme'dichi, there is also the not-insignificant ability to leverage the slaves as auxiliaries and further slow an attack.


Deme'dichi bank (DeadPigeonGolem)
The Bank is much different from the living spaces. Constructed as a tower in the center of the district, its upper floors function as a keep and the living quarters of the clan leader. The Bank is also huge enough to house the Clan's key leadership in times of crisis, has several large artillery pieces for defense, and generally is impregnable to small uprisings or robbers. Still rather well decorated, the Bank is nevertheless distinctly more utilitarian in feel and appearance.

The lower quarters are the Vault and the Museum, with special access granted to specific vaults granted to very large customers. The clan's considerable funds are all controlled from the Bank, and many of its more priceless works are stored in the deep where they can be kept safe and brought out once every twelve moons for a brief display.

However, little business is done directly from here, with the majority of workers operating from the Field Offices. Each office is essentially an outlet store, where tellers can get you bills of tender to exchange for at other Offices or at the Bank for pure ada. The manager at each Field Office can also provide some options for loans and such, in order to facilitate business with you. The decorations at these offices are uniformly subdued and done in clan colors.


Outside Raveran proper:

Shi'lithian ice caves
A network of tunnels bore through what must be a giant mountain of ice, east of Raveran. Sometimes the tunnels are of rock, sometimes of pure ice. The temperature stays below freezing, and nothing grows here. Few creatures call this place home, and those who do are hunters who can roam quite far to find prey. It is said that the body of a huge black dragon rests deep within these frozen lands.


Vir'reska Shrine of the Frozen Black Dragon (Kail’odian)
The Sit'lithian Ice caves have been mapped for 15 years by the Virreska hunters and expeditions into the maze of tunnels during that time. Patrolling hunters have increased in frequency near the large excavated tunnel of ice due to the very recent discovery in a nearby cavern.

Rumours are only beginning to circulate out from roaming relic hunters who were able to evade Vir'reska patrols, about what the Vir'reska actually found in the ice caves. The Hunter clan have not tried to deny or cover up these rumors but they have not advertised the facts much either. In fact, admidst specculation and conspiracy, the Illhar of the clan will only confirm her clan found what they were looking for inside their territory. This adds to the mysticism which Ill'har Liran'naath is building for her clan's reputation and talent of hunting this clan is capable of.

In one of the few council gatherings of Raveran's leaders, only then did Liran'naath tell the other leaders what her clan found: the frozen Black Dragon from the Moons Age. She explicitly stated the relic of Moons Age past was her clan's and theirs alone. If one wished to see the site for themselves, special and expensive temporary permits from the Embassy were required, and only under Vir'reska convoy escort would anyone be allowed to visit their spiritual hunting shrine located at the base of the frozen dragon. Any attempt at retaking their relic by anyone else would be considered an act of war in Vir'reska eyes, costing the fragile peace between the clans in Raveran.

As said previously, only with special permission from the Embassy is a temporary permit given to those who wish to visit the Shrine. People have tried to enter the cavern on their own, but the Shi'lithian Ice caves are a dangerous maze with too many twists and turns to navigate it safely. Patrols in the ice caves have found some dead travelers who thought they could make the journey on their own from time to time.

The temple shrine has been built around the original crack in the ice where the site the Virreska Il'har and the exposed dragon skin made contact with each other. Only Liran'naath herself is allowed to enter the room which houses this doorway to the past. Outside this room are heavily armed guards and hunters. A larger room with a balcony viewing into the well lit cavern allows visitors to gaze as the sheer size of the frozen creature, allowing guests to meditate and take a moment to reflect before continuing with their business. When Vir'reska go to meditate at the shrine, they ask for a blessing of a good life hunt, as such is the Virreska way.

A small outpost for outsiders and non-virreska willing to make the dangerous trip to see this frozen dragon has been established with hunting and survival supplies available. To not interfere with the shrine the outpost is located about a kilometer away in a slightly warmer section of the cavern thanks to the many torches lighting the trading area. It includes a blacksmith repair and small shelter to help warm weary travelers from the cold trek leading to the Shrine.


Vloz'Raveran ruins
Once a peaceful mining outpost, then for a short while an architecturial monstrosity of typical Vloz'ress design, the structure now lies in ruin, blocking the only known entrance to the mines below. Occasionally strange sounds can be heard coming from the mines, and noone knows what might be left down there. The Kyorl'solenurn are responsible for razing the fortress, and the only structure left standing is a small altar commemorating those drowussu lost to them beneath the tons of stone. The altar has recently been defamed and desecrated, then smashed with a large hammer.


Phoenix' Eye
South of Raveran, not far from the road leading to Chel'el'Sussoloth, lies the lava lake Phoenix' Eye. The caves around the lake are dangerous, as the lake often floods, and to the eyes of a Drow the area is much like a real-life version of hell. Rumour has it something lives within the molten rock, but these rumours have never been substantiated. Recently, the rumours have begun suggesting the creatures who live in the molten rock are dvergar, but that is considered preposterous; dvergar cannot live in lava, surely!

Among dvergar slaves, there is talk of a settlement of free dvergar somewhere in the Eye, but those who try to reach it never come back. The truth of what goes on at Phoenix Eye, if anything, is as unknown as ever.


The Gate
A great cave leading to the surface, not far from Raveran itself. During day time, light shines in from the exit, making the transition into darkness for surface traders more gradual than it would else have been. Illhar'dro soldiers can be found patrolling these caves at any time.
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Thalar
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Joined: Tue Jan 04, 2005 7:41 pm
Location: Tei'kaliath healing station
Clan: Jaal'darya


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