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Setting: Val'Raveran

Setting: Val'Raveran

Postby Thalar » Thu Jan 10, 2008 9:31 am

Playable races: Drowolath, Drowussu, Drowussu/drowolath*, Xuile'solen, Ne'kalsaider**, Goblin (Human only), Dvergar/Gnomes, Light elf and Feral.

All races starting in Val'Raveran are free citizens unless the player wishes otherwise.

NOTE: Ver'drowendar are no longer allowed within Val'Raveran and thus cannot start within the city. Any Ver'drowendar making it into the city must expect the Kyorl Inquisition.

* drowussu/drowolath halfbreeds are restricted due to their extreme rarity
** Ne'kalsaider are restricted to those who were approved before 2012

Playable clans: Illhar'dro, Sullisin'rune, Sarghress, Kyorl'solenurn, Vir'reska, Qin'dalasque.

Other clans from Chel'el'Sussoloth are available as long as there's a reason for the character to have left Chel for Raveran. Sharen and Vloz'ress may not have Raveran as their starting city.

Current GM: Thalar

If you need an area created within Raveran, PM Thalar.
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Re: Setting: Val'Raveran

Postby Thalar » Thu Jan 10, 2008 9:32 am

Raveran is a land close to the surface with many exits out into the strange lands of the light elves and the goblinoid races. Beings from many races, both from the surface and from the underworld, can be found in this region.

The main city in the region is also its namesake. Raveran, or Val'Raveran as it is often called, is a city with about ten thousand inhabitants. Because the city is a trade hub, with traders coming both from the surface and the underworld, most citizens, regardless of their race, are free people.

The Val'Illhar'dro are the main clan of the city, and provide the majority of its policing forces. There are two local clans as well, the Vir'reska and the Qin'dalasque. Yurun'hiir, a Sarghress subhouse, also hold an outpost in the city, which serves as a waystation for the Highland Raiders. Until recently, the Vloz'ress held an outpost near the city, named Vloz'Raveran, but it was destroyed in a deadly retaliation by Kyorl'solenurn forces. The Kyorl'solenurn hold an outpost in the region as well, which they call Inlulk'lar.

Relic hunters, mercenaries, traders and all other types of buisnessowners who can make a profit from the flourishing trade with the surface are present within the city.
Currently the city is ruled by the queen Visaria Lin'Allenia Val'Illhar'dro, and there is a council made up of the leaders of the five clans in the city. The Yurun'hiir are rarely present, as they spend most of their time travelling, and the Kyorl'solenurn have only recently been granted a seat on the council, since they have taken a more active interest in the city itself.

Every known entrance to the city is currently guarded by both Illhar'dro and Kyorl'solenurn forces. The city is closed to the tainted.

A demonic attack, thought to be unleashed by the Vloz'ress, devastated Raveran at the beginning of last month. 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 is awaiting her fate in 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 has never seen. It took them more than a week just to clear the market place of bodies. And a month on, buildings are still being rebuilt, and trade is only just beginning to recover, as caravans come 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 have grown much closer after this ordeal, tainted are now considered outlaws in the city of Raveran, and there are control posts at all entrances to the city, manned by Illhar'dro and Kyorl'solenurn both. Whether this is for the long term, or the two clans' cooperation will fade once life settles back to normal, is unknown. The Kyorl'solenurn have been running 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 have been few after the more radical Kyorl'solenurn started killing those they deemed "corrupt" as well as the tainted.

Despite all this, most citizens seem happy to be alive, and with the number of tainted in the city approaching zero there have been fewer unfortunate episodes with the Kyorl'solenurn extremists.
Overall, the effect is a major population loss, and increased control of the city by the clans present, in particular the Kyorl'solenurn and Illhar'dro. The two local clans, Vir'reska and Qin'dalasque, have remained vigilant in the defense of their homelands, but not so much the city itself. The Sarghress, represented by the Yurun'hiir house, have kept tight control of their own section, and are currently wary of the Kyorl'solenurn, to whom it seems balance is shifting. The Illhar'dro remain in control for the time being.

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Re: Setting: Val'Raveran

Postby Thalar » Thu Jan 10, 2008 9:33 am

Places of interest:

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.
Illhar'dro 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 of the Illhar'dro fortress.

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 surfacer mounts, "horses".

Until the general chaos that surrounded the 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.

The Illhar'dro Fortress:
The most prominant clan within the city of Val'Raveran, the Illhar'dro have established a base of operations within the city that rivals its Chel'el'sussoloth branch in terms of both proportion and beauty, while its close proximity to the surface affords it a few luxuries that are lacking within the great drow city further into the underworld.

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, in case one might originate from the surface, or from a rival drow clan. Heavy steel gates serve as the sole governor of traffic to and from the compound, the gates themselves controlled by an elaborate clockwork mechanism responsible for working the prolific doors.

The transition between the rough streets of Raveran and the carefully tended cobblestone walkways of the Illhar'dro 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 prolific tree with a huge, silvery moon disk behind it. The tree is maintained constantly by Faerns of the house talented with light creation, as well as a slew of dedicated gardeners responsible for keeping the tree in perfect health. The tree was planted as the foundation of the compound was being laid, and has flourished with the clan and the city.

Surrounding the tree in pleasing symmetry are three buildings of immense importance to the Illhar'dro clan. Constructed to the left of the tree, the living quarters provide housing for everyone from the lowliest guardsman to Raveran's appointed Mistress of the Song, who answers directly to the Illharess in Chel'el'sussoloth. Beyond the great tree, the Illhar'dro Concert Hall awaits with a yawning auditorium for performances, as well as a number of classrooms and dance halls for teaching, practice and celebration. To the right of the great tree is the Illhar'dro trade hub, where all incoming and outgoing trade ventures are processed, be they from Chel'el'sussoloth, the drider city, or kingdoms upon the surface.

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 Yurun'Hiir are present in the fortress the whole place is brimming with life, much like a bee hive, with soldiers everywhere. If the Yurun'Hiir 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.

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 noone 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.

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 impregnatable as its other, 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 recently seen many loved ones lost.

The permanent residents were the hardest hit during the demonic attack, and the survivors are the ones 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 awaits her fate in a cell deep below the Light.
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Re: Setting: Val'Raveran

Postby Thalar » Thu Jan 10, 2008 10:34 am

Outside Raveran proper:

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.

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.

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.

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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Clan: Qin'dalasque (by Pariel)

Postby Thalar » Thu May 29, 2008 12:36 pm


0.Brief sheet.

1.Clan Qin'dalasque(brief story)
2.Clan Customs
3.Clan Relations
4. Clan troops (brief)
5. Notable Figures and subhouses

0.Brief sheet.

Clan Animal:Fox
Ilharess:Sadira Qin'dalasque
Key points: Gamble(Casino), gadgets, light illusions, adventure, secrecy,"Velkyn".

Qin'dalasque/Illha'dro: Neutral-Good

1.Clan Qin'dalasque(brief story)

The Clan Qin'dalasque was founded originally as a schism of a drowolath clan now forgotten. The current Ilharess, Sadira,is also its founder. Four or five centuries ago, the Qin'dalesque were just a vassal house of a clan that has not survived. Plagued with in-fights, the balance shifts in the clan motivated Sadira's banishment from clanhood, as well as the loss of her ancestors to rising powers within. Far from admitting defeat, the young Sadira, surprisingly thrived without the wealth and position that nobility offered, for she was of great cunning and guile. Her efforts eventually over time rewarded her with followers, from all the lower stratum of society,yet loyal and respectful to her ways.

What followed would mark the history of Raveran. The Qin'dalasque literally rose from the commoner masses and eventually allowed Sadira to take revenge, shifting power again to her family and allowing her to become the Ilharess. Indeed, for that sole fact, Qin'dalesque are today known as tricksters and gamblers, who hear what is not spoken in the courts but in the mouths of common people. For that, they earned also the wrath of other clans, who could not bear that event. The newly Qin'dalesque was pressed and suffered from all kinds of hostility, but that also was foreseen by the cunning of the clan members.Lacking a great army, but having strong ties with commoners, this clan used the masses to hide spies and fighters in-between, and thus, their foes met with series of well timed ambushes and decoys who would eventually stabilize the situation and cement their shaky position.

At the same time, Sadira had led a series of changes among her ranks who would even further enhace their unorthodox ways. Her bloodline, infused with Illusionary sorceries(light based), would become a great asset to dazzle their foes, while their golem crafting would craft all kinds of ordinary looking devices, yet deadly traps in the core. Their sources of income would be the vices and commodities of all kinds of drow, gambling being the most notorious, but also including prized fox pelts, parfums and relic hunting, in which their practical knowledge of golem traps would give them an extra edge. The Fox Queen, as it is known now, claimed such animal as their clan's own, and the nine tailed sacred fox as its symbol. What was more shocking, however, was the statement that all members of the clan would wear a fox mask to conceal their faces. This, albeit making differentiation among different members more difficult, would allow the clan people to be able to hide among the populace by just removing their mask and garments, becoming only a shade. "Hiding a branch in a forest" was Sadira's philosophy, taken from her own impressions during her exile.

The Fox clan grew in prosperity, eventually becoming one of the important clans in Raveran, until recent times, when it took its worst blow, which nearly shattered the clan's unity. Ironically, it was none of its longstanding foes, but someone from within, the Heir of the Clan, Sadira's eldest daughter, Selic'shea, who brought doom and shame upon their kin. Selic'shea had longed for so long the Ilharess' seat, and tired of waiting for her chance, she decided to gather followers among her clan in order to dethrone Sadira. The betrayer initially was successful, her followers nullifying all loyalist resistance, until she was greeted by an empty throne room. Before she could even react, one of her closest followers plunged a knife in her heart, being none than the Ilharess Sadira herself, who had played along, outsmarting her own sedicious daughter in a wit game that had ended in a grim victory.

Hurt by the treason and the fact she had to finish off her own daughter, Sadira has become much more reclusive and elusive recently. Followers have been worried about her mental state, noticing the many times Sadira neglects her duties or is missing using her "Velkyn" persona. As a result, the members of the clan have gradually shifted their usual masked selves to their "velkyn" commoner-like personas, to keep an eye out for possible attacks from other clans and trace the elusive Ilharess long enough to fulfill her duties.

The tainted crisis that Raveran has suffered promted even more the enclosement of the "public" members of the Clan, having suffered losses on the "Velkyn" as well.The full consequences of this blow have yet to come.

2.Clan Customs:

Velkyn: Velkyn (Invisible) persona is the ability of the members of the clan to appear and dress as commoners to the naked eye. Although bereft of their riches and influences, spending time among the masses is not without benefits, one can hide quite easily and gather some kinds of information through unorthodox ways. It also can help during times of strife to put ambushes. Not all members have Velkyn, but having to conceal oneself behind a fox mask is a requisite to have it, as maskless individuals could be recognized by the face. It is notheworthy that throughout all the history of the clan absolutely no one has identified the Ilharess with her Velkyn.

Fox tail tatoo: Having to switch between noble and commoner clothes, it is difficult to track down who is who in the ladder of power of the Qin'dalasque. It is accomplished by a tattoo in a discret place (such as a wrist) that depicts an often multitailed fox. The more tails, the higher the ranks, with nine being the maximum (Ilharess).

Fall from Grace: The ritual that initiates someone into their Velkyn persona, a noble is stripped of all rank and put among commoners. Should it be successful, a fox mask will be granted along a Velkyn persona and usually a higher rank. Failure leads to lowered status among peers.

Clan colours and fashion: Qin'dalasque favour either light clothes or robes with sleeves that can conceal objects.They are fond of wigs, since most members who have a Velkyn have often their hair short aswell. Fox pelts are common as complements.Females use parfums. The colours of the clan are white and rusty red, mainly, and gold and black, mimicking the patterns of their fox mounts.They favour weapons with cunning styles such as throwing knives or rapiers.

Symbol: A nine tailed Fox.

Fox mount: Qin'dalasque trademark mount is the giant fox, a light but very speedy and versatile mount, with limited offensive uses.

Fortress: The Qin'dalasque fortress resembles vaguely a toy box, and is coloquially known as the Maze of Lies, mostly because of their golem-trapped corridors, secret doors and even permanently powered light illusions. The Maze was designed by Sadira to greatly hamper intruders, and only the own clanspeople and servants of great trust know their way through the traps and illusions after years of wandering the confusing corridors. In the center of the maze lies the Throne Chamber, and its lodgings, where Sadira and her now dimished family reside. For the convenience of Visits, attached to the main fortress there is a Casino,who also offers luxurious dwellings and private chambers for wealthy visitors and ambassators of other clans. Members of other clans are almost never seen in the Maze (mostly because of their own safety!), and even only the high-ranked members of the Qin'dalasque lurk within the Maze.

Magic:Matching the wit of the clan, it is home of a bloodline of light illusionists mainly, but other kinds are not uncommon, since the Qin'dalesque favour brains over brawn.Golem crafting is also extended, if specialized in trapmaking.

Army:Frankly speaking, Qin'dalesque's army is laughable. It is barely enough to keep their territories at order, and is particulary lacking in the fortress (where the maze is supposed to take care of intruders). Qin'dalesque see little interest in direct struggle preferring more subtle ways.

Members: Drowolath members are an overwhelming majority,no one else can become a Velkyn that way. Servants, however can range from all kind of races.Xuile'solen are accepted, though, if only because of a boon of Sadira with a Xuile'solen small band.

3.Clan Relations:

Qin'dalasque/Illha'dro:The relations between birds and foxes have been problematic for a long time, the two clans competing to sway the masses to their side, with the artistical approach of the songbirds and the more subtle and dark approach of the Qin'dalasque with their Velkyn personas. The situation almost erupted into a full clan wars, until leaders of the two houses met to solve differences. What was said there remains unknown, but ever since the Qin'dalasque have claimed their full support to the Illha'dro as rulers... but who knows with the foxes? The Qin'dalasque took this announcement to heart, and often their illusionist work together with Illha'dro bands to offer light & music spectacles. Also, Illha'dro are always welcome in Qin'dalasque gambling Casinos.


Qin'dalasque/Kyorl'solenun:Just what did the drowussu drank to behave like that? They are always that obedient, that righteous, that conservationist, and they hate gamble too. If you wish to start a heated verbal exchange just place a Kyorl'solenun and a Qin'dalasque together. And their empaths even dare to try and discover the Velkyn who work for Sadira! Still, they make quite good meatshields against the red eye nightmares... that, and the fact Qin'dalesque army can't wipe them out without being annihilated.

Result: Bad

Qin'dalasque/Sullisin'rune:They can fry you with your mind. And that's actually pretty scary, mind. These clan of wild empaths has the potential to uncover Velkyn and thus the Qin'dalasque are not really fond of them. Plus their ability to brainwash people's minds is quite a hazard against the subtley that Qin'dalasque use. Even with all of this, their raving parties and passionated nature do help giving a lot of income to the clan with their casino and pelt business. It could be worse.

Result: Neutral

Qin'dalasque/Sarghress(Yurun'hiir):It is no secret that Sadira Qin'dalasque admires Quain'tana's struggle. And all the voices of commoners who have met with the Sarghress speak favorable of them. Sadira sees forward the day of speaking with the Warrior Queen herself. The Highland raiders, while they still loot some treasury that hampers Qin'dalasque treasure catch, are reasonably good patrons, and thus have credit in Qin'dalasque controlled inns and casinos.


Qin'dalasque/Vir'reska: Currently neutral, but with a history of rivalries. Because both clans are on good terms with the Illhar'dro, and because of the recent advances of Kyorl'solenurn power, the clans keep an uneasy peace, both to avoid damaging relations with the Illhar'dro, and out of a shared mistrust of the Kyorl'solenurn.

Result: Neutral-Bad

4. Clan troops (brief):

While Qin'dalasque has not quite a good army, it has several tricks to those who attempt to bully them. It is noticeable the lack of heavy troops.

Swashbuckler:The lowest place to end up serving the clan, swashbucklers are the melee fighters of the clan. Armed with a fencing weapon, a buckler and their skill and cunning, these lightly armed troops are usually little more than cannon fodder.

Assailant: The ranged troops of the Qin'dalesque, they are adept at marksmanship, and they often wear eyepatches to increase their accuracies. Their skill with composite bows and crossbows is documented, and thus they have a slightly higher rank than swashbucklers and sometimes can even ride giant foxes into battles. Since foxes loathe close combat, this is the only logical choice of mounted troops.

Ghost Mage: An adept at light-based or dark-based illusions(latter much less frequently), ghost mages rely on these to confuse enemies and make them easier targets in battle. Most mages in addition know other high arts, but their combat skills are somewhat slacking and thus must compensate with golem traps and wits. They are highly regarded within the clan. If it is a summoner, it is called a Ghost Summoner.

Dagger Maiden: The elite peacekeepers of the Qin'dalasque, these are a female-only branch that follows the example of the cunning of their Ilharess. Of excellent cunning and resources, yet at the same time very harmless looking Velkyn, these ladies take the daggers both as weapon and as testament of their efficiency. After all, if one is cunning enough, a single knife is what is needed to vanquish enemies.

5. Notable Figures and subhouses:

Subhouse Dro'xun: A rather inusual subhouse, both in its small size and composition. The Dro'xun, members of a Xuile'solen cluster in the outskirts of Raveran met with Sadira in her exile. Sadira, seeing potential in an alliance with these kind of creatures would help regaining her clan, was able to barther with their leaders for recognition among a noble clan in exchange of arm service under her cause. They complied, and Sadira, keeping her word, founded this subhouse within their clan. Now in the "civilized" territory, these Xuile'solen even gained the ability to "read" to an extent, by using their more sensitive fingers on the carvings of papers of the books, a tactic devised by the Ilharess herself. Currently they serve proudly both in the low ranks as Swashbucklers and in the high ranks as fearsome Dagger Maidens. Their senses also prove key to sucessfully elaborate parfums. Dro'xun, unsurprisingly, have no need for "Velkyn". Suitably, they are among the few defenses the clan has against empaths.

Ilharess Sadira Qin'dalasque: The head and inspiration for the clan, Sadira appears at first as unfit to rule. Her rather short height and slender body, along with a childish face and voice give the false impression of fragility. It has been proven that it is but an illusion of her physique, and behind that appearence, a true survivor and struggles reside. Sadira has personally instructed most of the changes that would lead the Qin'dalasque to power, as well as being the example of cunning of the clan, unmatched by her offspring. Sadira often delights under a playful and carefree demeanor, and will often vanish in her Velkyn persona to know the situation of the city in situ. Regardless of this, she has never been discovered, a rather fortunate circumstance.
Her skill on light sorcery, and insight of other high arts gives her an edge. While she is not very strong, she is rather agile and dexterous.

Maiden De'vess Andaj Dro'xun Qin'dalasque: One of Sadira's most trusted followers, Andaj is both a dagger maiden and the matriarch of the Xuile'solen small subhouse that was attached to Sadira's cause since the formation of the clan. Andaj goes strongly against the prejudices that all Xuile'solen are savages, as she dresses in noble clothes and hides her unnerving empty sockets and teeth behind a veil and a blindfold. Andaj is often opposing Sadira's playful attitude with her stern seriousness.

Levdos Qin'dalasque: Levdos is the head faern of the Qin'dalasque and one of Sadira's elder sons. Levdos is a rather dry male who would spend his hours locked in some laboratory than met with commoners. He devises and oversees the many traps of the Maze of Lies, and has long resigned to a Velkyn persona claiming it to be useless for him.

Forlon Qin'dalasque: Head of the army, Forlon was once a merry mercenary who joined a certain rogue named Sadira for a little of money... and ended up in this mess. He is now tasked with maintaining the rag-tag forces of the Qin'dalasque, but he is fairly satisfied with this position.Forlon ocassionally uses his Velkyn persona to know what kind of insults his soldiers say to his back.

La'Reah Qindalasque: Heir to the throne of the Qin'dalasque, La'Reah was stained with the treason of Selic'shea, her mother unable to trust her aswell. La'Reah has taken as personal vow to regain her mother's trust and thus she is often in missions as Velkyn. She is also using the Casino as her residence, knowing the paranoid behaviour of her mother as of late. La'Reah mirrors her mother's skill in illusions, but also shares her frail appearance.

Final notes: Casino actually is used as "gambling house".Illusion refers to "light sorcery illusions" as it is the dominant trend.
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Melon Berserker
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Clan: Vir'reska (by Kail'odian)

Postby Thalar » Thu May 29, 2008 12:44 pm

Clan: Vir’reska

Clan History: The Vir’reska started as a large group of nomadic hunters who were separated by tribes and their beliefs before ever becoming anything resembling of a clan and its houses.
For over six hundred (600) years after the end of the Demon Age, these hunters moved from hunting ground to hunting ground, setting down only long enough to take what they needed. When game became scarce in their current area, they would pack and move on to a new place to hunt. The largest family tribe consisted of dozens of members, which meant they were the group that had become the symbol of leadership among their people. They were known as the Vir’reska.
Not everyone was happy with this arrangement, with more ambitious and dangerous members of smaller tribes attempted to remove a majority of the larger tribe, succeeding in killing almost 90% of this family line. Those who had survived the killing became few in number, and with most of their influence lost, became a minor tribe themselves.
However the new leaders were less than ideal to lead all the tribes under one banner, and the group of families which had stayed together were in danger of splintering for the first time in over six hundred years.
The oldest surviving daughter of the once large Vir’reska family, a then young female hunter of one hundred and twenty years, Liran’naath Vir’reska conceived an idea from one of their tribes oldest and core beliefs. Their people had always coveted relics found on hunts for food during their travels in the underground. If she and the remaining members of her tribe could find a relic of significant importance from the Moons Age, something which could be construed as a sign from the goddesses, that relic could bring all the tribes together, making them a clan united in the belief that finding this piece of history would bring them fortune and well being for as long as they lived.
Taking a few trusted colleagues, supplies and three mounts, as the oldest daughter of the original survivors, Liran’naath was tasked to do the impossible. Her own heritage of being a hunter for most of her life, she boldly stated she would hunt down the future of her clan if she had to; or die trying.
Their hunt was dangerous and long, more than half of Liran’naath’s members became sick from low food and mana reserves. To go on further meant death. Yet to stop the bloodshed among their tribes, they all knew Liran’ would push on to find their abstract goal.
The hunters made their way to a series of rock formations, which turned out to be a large network of ice and rock tunnels. While traversing the terrain, a lack of footing caused Liran’naath and her Rhino mount to fall through a small crevice in the ice, into a hidden tunnel.
When the two stopped, a magnificent sight lay before the female. A huge black dragon of the Moons Age was frozen in ice in the cave she had fallen in. Injured from the fall, she used her mount to put herself in further danger by moving closer to the frozen creature, attempting to touch what she thought was impossible to be in front of her.
Risking her life even further since being injured with low mana, as an empath, Liran tried to project simple feelings in the frozen monstrosity. Liran’naath could not have predicted what was to happen, as she had what was termed a Baj’jhal (Baa - zhal) in her tribe: a vision. It was of the Dragon, with images of her people united, a nearby city, and an overwhelming need to unify and protect her people even more.
When she was rescued and found, Liran’naath told her colleagues of her experience. First they were skeptical, but Liran told them their original goal was to find a sign from the goddesses, a sign of Ages past. That frozen dragon was their destiny to find. Sacrificing one mount for food, the group travelled back to where their shameful brethren still fought for control of the main tribe.
A truce was called, the various leaders of each side agreed to meet, some reluctantly. Tension was heavy, until a healthy Liran’naath appeared and began the meeting in ancient ceremonial clothes flanked by her companions of her journey. The sight was stunning, since no one had dared to use the ceremonial clothes for over a hundred years earlier, when the tribes were united. Before anyone could laugh or protest, Liran’naath used her empathy to initiate an ancient rite, allowing the sharing of images and memories from her vision.
After the ceremony, those present knew the civil war with the other tribes had to stop. There were only a few who objected after witnessing what they saw, those who were younger and less experienced in the old ways. It was pointed out that Liran’naath and her family could have kept the Dragon to themselves, rebuilding the main tribe in their vision.
After significant effort, the once fractured tribes began to mend their relationships with their former enemies. However it was a tough beginning for many, and suspected the truce would not last long if a more permanent solution was not found. To prevent further bloodshed from within, the tribal leaders decided to elect a leader, an Ilharess they could all look to when they need leadership the most. They chose Liran’naath, since she sought to end the killing for the good of her people. Liran’naath was the one who had found the frozen Black Dragon, who had the vision, and risked her life the entire time for the sake of the people.
While Liran’naath did not seek to become the official leader, she graciously accepted the role. Being the oldest surviving member of her family, she decided to call the new clan Vir’reska, for that is what they were known before the tribal wars. And to prevent any splintering from happening again, another ancient tradition from the Moons Age was adopted. Instead of tribes of whole families, Liran’naath declared that the group would become a clan, divided into houses.
At first there was outcry over her decision, but the fear of splintering and depletion of resources from their war with each other quieted those voices rather quickly. Once rivals and enemies became close relatives virtually overnight.
As the clan formed, the new Il’haress decided on more decisions, which would complete the transition from a once large group of nomads to a new clan: She would order for one final move before settling, their destination a section of cave in an eastern area of a settlement they came to know as Raveran.
The reasons for the move were simple: The Vir’reska believed they were destined to recover the frozen Dragon in the Shi’lithian Ice Caves. As far as they were concerned, the Dragon was theirs anyway, and set out to make it their duty to recover the artifact. As the clan settled at its new location, it was realized that there were no definite markers made to find the sacred cave which held the frozen beast. Liran’naath turned that problem into a way for the clan to make money and survive in its new environment. The clan has started mining in certain caves, taking loads of ice and converting it to fresh water, and selling some from its own merchants in the Raveran Bazaar. Since some mining takes place in the rock caves too, the gems and metals are mined, used and is even sold in the marketplace.
The only trading done is within the clan and in the Raveran Bazaar. There are no plans to expand trading routes to any other outposts. However, due to the shortage of water and minerals, the Vir’reska have acquired a large profit from their endeavours rather quickly, allowing them to strengthen their forces and secure their home among Raveran. Seeing them as a potential ally and a force to be reckoned with, the Vir’reska have been granted a seat on the Raveran Council.

Allies: As with anyone, even though the Vir’reska keep to themselves within their fortress most of the time, they do consider themselves allies with most of the clans who currently have residence in Raveran. The Ilhardro have the friendliest ties with the Vir’reska, due to good trade relations, and are neutral towards the other clans in the city, except the Kyorl’solenurn. The Vir’reska do not officially consider the Kyrorl’solenurn hostile, but due the recent inquisition, the Vir’reska are very wary of this clan. They were to be “scanned”, but the Vir’reska only allowed the Kyorl’s to scan them at their embassy. The Kyorl’s did not like this arrangement, but there was no other way the Vir’reska would let them be screened during the Inquisition. This has led the Kyorls and the Vir’reska to have a strained relationship.

Enemies: To the Vir’reska, anyone who asks questions about why the clan is in Raveran, or anything about the fortress is a potential enemy. They value their privacy as much as anyone values money in the bazaar. Tainted were treated as equals like anyone else before the Kyorl Inquisition, but are now considered hostile since the Vloz’ress attack a month ago. Except for slaves and business at the Embassy, all species in Vir’reska territory are treated the same; they are warned once to leave. After the first and only warning, the intruder is killed unless they retreat.

Clan Society: Like any clan now in the underworld, the Vir’reska are divided into several houses after the dissolving of the tribes almost three centuries ago. There are only a few, separated by need rather than by bloodline. For example, the Ho-kui house is in charge of making sure the ancient traditions of all the tribes are remembered. Any teachers from the Vir’reska are from this house, as well as most of the older generation who can remember what the blood feuds among the tribes were like before the clan came to be. All Vir’reska children learn about their past from a Ho-kui house member.

Slaves: Slaves are an important resource for the Vir’reska, making up most of their mining workforce of the Shi’lithian Ice Caves. The slave traders do well with this clan, since the most sought after type of worker for their mining are orcs, dwarves and drow. Light elves and humans are usually too fragile to last very long in the harsh work conditions. When bought, the slaves are considered nothing more than new equipment, needing only little training to begin working. If a slave refuses to work, or cannot work any longer, then the slave is killed. Its flesh is used as meat for the clan, its organs become food for the mounts, and bones are recycled and made into tools. The clan wastes nothing when killing the slave, and a dead slave cannot tell what secrets clan may have within its fortress walls. Any slaves bought that are not for the mining are given a tattoo or branding to show they belong to an owner who has requirements other than mining.
For surface races that consider themselves free in Raveran are expected to give Vir’reska members a wide berth if they encounter them outside their territory. The clan is very predatory and see the surface dwellers as just another potential intruder. If left alone, the Vir’reska will ignore them.
Clan Equipment: Clan weapons consist mainly of crossbows, short swords and spears of varying sizes, from long-pole arms to short staffs. Some of the Fortress defences are golems. Researchers within the clan have found a way to make a miniature version of a mana bomb, making the golem the delivery system. The golem acts like an explosive as it waits just buried underneath the earth. These devices are placed just outside the fortress walls.

Mounts: The mounts of the Vir’reska are the underground version of their surface cousins: Black Rhinos. Bred to be suitable for underground use, with proper training, these massive animals can go days without having to be fed. Their sense of smell is strong, which makes them ideal for tracking prey, and their skin is naturally resistant to small arms. When a mounted Vir’reska charge towards its target, the very ground rumbles.

Fortress: The fortress has thick and high walls made of stone, with tower battlements every twenty meters of wall. The great gate is the only way in or out of the fortress. It displays glowing glyphs depicting abstract shapes of the Vir’reska, meant to ward off any who thought to enter the fortress uninvited. All the buildings are black and grey inside, including the housing for the nobles and the Il’haress. The buildings blend in with the cavern walls rather well, the camouflage another tradition from the clan’s old hunting ways.

Vir’reska Embassy: Privacy and secrecy are paramount to the clan, so an embassy was built in the center of the Bazaar. By placing the building here, any official business can be conducted without unnecessary or awkward incidents occurring inside the main Vir’reska territory. The black, stone building with its grey walls and patrols is the only activity one will see on the outside. During the riots, Ambassador Thiu’rin Vir’reska was killed, and was replaced by Ambassador Raye’listral Vir’reska.
The embassy also offers guide services for those who are willing to risk a dangerous hunt through the Shi’lithian Ice caves - for a price of course. The hunters of course have secret orders from the Ilharess herself to help map out the tunnels, furthering their search for the hidden and frozen black dragon even further.

Clan Colors: The Vir’reska colors are grey and black, which blend well with the environment and darkness. They consider any other color irrelevant and frivolous.

Il’haress: Liran’naath Vir’reska; age: 420; affinity: Empathy
Lira’naath Vir’reska was only twenty years old when most of her older family was killed. As the larger tribal groups fought for control, Liran’ was kept from the main conflict, growing to be an accomplished hunter in her family’s traditions. After a century of conflict among her people who were no closer to peace with each other, Liran’naath took it upon herself to find something for the good of preserving what was left of her people.
Finding the Dragon in the ice was a once in a lifetime discovery for her, one she believes she was destined to find for the sake of her people. Due to her own actions, the then tribes chose her as the next leader, knowing there was no one better to lead them. She made the tribes into the clan it is today, her most important reason being the Vir’reska would never again come to destroy itself.
As Il’haress of the clan, she is a very cool, calm and collected individual; never saying more than is necessary in a conversation. She is also observant and dos not back down from any outsider who may challenge or question her.
Appearance: She is a tall woman with a lithe body, and firm muscles. Her eyes are grey, appearing like a predator hunting its prey. Her hair is dyed a solid black, and is usually braided from her shoulders to her waistline. She wears a grey sleeveless shirt underneath a black netting over her arms and upper torso, making her very feminine looking. Below her waist, her legs are covered with a thin grey dress that is open in the front to reveal she wears a black hunting skirt underneath. The only jewellry seen on Liran’ is a necklace made of bone, and a teeth bracelet on one of her wrists.

Favourite Color: Black
Favourite Food: Roasted Rhino Meat
Quote: “The future is like prey; you have to follow in its footsteps to hunt it down.”
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