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Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

Under Bailey CharGen and Player Guide Empty Under Bailey CharGen and Player Guide

Mon Jun 20, 2022 4:01 pm
Good day roleplayers.

Today we're announcing at long last the release of the Under Bailey Character Generation for Castle Marrach. This is slated for release tomorrow evening, Tuesday the 21st of June, but we are posting the details a day ahead to give people time to review the options before hand. This thread is also to serve as a bit of an OOC player's guide to getting started, though any of the information contained within should still be sought out in-character.

What is it?

The Under Bailey character generation is the second part of our extension of the character generation process for creating new characters for Castle Marrach, following the Inner Bailey character generation which was released a couple months ago. With the release of this system, the 4th and final archway in the OOC welcome room will now be accessible, leading to further character customization in a manner similar to the previous Inner Bailey character generator, though with a deeper system behind it. Like the Inner Bailey character generation, this option requires an active subscription to Castle Marrach to use, and some features further are granted only to premium subscribers.

The Under Bailey is an area of the game world with a different feel than the Inner and Outer Bailies. Separated from the castle proper by a vast network of caves, the Conclave is its own society where both the IC themes and, to an extent, the OOC themes are different. While still a story oriented role-playing theatre attached to the story of the rest of the game, the Under Bailey is a dangerous area where combat is common and survival of the fittest is core to the stories told within. The Underworld is littered with dangerous MCombat monsters, but there are secrets and resources to be found for those with the cunning and strength to navigate its shadowy passages.

The Conclave is a warrior society, though not everyone there is a fighter at heart - those who are not instead ingratiate themselves to society with other skills that make them useful and worth protecting. By making a character in the Under Bailey you consent to being attacked or killed at any time, though there are laws within the society down there, there are also many places outside the walls of the Conclave where its eyes do not reach.

This player guide below contains the basic information outlining how this new chargen process works, and the essentials you will need to know to plan your story in the Under Bailey.


Last edited by Kurzon on Mon Jun 20, 2022 4:11 pm; edited 1 time in total

_________________
StoryHost Kurzon
Castle Marrach Staff

----------------------


- "The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in."
Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

Under Bailey CharGen and Player Guide Empty Re: Under Bailey CharGen and Player Guide

Mon Jun 20, 2022 4:02 pm
Getting Started: Three Paths of CharGen

Upon entering the archway to the UB CharGen, you will find yourself in a new room where an additional three paths stand open to you. The path you choose will determine the origin of your UB character.

By default, the Reawoken is the only path available, this grants you the backstory of a former resident of the Conclave from centuries ago who has reawoken after years of slumber, and generally replaces the former Conclave Character Package StoryPoint option that used to be available.

For premium subscribers, two additional options are available, the Unseelie Awakening and the Draconic Awakening, these alternative starting origins offer additional customization and unique character appearance traits that are otherwise unavailable in Castle Marrach.


REAWOKEN

Many centuries ago, the warrior-lord Rumiss was said to be the greatest swordsman of Castle Marrach. Serving the Queen as Her Royal Champion, Rumiss was a knight of unparalleled martial skill backed by the mind of a scholar. A master architect, Rumiss was responsible much of the castle's early construction, and he erected many great statues and monuments to She whose beauty he held above all others, Queen Vivienne.

But Rumiss' fate would take a dark turn. For reasons lost to history, he abandoned the Realm of Queen Vivienne, foraging deep into the bowels of Mount Ardan where he eventually put his skills in architecture to building the Conclave; a fortress kingdom built on the edge of Darkness itself, a place where the Queen's forces dare not pursue him for fear of the evils inherent to those sinister lands. Rumiss was not alone in his exodus, for many of the Queen's subjects, court and commoners alike, followed him into the depths of darkness. For reasons you cannot recall, you were amongst those who eventually left the castle proper and sought out a new life in the Conclave, where you lived for some unknown time before falling into a deep, nightmare ridden sleep which has gripped you for centuries since. You have little memory of your past, your reasons for coming here, how long ago you did so, or the things you did during that time, but you know this land was once the land of Rumiss, the first Duke, and perhaps the greatest warrior in the history of Ardan.

You instinctively fear 'The Nightmare', the mysterious force of darkness known to plague the Underworld, which consumes all things it touches. Even being in proximity to the Nightmare for overlong can drain the mind and spirit, and you suspect this dark magical force may be responsible for the loss of your memories in the years you fell into rest. You find yourself now in a new Conclave to the one you vaguely remember, with new people, but one thing about the Conclave has not changed; the strong rule. You must adapt and survive, find a way to be useful and build your new life here, or succumb to the bleakness and be lost to history like so many before you.

Effects:

Starting trait, White eyes; Those who dwell in the Under for too long are known lose the colouring in their eyes. Sometimes this only manifests in a white iris, other times it affects the pupil and limbal ring as well.

Starting trait, Bonus skills; As a reawoken under dweller, you may choose an origin path reflecting the life you lived before coming to the Conclave and falling to rest hundreds of years ago. The path you choose will grant you a series of starting skill levels to begin with on your character, though you may still progress in any direction from there. Choices include aristocrat, carpenter, jeweler, tailor and warrior.

Starting trait, Welcome trunk; You awaken with a trunk containing some basic starting items to begin your journey, no doubt things tucked away in a former life.


DRACONIC

Nearly extinct now, little is known about the ancient dragons of Theia, yet some say they once soared the cosmos, travelling the heavens and cataloguing the life forms they met on distant horizons. For the dragon siblings Rhumielle and Dresborne, the lonely peaks of Mount Ardan was one such horizon, and their presence here is said to predate the founding of the castle. Disrupted by the arrival of Queen Vivienne and Her entourage upon his lair, the great black Dresborne attacked the trespassers, assailing the fledgling Castle Marrach with fire and death, but in time Dresborne was defeated and withdrew into the depths of Mount Ardan.

It is said Rhumielle took a more cautious approach than her brother, using magics known to the High Dragons of Theia to transform herself into the appearance of a human woman, and made her way into the newly founded Castle Marrach to investigate it herself. Therein, Rhumielle purportedly lived amongst the people of Marrach in disguise for centuries without notice. But she may not have spent all of her time in the halls of Castle Marrach; history and legends in the Conclave state that Lord Rumiss, the first Duke, founded the Conclave with the aid of two dragons, and countless references in the Conclave's lore make mention to two patron dragons who laid the foundations for the early Conclave and protected its first inhabitants against enemies both above and below.

Dukes have come and gone in the centuries since then, and indeed the Conclave itself has been extinguished and rebuilt more than once, but for the first time since its founding, a dragon now rests on the ducal throne. In her human form, Rhumielle is said to appear as a maiden as golden and beautiful as the sun, and has taken a human name in the sun's reverence. It was Rhumielle's draconic magics that brought you to life here, summoning your soul from the afterlife and rebirthing you in the Conclave. Brought to life at the dragon's behest, you awaken in Ardan for the first time knowing nothing about who you are or why you have awoken in this strange, unfamiliar place. Yet you feel the dragon's vigour coursing within you, and wherever you are, you have the urge to live and to explore.

Effects:

Starting trait, Draconic appearance; Having been resurrected by the draconic magics of Rhumielle, your physical appearance is altered as a result. Faint patches of dragon-like scales grace parts of your body, and you will have some options to customize these during your character generation process.


UNSEELIE

For as long as men have known of the existence of the faeries, it has been known that they exist between two primary fae courts, those of the Seelie and the Unseelie, or the fae of the light and the fae of the dark. For reasons unknown, these two fae courts have been at conflict with one another since time immemorial.

In contrast to the Seelie Queen Vivienne who rules Castle Marrach, your spirit was summoned to this mountain by the will of Maeve, the Unseelie 'Queen of the Night'. The dark elven faerie is reputed to be as powerful as she is beautiful, a gem of the night sky to which She holds dominion over, though She is not truly Queen yet. As a young Princess, Maeve was imprisoned by her mother Queen Mabb, ruler of the Unseelie fae, and sealed away in darkness. But she escaped her captivity in the Unseelie capitol of Annwyn and, hunted by assassins sent by both fae courts, made her way to Ardan, the Mountain of the Dead. Herein, She has found refuge in the Conclave, where her powerful magics have helped it to grow and prosper. Little is known of Maeve's current activities or intentions, but if she is ever to truly call herself Queen, she will have to take that title by force.

Using her dominion over dark fae magics, Maeve has torn your soul from the Underworld, raising you to serve as Her own subject instead of waking in the castle of Queen Vivienne. In doing so, the dark faerie's magics have affected your body, and also given you an innate resistance to the nightmares that taint the Underworld. Waking now within Ardan for the first time, you know nothing about who you are or where you've arrived, but the darkness of the Underworld beckons you, and its call is soothing.

Effects:

Starting trait, Unseelie appearance; Having been resurrected by the power of Maeve's dark magics, your physical appearance is altered as a result. A number of physically visible unseelie appearance options will be available to you during your character generation process, allowing you to alter skin, eye and hair color if you choose.


Last edited by Kurzon on Mon Jun 20, 2022 4:59 pm; edited 2 times in total

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StoryHost Kurzon
Castle Marrach Staff

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- "The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in."

Pruul verily approves of this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

Under Bailey CharGen and Player Guide Empty Re: Under Bailey CharGen and Player Guide

Mon Jun 20, 2022 4:02 pm
Orientation: The Conclave and its Society

You've created your new character and find yourself in a small, run down shack. This serves as your 'guest room' for now, and is a safe place to rest your head and store your belongings. Stepping outside you find yourself in the Underworld, a vast subterranean world of unfathomable size; this is no mere cavern, it is as though the world itself were hollow and an entire other world were hidden beneath the surface all this time. The sky above you sparkles, not with stars, but with with the glint of minerals shining from stalactites miles above. Entire underground cities, rivers and even forests exist within this vast spanse of darkened land.

You shortly find the Conclave, the hub of human civilization within this monster infested world. Surrounded by its tall walls and built on the edge of a great chasm over which its draw bridge can be withdrawn, this fortress defiantly harbours life in a world that has no desire for it. To survive, you will need to learn of this society, and find your place within it -- or take your chances on your own in the wild, though such an adventure will likely be short lived.

The Structure of the Conclave

While the culture and society of Castle Marrach is chiefly inspired by dark ages and early medieval Britain, the Conclave is inspired by those perhaps most notorious for invading Britain; the vikings. Complete with a longhouse and nordic architecture, the Conclave is based on dark ages societies of Scandinavia, Jutland and northern Gemania circa 400AD to 700AD. The social structure of the Conclave is designed to match this as closely as possible, while still providing room for an achievement oriented social structure where players can progress their character's status.

The Thrall

Thralls are the lowest rung of Conclave society, comprised of peasants, slaves and captives. Brand new arrivals joining the Duchy, either having migrated from the surface world or re-awaking in the Conclave after centuries of slumber from another era, begin life as thralls. In rare cases, prisoners may be taken as thralls, be they trespassers from the surface, captives of war, or criminals who have broken the Duke's laws and been stripped of their state as freemen. Though not quite slaves, these people have few rights, having yet to prove their worth in a society that revolves strictly around establishing one's own value to society. It is here that you begin your journey.

The role of a thrall in society is hard labour, these are the working class, the harvesters, the miners, the herb pickers. While existing in this state, thralls are expected to carry out the lawful orders of all freeman karlar (full citizens) they come across. Despite their lowly status, a thrall is still given their own personal quarters in the shacks outside of the Conclave, and is permitted to own property and even be paid for their work, though they may not carry a weapon inside the Conclave. Resources the thrall harvests for the Duchy can be turned in for coin at the Duchy quartermaster, and with enough coin, a thrall may purchase a writ of freedom - legally recognized proof of a thrall's commitment to the Duchy, indicating that they have contributed their share to the state. In so doing the thrall is able to break his chains (metaphorically) and be recognized as a 'freeman' of the Conclave, elevating him or her to the status of karl and ending their servitude as a thrall.

Of course, this is not the only way a thrall might earn their freedom. A charismatic or cunning thrall may convince an established karl to purchase their writ of freedom for them if they can find something to offer in trade, though undue charity has limited tolerance in the Conclave. And, the Duke may elevate any thrall unilaterally, whom he believes has proven their worth to society, regardless of a writ.

The Karl

Otherwise known as a freeman, the karl is Conclave's equivalent of an 'honoured guest' or 'established commoner' status. Karlar have earned their lot in society and are recognized as full and worthy brothers and sisters in arms, and generally comprise the bulk of the Conclave's population. Karlar commonly become artisans of some sort, taking up a profession to make their living and contribution to the Conclave. Be they a smith or a tailor, a sculptor of stone or of clay, a basketweaver, a bone carver, a hunter, farmer or fisher, most all karlar specialize in some form of craftsmanship or resource gathering in addition to being a warrior ready to defend the Conclave. To facilitate this style of life, karlar are granted permission to use the Conclave's public craft areas, where they can smelt the ore they dig or fletch chopped lumber into arrows and so forth.

Upon becoming a karl, a man or woman is granted their first arm ring, proof that he or she is a free denizen (freeman) of the Conclave, and is also granted residence within the Conclave's living area. For worthy deeds, more arm rings can be obtained, distinguishing the more proven karlar from those of lesser achievement; it is always those with the most prestigious arm rings who sit closest to the Duke and Duchess in the longhouse. In addition to their arm ring, karlar are granted a hand axe upon elevation to karl status. Able to be used as either a weapon or a tool, the axe bears symbolic significance of the dual nature of the karl as both a craftsman and a warrior.

Huskarl & Hirdmen

From the terms 'house' and 'karl', a huskarl stands amongst the most proven and trusted denizens in Conclave society. Such individuals are brought into the Duke's personal household, more as adoptive brothers or sisters than household servants. As servants of the ducal house, huskarlar are often given administrative roles in helping the Duke govern the Conclave, and are typically tasked with overseeing guilds, the law or the Duchy's treasury by way of example. There is no specific way to rise to this status other than to earn the favour and trust of the reigning Duke or Duchess.

The term 'hird' roughly translating to 'royal guard' or 'chivalry', Hirdmen (m) and Hirden (f) are 'men and women of the hird' and still considered 'huskarlar' (karls of the house). A hirdman is an elite warrior of the Duke's personal guard. Huskarlar of a martial background and exceptional combat prowess are often taken on as Hirdmen of the house and given a military role instead of the administrative role given to non martial huskarlar. Roughly the same in role and responsibility as an equerry, Hirdmen serve as the Conclave's equivalent to Knights, and are expected to destroy the Conclave's enemies at all costs, and protect the ducal family with their lives.

All huskarlar are given residence in the ducal longhouse as direct members of the ducal entourage.

Duke/Duchess

The Duke (and/or Duchess) is the supreme overlord of the Conclave. They bear the title of Duke or Duchess by gender, but often use the honourific of Jarl or Earl while in the Conclave. The reigning Duke or Duchess is typically a warrior of excellent renown, as the only way to replace the Duke is to challenge and slay him in single combat, though only a recognized karl may ever issue such a challenge. In some cases, the Duke may have a loyal hirdman fight in his place as champion, though this is risky as it may lead the karlar of the Conclave to question their Duke's strength. Unlike other positions in the Conclave's society, the position of Duke or Duchess has limited acknowledgement by the Crown of Marrach, recognizing it as a form of foreign vassal nobility although not of the Winter Court itself and not entitled to many things the Queen's peers are.

Historically there is only ever one Duke or Duchess, while their spouse if they have one is known as their ducal consort. Recent circumstances have seen both a Duke and Duchess reigning simultaneously, something unprecedented in the Conclave's history.


Last edited by Kurzon on Mon Jun 20, 2022 4:42 pm; edited 2 times in total

_________________
StoryHost Kurzon
Castle Marrach Staff

----------------------


- "The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in."

Pruul verily approves of this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

Under Bailey CharGen and Player Guide Empty Re: Under Bailey CharGen and Player Guide

Mon Jun 20, 2022 4:03 pm
Guilds of the Conclave

The peoples of the Conclave built their society with the expectation of being smaller and more compact than the castle above, and thus the Conclave's system of guilds is designed to function more efficiently with lower numbers. The small handful of guilds that exist in the Conclave combine many of the roles that, on the surface, would be spread between several guilds, favouring a small number of more densely populated guilds over a large array of thinly spread ones.

The Einerjar  - The Conclave has no official military, instead expecting all of its karlar to answer the Duke's call to arms when given. The Einerjar, also known as the Warrior's Guild, are responsible for training the Duke's subjects in the ways of war, both in sole combat and as a unit fighting together in the shield wall. In addition to training the general populace, the Einerjar are also tasked with patrolling the vicinity of the Conclave and clearing threats that might obstruct the Conclave's thralls or visiting traders. The Einerjar are comprised of the berserkir (bear skins) ulfhednar (wolf coats) and jofurr (wild boars), which all focus on different styles of combat, and are lead by a three-man council of the strongest warrior of each of those roles. They primarily train with the axe, shortsword and shield.

The Hunters Guild - A group of dedicated hunter-gatherers tasked with seeking out resources for the Conclave, often many of them far away from the safety of the Conclave itself. Hunters are expected to be skilled scouts, familiar with the labyrinthine network of tunnels and caves surrounding the Conclave, and a mixture of combat skill and stealth is needed to be an efficient hunter. Though a hunter's prey may be other living beasts, they are as much foragers as hunters, and often gather herbs, gemstones or other things of value that can be brought back to the Conclave. They primarily specialize in combat with the spear.

The Skalds Hall - The skalds are lore keepers, poets, historians and storytellers charged with all things historical in the Conclave. They combine the functions of the Castle's librarians, chroniclers, archivists and poets into a single group tasked with recording and sharing tales both of history and of fiction. The Skalds Guild is charged with running the Conclave's library, as well as chronicling history and holding both storytelling and poetry events in the Conclave, and are often viewed as one of the Conclave's primary entertainment and socialization oriented groups. Not all skalds perform all of the above tasks, some focus on chronicling history, others on poetry, but the guild as a whole covers all.

The Apothecaries - The Apothecaries comprise the Conclave's botanists and healers combined. From within their conservatory they grow a vast array of plantlife, and are responsible for studying the natural flora of the Underworld as well. But their skills are not limited exclusively to herbs, they are also tasked with looking after the health of the Duke's subjects, and provide healing services to the Conclave as a whole, their skills in botany often complimenting their skills as physicians.

The Faith - The Faith of Natura Balanus has roots that sink as far as the Conclave, and indeed the organization as it exists in the Conclave is a part of the same organization that exists within Castle Marrach, with the same teachings and beliefs, and acknowledge the Royal Priestess as their spiritual leader. In the Conclave, however, the necessity of the Faith has a somewhat more practical application, for it is known to function as a counter to both the Nightmare and the Shadows. Numerous shrines to Balanus have been erected throughout the Under in recent years, preserving the balance and keeping the bleakness - the aura emitted by Nightmare, away from the Conclave and its peoples.

The Shadowsworn - Though the Conclave officially supports the Faith over their shadowy counterparts, the existence of the shadowsworn and the proximity of their lair to the Conclave makes them impossible to ignore. Like Balanus, the Shadows also act as a deterrent to the Nightmare that threatens to swallow the Conclave, and as such they are tolerated in the Duke's domain even though the Queen above has outlawed the shadow marking above. The shadows exist as natural philosophical rivals of Balanus and its teachings, yet they also embody the Conclave's ideology of the pursuit of power, and they use that power to defend their mutual home within the Conclave. Thus are they permitted to continue their shadowy workings.

The Cats and Rats - The mercenary group of thieves, spies, bandits and assassins often viewed as common thugs within Castle Marrach has a long history of ties with the Conclave. Of course, as outlaws within the castle proper, they are not officially endorsed within the Conclave, though some rumours say there are secret passages within the Conclave itself where this group operates a headquarters and black market far from the reaches of Marrach's enforcers.

The Mages Guild - The pursuit of power is a staple of life in the Underworld, and few are more familiar with this philosophy than the mages. Like the Marrachians above, the Conclave has found a means of binding new sorcerers, and the scant few to be found presently comprise the membership of this guild. The group has dreams of expanding its membership to include all schools of magic, but it has a long way to go. The group is dwindling as of today, and yet a powerful mage could rise to seize control of the group and become invaluable to the Conclave, should one so worthy step forward.

New Guilds and Groups:

In order to officially receive recognition as a guild of the Conclave, a sworn karl of the Conclave can appeal to the Duke or Duchess for permission to have their guild sanctioned. Official sanction grants a group support from the Duchy, often in the way of resources to help form the guild, as well as an area set aside officially to form a guild hall for that group. Proposals for new groups must be unique and demonstrate in a significant manner that the guild's role does not overlap with that of an existing guild, and also that there is need for and interest in the guild in question amongst the Conclave's denizens. A charter for the guild in question must also be provided, and include the following information:

- The purpose of the guild
- The responsibilities of its members
- The benefits given to members of the guild for their works
- A rank structure for the guild membership including the responsibilities and authorities of those ranks
- The Guild's rules for induction, promotion, demotion, dismissal and succession


Last edited by Kurzon on Mon Jun 20, 2022 4:55 pm; edited 1 time in total

_________________
StoryHost Kurzon
Castle Marrach Staff

----------------------


- "The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in."

Pruul verily approves of this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

Under Bailey CharGen and Player Guide Empty Re: Under Bailey CharGen and Player Guide

Mon Jun 20, 2022 4:03 pm
Regions of the Underworld

The Under Bailey is a vast region within the Castle Marrach game, consisting of several hundreds of rooms. Many of these are clustered into regions, and many of those regions are not immediately easily accessible upon first arriving in the Conclave, whether due to distance, secret triggers or predatory threats between here and there.

The Conclave - Protected by its naturally defensible location, high walls and dedicated warriors, the Conclave is the deepest bastion of human life to descend into Mount Ardan, and a central hub of activity, news and trade for all who travel the Underworld.

The Ruins - The ruins of a town long ago destroyed exists across the great chasm that borders the Conclave. Resources of a fallen civilization can be found here, though the desiccated structures have become a home to undead and other natural threats of the Underworld.

The Deep Caves - The vast network of caves connecting the Conclave to the Castle. This place is full of natural hazards and, removed from both the civilizations above and below, is home to creatures more dangerous than those on the Conclave's immediate border, but also contains some resources that cannot be found closer to home.

The Abyss - A vast frozen plane of ice and snow and death, existing between the Inner and Outer Bailies of Castle Marrach; if one looks up they might see the Grand Bridge far above. The floor of the abyss is a treacherous place, and when it must be crossed, it should be done so with care, for the kinds of creatures capable of surviving here are not to be taken lightly.

The Spider Caves - A labyrinthine lair home to a colony of monstrous spiders. The sorcerer Ashke once made this place his home, but his demise has not made the place any safer in years to follow. This vast, monster infested lair is immensely dangerous, and only skilled groups of warriors should brave the place for the resources to be found within.

The Forest - A great forest sprouting within the depths of Mount Ardan. Few could say how it came to be here, though the use of some form of magic goes without saying. In recent times the Nightmare was sealed away within this forest at the Conclave's edge, and that has left it a more dangerous place than it might have once been. Entry into the forest is currently barred, but it may not always be so.


Last edited by Kurzon on Mon Jun 20, 2022 4:57 pm; edited 1 time in total

_________________
StoryHost Kurzon
Castle Marrach Staff

----------------------


- "The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in."

Pruul verily approves of this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

Under Bailey CharGen and Player Guide Empty Re: Under Bailey CharGen and Player Guide

Mon Jun 20, 2022 4:04 pm
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StoryHost Kurzon
Castle Marrach Staff

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- "The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in."
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