Post by Aiden Garnette on Aug 20, 2017 21:02:04 GMT
DANGEROUS NPCs
Less of a suggestion and more of a compilation of ideas I have been thinking about. This is kinda meant to aid in world building and to perhaps help staff come up with interesting event ideas when they choose. It's a continuation of my Flora & Fauna which I posted previously with Mikaiah.
This will provide monster and other enemy ideas that could be used in threads to add dynamic and coherence to the world and staff are free to use any of my suggestions for events or other means at their leisure. This is merely a list of ideas I wanted to put up so people have a place to look to if they want enemies for a thread they're working on or staff want a big baddie to add to an interesting mission. I'll probably put up one or two of these in the Mission suggestions thread anyhow at some point. These are groups that are meant to be purely NPC, though I won't complain if someone makes a character in them.
NOTE: This Guide is going to be added to continuously as I go along so please don't close it. If I make a suggestion that conflicts with the lore or whatever, just send me a PM and I will promptly change it. Also, if you happen to have any other suggestions for something that should go on this guide, I'm open to ideas.
Dangerous Factions
Mad Magi
Magi that have given up his/her sanity for the "Mad Enhancement" blessing given by Philip are called Mad Magi. Basically allows the Magi to enhance their skills and can potentially turn them into grotesque, hulking creatures, depending on their own nature. They are most widely known and feared for their erratic behavior and powerful abilities. The Hunters Guild typically go after and crack down hard on Mad Magi that divert from Arithelia's teachings for the swift violence of Philip's embrace.- The Rippers: Above all else, the most widely feared gang of Mad Magi are the Rippers; the followers and adjutants of Jack the Ripper himself. Not much is known about them so far as they like to show up at random places and sew chaos and death. The group seem to have literally no agenda other than to evade capture by the Hunters Guild and in pursuit of that goal abandoned the worship of Arithelia for Philip. Some act with their own goals in mind while others are seemingly crazed and aimless.
Street Gangs
You would expect that most criminal activity would take place in the slums of Dagos, but street gangs have found ways to take advantage of places even found in Felic. The city they reside in plays a part along with the way their leaders have structured the gang to take advantage of black market conditions and some of these operations can vary widely in terms of efficiency. Some deal in only the slave trade while others have branched out and diversified, avoiding or competing against each other.- Blood Money (BM): Blood Money (aka BM) are the oldest street gang to operate in Ethea. In addition to being a criminal gang that sell everything from slaves to drugs, they also double as a somewhat religious arm to Kupiec. They compete in a friendly way with Anansi's Web, though they lack the manpower and resources to compete on all fronts with them. Of all their competitors, BM has the biggest advantage when it comes to drug procurement. They pride themselves on being able to stock any and all illegal drugs, no matter what they may be. If you need a dosage of something illegal, no matter how rare it might be, chances are that it is in BM's portfolio. Unique to the guild, BM has established a secretive system used by all members involving specially-minted coins that act as in-guild currency, symbols of devotion to Kupiec, a morse code of communication, and signs for when a job has been finished. Whenever a member finishes a particularly bloody assignment, they often dip a coin in their target's blood and pose as offerings to Kupiec.
- Heart Attack: "When you feel that stabbing pain in your arm, you know you've been shanked by the Heart Attacks" (Bone)
Outlaws
At various times, law enforcement as well as military personnel and others from legitimate institutions can choose to go rogue. These individuals are typically added to a blacklist and dealt with, but some escape and become seeded in the underbelly of the criminal world, using their acquired knowledge and skills to various ends.- Chaotic Hunters: Chaotic Hunters are a much higher version of Outlaw. Chaotic Hunters are Dishonored Hunters that had extended or exceeded expertise while they were active hunters in the guild before either growing disillusioned or deciding they had larger ambitions at stake. Without their goddess-given powers, Chaotics turn to drugs or other means of buffing themselves, using their wits and experience to outmaneuver opponents. Often enough, Chaotic Hunters don't have any sort of organization amongst themselves; some prefer to stay alone in the shadows while others form small groups in order to survive.
- Lords of Chaos: Given enough time and resources, Chaotic Hunters can eventually grow in power enough to take control of territory and space in the underworld, creating their own organizations and gangs. It should go without saying that Lords should not be engaged alone by anyone of meager talent and strong precautions should be taken even while in groups. It isn't unusual for a whole Hunter Squad or more are sent out to capture a Lord of Chaos and even more when they aim to kill.
- COBRA: Aside from the Hunter's Guild, Ethean Government agents don't often go rogue, but when they do it is usually in quite a violent fashion. Years spent in public service can still take a toll on the mind and the psyche after all, prompting the once astute and loyal to see things in quite a different light. COBRA was formed when just one police officer left the force, feeling that his work in the force was a waste of time and that he could do a lot more good operating outside the bounds of the law. They hunt down criminals of all stripes and mete out whatever punishment they feel is owed for crimes committed. Not much is known about their operating methods nor how large their numbers are, but quite a lot suspect that their HQ is somewhere hidden in the undergrounds of crime-infested Dagos.
Dropouts
Once in a while, Runic Students either give up on their studies or decide they'd rather be doing something else with their time and turn to crime and other disreputable activities with some end goal in mind. Others are students who uncovered the dark truth behind the Runic University itself and fled into the streets. These particular individuals usually coalesce and find themselves in familiar company, forming secret societies and gangs in the Black Market or the Underworld depending on their personality. So far, they have evaded the spotlight and their existence is a closely managed secret.- Alquimista: A secret order of Runic Student Dropouts that secretly oppose the Headmaster of the Runic University and work in the shadows with the goal of overthrowing him and taking control of the university. Their leader is a complete and utter mystery and some in law enforcement speculate that the group don't even possess a leader, instead operating in branches/sororities that each have their own goals and priorities in mind. Most acolytes of Alquimista are between the ages of 18 and 30 and the most dangerous are usually of high genius level intellect, possessing near-master level proficiency in Runic Combat.
- Thaarn: While studying magic at the Runic University, there comes a point where one can believe that they've learned all they would ever need. Thaarn was established by a group of students who decided they knew more than enough magical theory to start doing something practical and parted ways with their school to form the Thaarn organization. They are a fairly recently established group and as such there isn't much intel on them. Based on what we know so far however, they operate like a militaristic group of assassins, taking contracts only after forcing their patrons into a rune-enforced interrogation and using whatever means necessary to achieve their goal. Some of them are highly competent in runic combat and a few recent hits on politicians suggests that they have some high-skilled individuals in their midst, though some also speculate that they don't wield as much power as Alquimista and are limited to only carrying out covert assassinations on low-tier government officials.
- PSY-KICK: PSY-KICK is a another lesser known group of Runic dropouts, mostly because they are not outwardly violent or criminals... until you have what they want. They are treasure hunters and devoted followers of Irilys who seek greater knowledge and wisdom via the blessings bestowed by their god. Most of them departed from the university after reading a certain book and set out to find artifacts of the gods that could help them ascend the boundaries of magic and end up entering into the service of Irilys. Once they've found an artifact, the group relentlessly pursue it single-mindedly with the intent of taking it for themselves and adding it to their collection, using it to obtain visions of the distant past. Be warned: The highest-ranking seers of PSY-KICK possess the abilities of Soothsayer II and Clairvoyant II as well as aptitude with Runic combat, making them quite treacherous foes to face out in open combat.
Flora and Fauna
Flora
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