Trade Guild Faction / Player Group Discussion
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Crimsonsnake
- Commoner
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Re: Trade Guild Faction / Player Group Discussion
well it would be a great timing to try my new gounseen build 
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papaya taco
- Dasarian Scout
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Re: Trade Guild Faction / Player Group Discussion
Idiots, that's who.Kamen wrote:or half-elves but who actually plays those anyhow.
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bluenaga
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Re: Trade Guild Faction / Player Group Discussion
Just rambling really:
The driving theme is a troop of individuals, a family by clan rather than providence, who roam the south-eastern portions of Dasaria providing an economic stability to the PC universe of trade.
There is the requested commonality of race and origin. The requested class control so that every character compliments the jobs of the others.
There is the possibility of an exotic origin or race. Tah'nai are split into their clans; Wulark (wolf clan), Telkmar (elk clan), and Khagmen (bear clan). Wulark being the dominating force out to own the others. That does drive the other clans south for sanctuary. A good backstory for a group of merchants.
But there are many cities in Dasaria that are not accessible within the current module. Maybe a troop from one of those? Refugees of the war out to make a buck and rebuild their lost nobility.
As for race, lings are not commonly played. Neither are gnomes. Planer beings (aasimar/teiflings) would make it interesting... though the teif's may have issues with the law
And with their levels capping at 19, I don't know how that would affect higher level spell availability.
-End Ramble-
The driving theme is a troop of individuals, a family by clan rather than providence, who roam the south-eastern portions of Dasaria providing an economic stability to the PC universe of trade.
There is the requested commonality of race and origin. The requested class control so that every character compliments the jobs of the others.
There is the possibility of an exotic origin or race. Tah'nai are split into their clans; Wulark (wolf clan), Telkmar (elk clan), and Khagmen (bear clan). Wulark being the dominating force out to own the others. That does drive the other clans south for sanctuary. A good backstory for a group of merchants.
But there are many cities in Dasaria that are not accessible within the current module. Maybe a troop from one of those? Refugees of the war out to make a buck and rebuild their lost nobility.
As for race, lings are not commonly played. Neither are gnomes. Planer beings (aasimar/teiflings) would make it interesting... though the teif's may have issues with the law
-End Ramble-

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hannahcoldkiller
- Dasarian Hero
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Re: Trade Guild Faction / Player Group Discussion
Yeh, I don't know as I am in a bad time zone and already have a merchant. I don't really remember the conversation actually so you're not hijacking it. It's a good idea. My recommendation was only that you guys pick an undeveloped part of the world and expand it. My pick would be Telkmar if I joined (if you can find a good time, I might be interested). Also, I'd say halflings were the 4th most populous race on the server (after humans, dwarfs, elves), and that they are smelly and gross.Kamen wrote:Does this mean you're on-board CK?
PS: my second pick would be a McGinty gnome clan.
Titus McGinty/Emmon Lichsbane/Sartoris Mcginty/Isaac the Merchant
Re: Trade Guild Faction / Player Group Discussion
I am also very interested, but I got the same problem with the Time-Zone. But I'd like to give it a try.

- vastgoten
- Dasarian Hero
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Re: Trade Guild Faction / Player Group Discussion
An actual varanite trading house would be an undeveloped part as well...My recommendation was only that you guys pick an undeveloped part of the world and expand it.
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papaya taco
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Re: Trade Guild Faction / Player Group Discussion
If the intent is to control trade through extortion, bribery, etc... a Varanite trading house COULD actually fit the bill.
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SpencerForHire
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Re: Trade Guild Faction / Player Group Discussion
As communicated in IRC, although I do not believe I will directly be part of this group... one of my current characters (Rammael Leonald), is suppose to be a noble who's family is a big name in transportation of goods. I'm talking mainly shipping but possibly other forms of transportation. The background I'm developing assumes he would have connections so if you start this group I would love to RP periodically with you gents and we could be business partners. I heard trading houses need to transport trade goods from everywhere to everywhere.

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The Explorer
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Re: Trade Guild Faction / Player Group Discussion
Quote thing ain't working so Kamen wrote: "(Dupari or something) language selectable or do we need a DM to add it?"
Yes it's Duprari and you should need a DM to add it.
If your group want to play Cuhannan traders please feel free to discuss that aspect with me or if he's about Judas.
Whatever your group decide to do good luck, luckily you already know if you start trading on a Stormbeards Turf there will be a bloody rukus regardless of lvls
Yes it's Duprari and you should need a DM to add it.
If your group want to play Cuhannan traders please feel free to discuss that aspect with me or if he's about Judas.
Whatever your group decide to do good luck, luckily you already know if you start trading on a Stormbeards Turf there will be a bloody rukus regardless of lvls

"When faced with important decisions it's a 90% chance your initial choice is right for you."
Mordecai - Mischievous Mage of Cuhanna
Kez Ryskill - Decayed
Lorval Silverbeard - Stormbeard Defender
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Kamen
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Re: Trade Guild Faction / Player Group Discussion
Yes, if we pick another ethnicity of human like Telkmar there is another unused DMFI language (Arcadian) we can use as well but will also require a DM to add it. I'm still trying to wrap my brain around the implications of a Telkmar trading company. I guess I don't know enough about them (if nobody does then an excellent opportunity to expand the world). I think a Telkmar or even Khagmen group would be a lot of fun, possibly even as merchants, but I'm not sure they would ever be able to accomplish the main goal of spreading their influence. A group of Varanites would make sense but creates a lost opportunity to expand into unknown territory, though we would still have an opportunity to expand on a relatively unexplored segment of Varanite society.
As for additional timezones and opportunity to play with this group, there's an easy solution. Start another one. We could try to hash it out so that we're not doing the exact came thing, but if there is enough interest there's no reason we can't split this into two groups one playing a Tah'nai clan for example and the other a Varanite trading company. This would help accomplish the OOC goal of making the game economy more IC, and could add more intrigue as the groups clash over resources, trade routes, clients, suppliers, etc.
As for additional timezones and opportunity to play with this group, there's an easy solution. Start another one. We could try to hash it out so that we're not doing the exact came thing, but if there is enough interest there's no reason we can't split this into two groups one playing a Tah'nai clan for example and the other a Varanite trading company. This would help accomplish the OOC goal of making the game economy more IC, and could add more intrigue as the groups clash over resources, trade routes, clients, suppliers, etc.
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Rob
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Re: Trade Guild Faction / Player Group Discussion
Imperial centric lore - the Tah’naiThe Plains of Arrith
Geography
The Plains of Arrith sports a cold, northerly climate. Most of the region is scattered with rocks and hard soil, and is generally not suitable for farming. Most of the people scattered across the Plains of Arrith suvive from hunting and foraging. Several key mountain ranges exist in Arrith, namely the Khinaor Mountain Range. The Khinaor Mountains nearly extend across the width of the plains, and are both dangerous and bewildering to travel through. It has been rumoured that a rare and elven like clan dwells within the deepest most regions of the Khinaor Mountains.
Throughout the rest of Arrith you will find a variety of regions. To the south-east, also named "The Eastern Plains", you will find a far more mild climate when compared to the north and north west. There, nestled between the Northern Road and the Khinoar Mountains are the Telkhmar.
As you move north west, the climate becomes colder and the foilage appears wild and untamed. The Khinaor extends as far as these regions, and along the base of the mountains lie the Wulark people.
North of the Khinaor Range, to the south east of the Temple of Ki, lies the Khagmen people. They make their home on the border of the plains of Arrith. The climate here is cold and snowy, being elevated above sea-level.
The Plains of Arrith in general contrast drastically with the rest of Dasaria. Many historians, cartographers and otehr scholars find it difficult to explain it's unique and rare climate.
Culture and Society
The Plains of Arrith are home to many people, mostly humans. Few of the other races feel at home within Arrith. The only other race to call Arrith home were the ancient Dün'khüvan Dwarves, ancient Dwarf Lords of the Khinaor Mountains. Rumour has it that their last surviving stronghold still stands, nestled somewhere in the shadowy peaks of the Khinaor Mountains.
Primarily, four clans inhabit the Plains of Arrith. These four clans are primitive in technology when compared to that of the rest of the world. However in society and culture, they are far from primitive. Each clan reveres an animal, but not quite in a religious manner. The animal is respected, never hunted and protected.
The four clans of Arrith are the Telkhmar, the Khagmen, the Wulark and the Aelkhor. The Telkhmar are modeled after the Elk, the Khagmen revere the Grizzly Bear, the Wulark are of the Great Gray Wolf, and the Aelkhor are of the Peregrine Falcon. One might even note that each clan carry characteristics and features similar to that of their animal.
The Telkhmar
The Telkhmar are a noble people. They always appear visibly calm and in a state of alertness. Modeled after the Elk, the Telkhmar are strong, powerful and fierce in battle. Their history is deep rooted, and being situated close to the human settlements of Dasar, it is rumoured that the two have clashed on more then one occasion.
The Telkhmar are led by a sole "chieftan", known as the Lord of the Eastern Plains. It is known that the current leader of the Telkhmar is Janloar. The Telkhmar are kind, polite yet very traditional. They are heralded as the most welcoming of the Arrithian Clans.
The Khagmen
The Khagmen are a northerly people, and are often associated as brutes and savages. However, upon closer inspection one will note that the Khagmen are a respected and courteous people when greeted as friends. They are fiercly protective of family and kin, willing to fight to the bitter end should either by threatened.
The Khagmen are large humans, usually clothed in animal skins and boiled leather. Most of the men sport large beards, muscled arms and a great battle axe hooked into their belt. The Khagmen Warriors are the most feared in battle.
The Wulark
The Wulark are seen as the direct opposite of the Telkhmar. They are aggressive, hostile and irrational. Although not without honour, the Wulark are not known to display any kind of courtesy or welcome to any Arrithian Clan, let alone an outsider. The Warriors of the Wulark travel in packs, and strike with deadly precision under the cover of darkness. They are closely associated with the battle tactics and strategy of wolves. They usually use crude but sharp shortened blades as their main weapon.
The Wulark currently have a blood feud with the Khagmen people. Many skirmishes have taken place since the breaking of the clans. Many believe there will be no end to the fighting between both clans.
The Aelkhor
The Aelkor are the most mysterious of the Arrithian Clans. Not much is known about them, and it is most likely that little will ever ben known of them. Scholars believe they dwell within the mountain tops of the Khinoar Mountains, although their true location is unknown. Since the breaking of the clans, all contact has been broken with the Aelkhor.
The Breaking of the Clans
Thirty years ago the Arrithian Clans were all united as a confederation. Recognizing their differences, but willing to work together in light of the Varanite invasion, they formed together and met regularily at the Great Council, hosted graciously by the secluded Aelkhor. The United Arrithian Planes, dubbed "Arrith", had close ties with the Nation of Dasaria. The Crown of Dasaria had pledged to protect the people of Arrith, and in turn the Clans of Arrith would supply military support in offensive campaigns against the Varanites as well as defensive manuevers.
When the Crown of Dasaria fell, and the nation was plumetted into leaderless anarchy, the Arrithian Clans broke from the Great Council. Without Dasarian aid, they could not support one another as easily. Telkhmar, Khagmen, Wulark and Aelkhor warriors returned home to their families to protect their home land. They could no longer afford to leave their lands without putting their own at risk. Such is the Breaking of the Clans.
Much is unknown about the Planes of Arrith. Many ruined structures and ancient settlements have yet to be explored, their true existance and significance shrouded by time itself. With the pass to Arrith now clear, perhaps more will be learned of this ancient land...
Fragment of a letter
The Tah'nai share the Dasarian language.
Amulan to Cantos, his sister’s son, very many greetings.
Before all else I pray for your health and that you may be prosperous and successful in our ventures in the barbarous east.
I have consulted at length with the greybeards of the Dairamik Academy, as well as my contacts in the twelfth, and have as you requested been able to discover the following on the region known as the Plains of Arrith
Far beyond the northern borders of the Dasarian province is the region referred to, in the vulgar, as the Plains of Arrith. It is a harsh unforgiving land of arid scrubby grasslands and rugged hills, dominated by the imposing Khinaor Mountains.
The Khinaors extend across the width of the plains, running west to east, and must be considered dangerous to travel. The few passes are closely guarded secrets of the local (frequently hostile) clans. Imperial Geomancers and Academics have recently confirmed that the Khinaors are not a spur of the greater Kor Mountains to the west, as was previously thought. They have also concluded that the mountains have no mineral wealth worth exploiting.
The plains south of the Khinaors are warmer than those to the north, indeed, if one travels far enough north, the plains eventually become tundra and then ice. However, even in the south, the soil is poor and is not generally suitable for farming or large scale grazing. Consequently the primitive tribes scattered across the plains have had to live at subsistence levels, dependant on hunting and foraging for survival.
The Plains are home to a number of human clans, collectively known as the Tah’nai. As is common with most primitives they have number of foolish beliefs. In the case of the Tah’nai these include animalistic superstitions and a rigid code of conduct and guest rights, as is commonly seen in societies who do not have the benefits of written law.
Traditionally the Tah’nai has been nomadic, following their herds from the foothills in winter high into the Khinaor or Kor Mountains during the summer months. As it was not unusual for the Tah’nai to come into conflict with Koresh raiders or hunters during these wanderings it common to find half-bloods within the Tah’nai, though this is not acknowledged in most clans. Indeed raising this can cause the revocation of guest rights, as such I recommend you avoid discussing this should the opportunity arise.
The Tah’nai are said top be close students of nature, dependant as they are upon its resources for their survival. They have no written language of their own, though they are said to have a rich oral tradition, and are excellent trackers and hunters. They are also fierce enemies. Without a written language they have no arcane knowledge worth mentioning though they are said to greatly revere their shamans, by all accounts narcotic inhaling charlatans who do a brisk trade in “charms” of dubious value.
The enlightened traveller would be wise to be familiar with the recent history of the significant clans found in the region, though I caution you that this information is, as always, somewhat out of date and local conditions may have changed.
The warmer southern plains are dominated by the Wulark Confederation.
The Wulark revere the wolf above all other creatures and have modelled their society upon them. Although not without honour they remain suspicious of strangers, you would do best to travel with a local guide.
Fifty years ago the Wulark were confined to marginal lands along the south western borders of the Khinaors. Locked in futile blood feud with the neighbouring Khagmen and subject to regular attacks by Korish raiding parties they seemed an ideal candidate to become a footnote in the pages of history.
This changed following the fall of the Dasarian crown in 583 when Packlord Kamil Grey-pelt proved very receptive to imperial offers of for both trade and military support in exchange for imperial rights of mineral exploration. As a sign of good faith he went as far as converting and pledging to bring Lochwar to the plains.
With imperial aid the Wulark were finally able to bring their blood feud with the Khagmen clan to a decisive outcome at the battle of Khüvan some thirty years ago.
Since then the Wulark have spread to dominate the southern plains, absorbing, or selling into slavery, the smaller clans who previously lived in these areas. Though not ideal slave stock it is not unusual to find the farms of Old and New Varana worked by Tah’nai slaves as they are hardy and strong workers, once trained.
The Warriors of the Wulark travel in packs and strike with deadly precision, often under the cover of darkness. They frequently employ wolf like tactics of misdirection and numerical superiority. Their preferred weapons are crude but sharp shortened blades, often called Fangs.
With the defeat of the Khagman in 605, Packlord Grey-pelt led his hunts againt the Telkhmar in the spring of 607.
The Telkhmar people had traditionally had close ties with the more advanced Dasarians. Indeed their main settlement was located at the end of the northern road which runs from the ancient Dasarian capital of Dasar. As such, historically, the Telkhmar had access to superior arms and had displayed greater discipline in the field.
This proved not to be the case in 607. Each engagement brought the Wulark pack closer to the Telkhmar stronghold and cost both sides more lives.
Finally, in an effort to avoid a massacre, the Telkhmar’s tribal leader, Janloar, challenged Kamil Grey-pelt to single combat.
Tradition dictated that as well as naming the weapons to be used Grey-pelt should have named a champion to fight on behalf of his clan. Once again, Grey-pelt showed his cunning, and by refusing to name such a champion and taking the field himself he forced to Janloar fight. The Telkhmar chief was 82 years old. The death of the so called Lord of the Eastern Plains was said to be neither quick nor easy for Grey-pelt had chosen fists and teeth as the weapons of the trial.
Today the Telkhmar are a broken people, by tradition thralls to the Wulark for three generations. Forbidden to follow the Elk the revere they have sunken into lethargy and despondency.
Least you think otherwise, the hegemony of the Wulark is not complete. The southern plains are still home to a small number of independent clans, some of whom have even reached their own agreements with the empire, and the mountain clans are said to be so hostile to the Wulark that they have been forced to import goats and give up their summer roaming.
There is even talk of Wulark dissidents who long to return to their traditional nomadic ways and forsake the worship of holy Lochwar.
North of the Khinaors the Tah’nai are sparser. In these marginal lands can be found such as the Khagman.
A savage brutish people there is every reason to suppose that this clan has a higher proportion of Orcish blood than those to the south. Though the Khagmen are not officially recognised as enemies of the empire it would be wise to consider them such, their defeat by the Wulark has by all accounts left them bitter.
They are fiercely protective of family and kin, willing to fight to the bitter end should either be threatened. A Khagmen Warrior with his boiled leather armour and battle axe is reckoned to be the equal of three Wulark warriors. It will not surprise you to know the Khagmen revere the bear above all other animals.
Sage Lucimus has acknowledged that much is still unknown about the history of the plains. There are many ruined structures and ancient settlements yet to be explored, their true significance unknown.
We may however discount some of the more fanciful rumours such as the winged Aelkor, the lost stronghold of the Dün'khüvan, the demon in the mountain, and a hidden red boot army.
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Kamen
- Dasarian Hero
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Re: Trade Guild Faction / Player Group Discussion
I understood this to mean that they have their own spoken language, but not a written one. I had assumed that only those who had contact with "civilized" cultures would be able to speak the Dasarian language.Rob wrote:The Tah'nai share the Dasarian language.They have no written language of their own, though they are said to have a rich oral tradition, and are excellent trackers and hunters. They are also fierce enemies. Without a written language they have no arcane knowledge worth mentioning though they are said to greatly revere their shamans, by all accounts narcotic inhaling charlatans who do a brisk trade in “charms” of dubious value.
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Rob
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Re: Trade Guild Faction / Player Group Discussion
That statement simply means they do not write. Their traditions are passed from one generation to the next verbally. Every Tah'nai represented in game speaks Dasarian. Remember they're not from another continent. Their settlements are in northern Dasaria, not far from Dasar. They haven't been featured much in Dasaria 2, but there was an entire settlement in Dasaria 1.
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Kamen
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Re: Trade Guild Faction / Player Group Discussion
Alright, that makes sense. I just misunderstood "oral tradition" then. I had pictured them as being similar to Native Americans, who live on the same continent as oppressive white settlers, yet maintain a separate language to retain a bit of their culture.
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Kamen
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Re: Trade Guild Faction / Player Group Discussion
*bump*
Current discussion is to morph the player group into a band of traveling minstrels to take advantage of the TKL Performer. There could still be an aspect of commerce along the lines of the original concept. The groups sets up tents, camps out, entertains passersby, and hawks their wares. I don't have a musical bone in my body, but my understanding is that someone could write the music and scribe it for the others. It could be great fun to have a group playing in harmony while others sold goods and/or performed other services. So... mostly bards, some crafters/enchanters...
Current discussion still involves rolling new characters and only playing together as a group.
Current discussion is to morph the player group into a band of traveling minstrels to take advantage of the TKL Performer. There could still be an aspect of commerce along the lines of the original concept. The groups sets up tents, camps out, entertains passersby, and hawks their wares. I don't have a musical bone in my body, but my understanding is that someone could write the music and scribe it for the others. It could be great fun to have a group playing in harmony while others sold goods and/or performed other services. So... mostly bards, some crafters/enchanters...
Current discussion still involves rolling new characters and only playing together as a group.