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Lair PRO MC Name: Sir_Niccum

Minor RO's: RancidHound, Aengoth

Lair Name: Metina

 

Proposed Lair Locations (Highlight 3 on the map):

Tile 30

https://imgur.com/aqYyRzS 

 

Lair Lore (could link to an existing creature or other lore) (1000 words minimum):

https://www.lordofthecraft.net/forums/topic/198597-the-metinan-company/ 

https://www.lordofthecraft.net/forums/topic/198740-the-metinan-response/ 

https://www.lordofthecraft.net/forums/topic/198787-krawn-z-bernard-et-al/

[Please be discreet with this information as these incidents are still ongoing and not all of these details are publicly known by the enemies of the Companymen]

 

These posts provide original context to this lair’s backstory and for the purposes of this writing are being assumed to be counting as part of the Lair post. Additional writing here will provide more context as to how this decision has been made to risk the wilds rather than remain amidst current established civilization.

The Metinan Company came into Almaris with it’s initial founders: Bernard de Salier, his orphaned nephew Renault de Salier, and errant knight Arvedth of Ackaland. They initially succeeded in gaining a home for themselves and their ambitions in the Kingdom of Haense— a small guildspace in the capital of Karosgrad and a more discreet tower complex in the nearby March of Vasiland. With the addition of two Footmen, Caden ‘the Louser’ and Hoggart ‘the Grin’, the Company sought to find itself a sustainable source of income from typical sell-sword work: private security and military “advisory” contracts.

The Company found it’s first contract in Talon’s Port under a wealthy citizen after a fight with the local militia. Seeking to remedy first impressions Bernard sought a defence consulting contract with the city government for the purposes of salvaging the woefully inadequate defences. While Bernard made minor successes on this front and is considered by his peers responsible for the current defensible exterior of Talon's Port, his Companymen grew too arrogant for the citizenry of Talon’s Port to accept. In particular Hoggart ‘the Grin’ uttered a comment to two Li-Ren citizens who were verbally harassing him that would forever turn the settlement against the Company. At roughly the same point in time Arvedth and Caden ‘the Louser’ had discovered a Drakes Lair alongside a band of Rangers from Oren. Caden would ultimately meet his end there, resulting in the first recruit of the Company to die a premature death.

Following a few smaller incidents the Company found itself on the receiving end of the settlement of Talon’s Ports ire and were ill prepared for such. The settlement had sought Sutican and mercenary allies, of particular note the Icathian Company, to murder the Metinan Companymen in the streets of Tai Ping, it’s segregated Farfolk district. This battle went poorly for the Metinan Company, but did not initially sour their arrogant demeanor as they prepared to correct this insult. They were slower to react than the Council of Talon’s Port, who was swift in publishing a Banishment Notice and declared kill-on-sight orders for the company founders and Hoggart. Still the Company sought to correct this, not believing the government of Talon’s Port competent enough to maintain this stance. This was not completely unfounded as the Company had found itself forging many bonds with smaller groups and individuals of similar mindsets. They had however neglected their homefront in Haense, as unbeknownst to them they had drawn the ire of the powerful House Barclay, who happened to have connections within Talon’s Port. While the Founders were preparing their beginning of an attrition based conflict against Talon’s Port, they were surprised by the Barclays who imprisoned them initially on small, trumped up charges of vandalism during a poorly organized Caravan contract— the lone cart ending up wedged into the gate of Karosgrad. The trio were hauled off to the Aulic Court, where the Lord Marshall had managed to convince the judges that the crimes committed in Talon’s Port, under Talon’s Port law and jurisdiction, could be tried and enforced in Haense. 

The trio, now caught in a web cast by those they severely underestimated, were left at the mercy of the Aulic Court during a period of Haense politics dominated by House Barclay. Thankfully the Company had forged a few strong bonds with individuals willing to defend them from the onslaught of accusations. With the help of notable lawyer Aldrik Baruch and two witnesses, the Metina Company were able to prove that the witnesses perjured themselves and were not truthful in their claims of one sided aggression from the Company. While the Company was crass, they were certainly no bandits. This was not a victory without consequence for each of the Company Founders were branded with the mark of a thief for their alleged part in stealing a horse from a Kharajyr caravan. This included the young Renault de Salier, who was not even eighteen years of age or initially implicated in crimes committed. 

None of this would deter their enemies, who now stalked them as they walked through the streets of Karosgrad, dogging their movements and shifting the Company’s early arrogance to that of collective paranoia. Not least to mention that, during the whole of all of these events, the Company was in the midst of negotiations with the newly-crowned King of Haense to gain a royal charter to avoid persecution for forming and working as a private military organization: a high crime under Kingdom law. These negotiations had now suddenly collapsed— the King declaring that the Companymen would enlist in his army or face the noose once more— and forcing the Company to vacate its home in the Kingdom. Having escaped one noose, the Companymen ran far to the south, only to find another looming in the horizon after being refused settlement in the Holy Orenian Empire, though promised unharassed transit.

The Metinan band has found itself being forced to operate in modern societies that no longer cherish the warrior societies of yore. If forced to appease the heavy, centralized State bureaucracies, losing their rough sellsword niche in the process, it would cause the group to likely fall apart and scatter into the wind. Instead, they have opted to persist without the approval of either Canonist Crowns and take their chances in the wildlands, seeking their own independent start free from those that dog their steps, eye their actions, and await opportunity to strike them down.

 

Initially, the band considered an offer from their dwarven companions to settle within the borders of the Grand Kingdom of Urguan— their bonds growing close since their days in Talon’s Port. However, this came with a complicated political problem. By living under the Urguanite state, the Companymen would essentially become a Protectorate of a non-human and non-Canonist society. This would not be problematic if the group simply aspired to be hired blades like their Ferrymen contemporaries, but the company has instead forged strong, fundamentalist interpretation of the Human faith and aspires to emulate the lives of their Asulonian and Anthosian heroes. To them it is better to struggle alone with minor support than to abandon their values, aspirations, and pride for the sake of safety— whatever that word means. Though joining in union with the Urguanites would be the easier solution, it would have the same ultimate effect of being pressed under a centralized bureaucracy, or even worse, taking up swords with heathens against Humanity and earning a name as race-traitors.


 

Lair Build and Infrastructure (photos required):

 

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A large, sturdy “gate” built on a winding path up into the cave complex to establish a very basic and primitive defensive standard.

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A winding, watery path up to the main area.

 

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The living area in a large cavern. Consists of two “officer” tents and a larger “enlisted” tent. Meant to be rather barebones, highlighting the haistiness of the Company’s retreat. Will be expanded on more in the future as time permits and based off of IC success.

 

Why can you not accomplish the niche of this lair’s roleplay in an existing settlement or nation? (We expect a substantial answer for this, not just ‘I don’t like them’).

 

The initial roleplay niche this lair is going to fulfill is an underground force of mercenaries isolating themselves for the purposes of safety from those who seek them harm. Expect a small-middling collection of Men between the ages of 18-40 who are honing themselves both physically and spiritually in an attempt to emulate the lost Guilds (Teuton, White Rose, Order of Saint Lucien) that were formative in the creation of the first Holy Orenian Empire. As this group will be relatively isolated for a time [as there are people seeking to have them murdered] they will have to adapt to their surroundings and seek more discreet ways of sustaining themselves such as monster hunting.

 

Essentially it’s a human group of political regressives who have earned them the ire of many groups and are by nature very difficult for some to get along with. It’s like trying to house a Luddite with Jeff Bezos, eventually the toaster is going out the window.

 

We do not take this decision lightly as it is a big risk for us as a group to do this. We have been attempting to succeed within the frameworks of existing nations that are compatible but for various reasons both political and spiritual we have not succeeded. The reasons we are not establishing a lair in existing nations or settlements are summarized below: 

The Settlement of Talon’s Port - Government and citizenry actively seeking to murder the group

The Kingdom of Norland - Signed a treaty with Talon’s Port that aids in the murder of the Metinan Company. Further they’re predominantly pagans of the Red Faith and Elves.

The Kingdom of Haense - Recently tried to have all the Founders hanged. Very strong faction within that is stalking and will potentially try again to have them hanged/murdered. Not to mention problems with High Elven refugees...

The Holy Orenian Empire - Sought a small camp and was refused. Hostile entities within that also may seek to murder the Company.

The War Nation of Krugmar - While not inherently hostile there is the problem of an incompatible culture and belief systems. Doesn’t make sense RPly for the group to live there. [We have considered this option but deemed it unfit for various reasons]

The Principality of Elvenessse - The Company has managed to piss off quite a few elves and it is safe to say that the two groups are incompatible with one another. The Company literally worships the memory of the Burning of Malinor.

The Free Trade City of Sutica - Signed a treaty with Talon’s Port that aids in the murder of the Metina Company. Also houses a mercenary company that aided in an attack on Companymen.

The Settlement of Freeport - Signed a treaty with Talon’s Port that aids in the murder of the Metina Company. If the Company were to somehow avoid a hanging there they would have to resort to a life of piracy. Even though the group is rough they do not intend on becoming Pirates/Bandits.

The Druidic Order - The Company worships the memory of the burning of Malinor. Further the Company has undergone incidents that have further polarized them against magic which they deem “Witchcraft”.

Haelenor - The polarizing incidents that caused their distrust of “Witchcraft” was done by refugees from Haelenor who have settled within the Kingdom of Haense. Any attempt at settling within their borders would last an incredibly short time due to the natural friction and contempt the two groups would have towards one another. Ever heard the time a devout Cannonist Mercenary Human and a prudish Atheist Mage Elf walked into a bar, it ended with the mage casting spells and the human screaming for them to be hanged.

The Grand Kingdom of Urguan - This is the third option we have considered the most as the Ireheart Clan is actually one of the few groups who actively seek to work with the Metinans. Here are the primary issues with it. Obtaining land would not be the hard part. It would be maintaining it and growing within Urguan without running into the same issues we have in Haense and Oren. As this RP group is rather abrasive and very fundamentalist in their beliefs there are certain core beliefs that will cause great stress between the two groups. Keep in mind this group is heavily inspired by figures amongst the White Rose, who were betrayed by the Dwarves at the onset of the Exodus War. This isn’t a problem unique to this sect of humans, this betrayal is a large part of why Orenian-Dwarven relations have been so consistently poor since Anthos. Further, in the longterm the group attracts more like-minded regressives who will not handle being a Protectorate of Urguan well. Three outcomes seem likely from being landed by the dwarves; degradation, abandoning, or rebellion. While we like the dwarves, it is a relationship that works best when we’re not directly in their sphere of influence, it’s better as a long distance relationship then a neighbor relationship. Further there are rumours and the possibility of Urguan signing a similar treaty with Talon’s Port as other nations have.


 

What does this lair add to the greater world around them?:

A refugee of Humans following outdated values in the current political climate that are being actively persecuted by various factions either through their own mistake or through the potential threat they may impose. This group of humans seek to grow themselves for some time discreetly for the purposes of surviving without sacrificing their group identity. That does not mean they do not aspire for more however, and some amongst them still hold the faint hope of grander goals beyond their current means. Due to the particular location we seek if the group were to grow it could potentially be a pawn in the greater global diplomacy of Almaris. With enough time the group may be able to grow into something more beyond this lair however that remains to be seen depending on if they're discovered and snuffed out.

 

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This application has been accepted!
The location however you will either need to adjust unless you're willing to talk with the Nation Leader of Haense for 30.

Otherwise we'll keep in contact with you via Discord.

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