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About the Ketski Empty About the Ketski

Sun Oct 04, 2020 11:51 pm
The boundaries which divide Life from Death are at best shadowy and vague. Who shall say where the one ends, and where the other begins? -Edgar Allan Poe

    Ketski are rumoured to be a mix of mortal and undead blood due to their ashen skin and affinity for the night. Remarkably long lived, the Ketski do not seem to age except for grey or green marbling over time. They view death with reverence and create architectural marvels in their underground colonies with the bones of fallen friends and family. Their seat of power is a grand, cathedral-like citystate called The Necropolis of Ash which lies west of the Rift of Rebirth. So named for its macabre decor, ever-present fog and seemingly sparse population, The Necropolis of Ash and her supporting colonies feature grand architecture and macabrely detailed stonework, which both awe and unnerve visitors who walk their kerosene lit streets.
    Ruled by a council of noble families, the Ketski are often proud, brilliant and ever fashionable with even the working class boasting of unbroken lineages since the World Before. With a large selection of competing tailors, milliners and cobblers, fashion drives the culture of Ash. High society often strives for more elaborate attire whereas the working class instead accent worn shirts and suspenders with well-made caps or silken ascots. It is notable that two of their ruling families have made their name and fortunes through sewing with the indomitable and elite Markham and Von Crastin Trading Company.

The Ketskian Republic

     Dominating the northern half of Cottus, the Ketskian Republic has the moniker the Bloody Empire, despite not having a true Ketski Emperor since 1492. With the majority of their communities built into the earth in complex cave networks, the Ketskian Republic runs on their own circadian rhythm not tied to the movements of the sun or seasons, while the landscape above them grows wild and free.  The Republic, formerly named the Ket Empire, was founded in 332NE and has a long bloody history of ensuring their “surface land remained free of vermin”, going so far as to systematically purge and drive out any other races to settle the surface over the first few centuries of the Empire's existence. Even a millennium later, the surface of the Ketskian Republic remains fairly free of any settlements, being rumoured to be haunted by the ghosts of the Ketski’s victims. The Ket Empire graduated to a Republic when the last emperor Mikolaj the Murderer was overthrown by the senate in 1492NE. Mikolaj lost support rapidly when his preference for feeding on children became publicly known. Rather than kill their disgraced emperor outright, the Senate had him dragged from the Necropolis of Ash to the rift-laden and monster-inhabited province of Rebirth to their east, to face the horrors alone.
Living alongside the province of Rebirth--the rumoured place of the world’s undoing and remaking-- has made the Ketski both aware of the fragility of life and the importance of learning from their past. Fastidious record keeping of their advancements in science and politics has helped the Republic achieve many industrial marvels within their territories, from the complex architecture hewn from the inside of caverns and mountains to creature comforts like kerosene light on demand and indoor plumbing. With spring fed aqueducts and canals crossing their bone decorated cities and colonies, stepping into a Ketskian-run city has been described by the Gen historian Jakub Inkwell as “finding yourself suspended between the beautiful and the terrible; a wonder of engineering hidden behind ancient ritual”.
Despite fears that the Ketskian condition (sun sensitivity, pallid skin, seeming agelessness and the ability to heal from consuming blood) is contagious and the first signs of Vampiric contagion, this similarity is merely coincidence and the Ketski cannot pass on any of their traits. In fact, in the smattering of interspecies relations Ketski have had, any resulting children have taken after the non-Ketski parent completely, often leading to their exclusion from any Ketski-only neighbourhoods early in their adolescence and complete censure if not with their Ketski parent. Despite all this, Ketski are living people who breed, grow, age and die like any other species, it just takes them a longer time with their average life span being roughly 200-250 years unlike the 60-80 experienced by the Gen and Kinfolk and 100-150 experienced by the Sei.
Within the Ketskian Republic both B’Gath the Teacher and Sangin the Bloody Matchmaker, hold high levels of esteem, being considered the parents of the original Ket Emperor, Piotr Casimir. The core values of the pursuit of knowledge and familial loyalty have shaped Ketskian society to set themselves apart from the other nations of the world, guarding their secrets and approaching life with an air of superiority and greater purpose.

Leadership
    The ruling noble council is a remnant of the Imperial Senate being composed of representatives from each of the “great” houses across northern Cottus, normally the head of each house. When a house is disgraced (as houses Ruv, Medini and Servenor were in 1660, and house Juilin in 1701), they may petition to maintain observer status within the council, but may no longer vote until appropriate amends are made. In Imperial times, the Senate also welcomed representatives from each of the guilds, however the reformed Republic thought that members whose position depended on profit rather than familial duty and blood made it too easy for influence to be bought and traded to be trusted with governance, thus relegating former Senators to positions of information gathering and dissemination. The Ashen Council of Nobles, formed in 1493, currently numbers at 15 houses (11 active, 3 disgraced, 1 awaiting a representative of age) with an appointed Speaker of the House responsible for addressing the common folk. When necessary the Speaker may break ties in voting, however the Ketskian process prefers continued debate and veiled threats.
    Since becoming a Republic rather than Empire in name, the Republic has weathered a number of cries for reform, most recently with rioting 1701 led by a member of the now disgraced House Juilin. For 30 years, the Ketskian Republic’s grip on her provinces wavered before being wrested back to stability under the guidance of Edgar Von Richter, who has served as the Speaker of the House for the last 50 years and has exclusively addressed the public for the last 5 years. This is to ensure that the Council presents an unified front and avoids the spread of misinformation and confusion that had weakened the Republic in the past.
    The noble families of the Republic patronize and invest in several industries and adventuring companies across the Republic and Terra, so it is not unusual for employed travelers to introduce themselves as servants of a particular house even if they have never stepped foot in any of the connected nobles' presence or been promised protection as part of their contracts. The general rule, if a traveler chooses to do this, is to behave with utmost dignity and respect in all situations to avoid offending the House of which you claim connection and protection.

The ruling families are:
Aulane - having provided many First Ministers in Imperial times, House Aulane’s holdings and patronage orbit forestry and carpentry at all levels, from rough construction to fine cabinetry and luthiers.
Casimir - formerly the Imperial House, Casimir has much military influence but does not leverage it for their own elevation.
Desair - a branch of the Desairs caused trouble by creating their own briefly independent kingdom within the western Stal’noys. While returned to good standing within the Republic, the Desairs are socially reclusive and are rumoured to be cursed with a transfiguring disease.
Ferrand - control many of the Republic’s iron mines as well as their two known manacite veins within the Horisian Mountains.
Juilin - disgraced. Nouveau riche and saved only by the family disowning the pretender Maximilia Juilin.
Lalumiere - as their name suggests, built their fortune through light and fire, with their patronized smiths providing most of the lanterns within the various Necropoli as well as the kerosene to fill them.
Leszek - from the northern tip of Cottus, House Leszek is known to patronize mariners and whalers; their expeditions not only bringing whalebone for the corset industry of the Republic but also a greater understanding of the northern sea for the archives of B’Gath.
Markham - the creative force behind the Markham and Von Crastin Trading Company, House Markham is responsible for forging some of the trade ties the Ketskian Republic has with the Monarchy of Titus by bribing and entertaining the leaders of the Viceroys of Clarke and Frobisher via elaborate parties and luxury goods.
Medini - disgraced, but not cast out due to their superior wine, according to court gossip. With vineyards across much of the southwestern coast of the Republic, House Medini provides the other blood of the Republic and is expected to regain their voting rights within another decade or two.
Mourass - rising to greatness as earlier supporters of House Casimir, House Mourass has maintained their relevancy and influence through the education of the Republic, patronizing many schools and universities with their wealth being derived as trusted bankers.
Pienne - Boasting a monopoly on the Republic’s shipwrights, House Pienne has been characterised as humble yet well-connected with the common folk, with many of the branch family intermarrying with merchants and even foreigners, while the main family is connected to various lesser noble houses.
Ruv - awaiting representative of age; House Ruv bought their way out of disgrace with loyal military service to the Republic that cost them much of their house. Currently only the children of the main family survive with the 14 year old scion having been sent to observe the council’s proceedings with his valet as escort, after the death of his mother in 1792.
Servenov - disgraced, primary holdings include the mid-western ports and fisheries, their shipwrights were gifted to House Pienne following their former patriarch’s attempt at rulership.
Von Crastin - deeply intermarried with most of the other houses, Von Crastin’s focus is on the economic health of the Republic and trade opportunities alongside their business partners, House Markham.
Von Richter - an small, yet ancient house known for their mages and enchanting capabilities, the Von Richter house was promoted to greatness and thus council worthy during the Second Airigat War, where their contributions were instrumental in saving the Cyriland Kingdom. Providing the current speaker of the House and ambassadorial governor to Cyriland, House Von Richeter is well-poised politically.

Protectorate:
Cyriland Kingdom - A primarily Gen kingdom, the Ketskian Republic took them under their protection following a crippling war with the Airigat Magocracy.

Flag of the Ketskian Republic

    A rich royal blue field overlaid with a black triangle on the left third of the flag with a fanged skull and sideways Y in pale silver. Their naval standard includes the black triangle with skull bordered in thin bands of silver and royal blue.
    Seen at a distance, the triangular Ketskian naval standard has been confused with a modified jolly roger, but the Republic refuses to change their iconography, valuing tradition and the respect for the dead their flag remembers.
About the Ketski Ketski10 About the Ketski Ketski11


Non-Republican Kingdoms with Significant Ketski Populace

Makutsk - a protectorate of the Dawn Empire. Have a painful history of subjugation with the Ketskian Republic from their Imperial days.
Viceroy of Frobisher- a colony of Titus and the cultural sister to Makutsk. Formerly known as Ananth
Monarchy of Titus - the monarchy has welcomed several ex-pats in her coastal towns
Dominion of Halif - a former province of Titus, Halif is now an independent merchant state in central Gyges where about 20% of the small population is Ketski

Organizations of Note
The Masked Society : A network of court influencers who helped shape the history of eastern Gyges as advisors and confidantes, the Masked Society is officially an organization of the past as of 1440

The Oracles of Sangin: A semi-religious order of Seers and Oracles who serve not only Sangin, but also the world governments at large. They offer advice and their visions to rulers around the world with apparent neutrality. The Oracles are not a strictly Ketskian organization, however their headquarters lies in the education-centric Necropolis of Din, in the western foothills of the Stal’noy Mountains.

The Order of the Black Rose : while not a strictly Ketskian organization, these assassins for hire headquarter in the Necropolis of Ash and are permitted to go about their work unimpeded in exchange for refusing contracts on any members of the ruling families.
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Variants

Passive Power: Nighttime Fast Healing: Between 6pm-6am you take an additional +1HP from all sources of healing, whether magical, chemical or physical in nature
Weakness: Daytime Slow Healing: Between 6am-6pm, you take one less healing from all sources, whether magical, chemical or physical in nature, to a minimum of 1

Revenant
Less frightful in appearance than their Draugr cousins, Revenants can more easily assimilate into the borderlands, often pursuing careers as surgeons or political advisors.
Resources: Med Tech x2, Scrap, Ammo
Costume Requirements:   Pale marbled flesh
Purchasable Bonuses:
Feed on the Living: At will, you may drain and absorb 1HP/10 seconds from a non-resisting target. If you drain 10 health in one feeding, you may count this as a Food Resource. You cannot feed to render your target into their In Shock  (-1HP) or Mortally Wounded (-2HP) counts. If the target’s HP is reduced to 0HP they are semi-conscious and cannot be fed on further.
Gaze Hypnotize: Once/day you may Hypnotize one target for one minute by making eye contact for 10 seconds and declaring ”Gaze Hypnotize”, This is considered a mind altering Primal Magic effect for the purposes of defenses.
Additional Resource (Med Tech): +1 Med Tech Resource per game

Draugr
With wan, light-blistered flesh and elongated ears, Draugr are often misunderstood as carriers of disease despite their rather fastidious habits. As deadly as their Revenant cousins, Draugr also have exceptional hearing, useful in both hunting and music.
Resources: Med Tech, 2x Scrap, Food
Costume Requirements:   Pale marbled flesh, visible scarring, pointed ears of any length
Purchasable Bonuses:
Feed on the Living: At will, you may drain and absorb 1HP/10 seconds from a non-resisting target. If you drain 10 health in one feeding, you may count this as a Food Resource. You cannot feed to render your target into their In Shock  (-1HP) or Mortally Wounded (-2HP) counts. If the target’s HP is reduced to 0HP they are semi-conscious and cannot be fed on further.
Walk in Shadows: Once/day may move concealed in shadows up to 5 minute any light source that illuminates your torso pops you out of the shadows stunned for 5 seconds.
Keen Sense (Hearing): Once/encounter you may identify all living creatures around you by listening for their heartbeat. To use, simply call “Sense Living” in a normal speaking voice.

Shade
Said to have an innate connection to B’Gath the Teacher, Shades are inquisitive individuals born seemingly at random among the Ketski.
Resource Access: Med Tech x2, Scrap x1, Ammo x1
Passive Power:
Nighttime Rapid Healing: Between 6pm-6am you take an additional +2HP from all sources of healing, whether magical, chemical or physical in nature if not Malnourished. Should the Shade be Malnourished, they heal at a normal rate.
Weakness:
Daytime Regressed Healing: Between 6am-6pm, you take two less healing from all sources, whether magical, chemical or physical in nature, to a minimum of 1
Costume Requirements: Pale skin with black marbling and blackened fingertips with sunken eyes.
Purchaseables:
Feed on the Living: At will, you may drain and absorb 1HP/10 seconds from a non-resisting target. If you drain 10 health in one feeding, you may count this as a Food Resource. You cannot feed to render your target into their In Shock  (-1HP) or Mortally Wounded (-2HP) counts. If the target’s HP is reduced to 0HP they are semi-conscious and cannot be fed on further.
Gaze Hypnotize: Once/day you may Hypnotize one target for one minute by making eye contact for 10 seconds and declaring ”Gaze Hypnotize”, This is considered a mind altering Primal Magic effect for the purposes of defenses.
Keen Sense (Hearing): Once/encounter you may identify all living creatures around you by listening for their heartbeat. To use, simply call “Sense Living” in a normal speaking voice.
Living Shadow:  Once/day, the Shade may suppress their heartbeat (do not need to respond to Sense Living calls) and Walk in Shadows for up to 10 minutes. Any light source that illuminates your torso pops you out of the shadows stunned for 5 seconds.
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