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Post by Judas D'arc on May 19, 2020 19:50:55 GMT -5
As role-players, it's important to have a strong sense of the world where our characters dwell. While much of the history and lore of Ultima Online is created by its players, which is one of the best features of the game, a strong historical reference point is still important. Back in 1999, Seer Adamantyr of the Pacific Shard created the following document to be used for such a purpose. While the document only covers the original Ultima Online, and not player contributions, I thought it would be useful reference for us. Additionally, I will also be expanding this thread to include player and Catskills EM-created lore: Old City of Nujel'm (NUJ) Lore - Part OneOld City of Nujel'm (NUJ) Lore - Part TwoEM Lore: Precipice (Story)EM Lore: The Nujel'm Conflict (Recap)EM Lore: Unending (Story)Current Player Lore - FactionsCurrent Player Lore - Recent EventsNote, the full Historical Background of the Shattered World document is available at: Historical Background of the Shattered WorldsNuJel’m (The Golden City)“A curse on this virtue-less city, where rich men toss pennies to the poor, and rogues walk without fear, and gamble their ill gains of honest folk away in games of chance…”Location: Desert island southeast of Vesper, west of Verity Isle. Virtue: Please see additional posts for more information. Government: Has varied over the years, but almost always ruled by one autocrat. Usually corrupt. Frequent change of rule is common. Currently ruled by a Sultan, who is aided in governing by a council of Viziers, whose numbers vary. Imports: Basic necessities, stolen goods Exports: Slaves, luxuries Heraldry: A golden snake on a pearl white background. Geography:The island upon which NuJel’m was built was formed shortly after the Cataclysm. Lava flows from the main continent flowed from one of the mountain ranges before it fused into the ranges around Minoc, forming its rough shape. Continuing tectonic plate shifts moved it to its current location. At one time, it had a greater amount of jungle upon the southern and western portions, but merchant ships from Vesper deforested the isle in the 1st century. Most of the island today is low rolling sand dunes, with remnants of the jungle that once existed scattered about. There are two rivers on the island, which provide some fresh water. The sea breezes bring the occasional cool tropical rain to the island, but for the most part, it is quite dry. Climate:NuJel’m is an arid subtropical climate, lacking any mountains to catch clouds or rainfall. “As likely as rain in NuJel’m” is a popular phrase denoting disbelief. At one time the island was dense with jungle, but most of it was cut down by Vesper merchants, rendering most of the island desert. History:The island that would become NuJel’m remained unpopulated for nearly two centuries after it’s creation. A small outpost was built by a Vesper merchant guild in 125 A.C. to give their ships a port to replenish their water and do minor repairs on the way to Moonglow and points south, but the guild showed no interest in a permanent settlement. Much of the lumber on the island was logged and exported to Vesper, but the island was barren and filled with several hostile creatures, giant scorpions and poisonous serpents to name a few. After too many workers died of scorpion stings, Vesper left the island alone. All this changed in 198 A.C., however. Nesha, Lord of Jhelom, had a plan in mind for the island. It’s ideal location between Moonglow and Vesper made it a prime spot for a trading port, and would give Jhelom a foothold in the east/south sea area, one that Serpent’s Hold would not find easy to block. (See entry on Serpent’s Hold for more information.) The first ship contained surveyors and architects, who mapped and outlined the design of the colony. The second ship was filled with Jhelom mercenaries, who cleaned the island out of the hostile creatures, so that building could continue without interference. The third ship was the first to bring stone, quarried from the Fire Mountains where Destard lay, to begin building. The original city proper took two years to build to a state where they were self-sufficient. The island soil proved inefficient to grow enough crops, so New Jhelom (As it was called) was forced to buy most of their food through Vesper and Moonglow. The colonists was forced to sign several contracts with Vesper, destroying most of the profit they would make as a port for several years, in order to get the supplies they needed to survive. Trinsic and Serpent’s Hold also proved to be trouble. Both saw Jhelom’s ambitions as a threat to Lord British’s plan to unite the city/states under one rule, and hampered the Jhelom shipping efforts to keep their colony alive. In 201 A.C., Nesha proclaimed that all acts of piracy by Jhelom ships and men were no longer legal in the kingdom. Not all the Jhelom captains agreed, and many went rogue as privateers, becoming a nuisance in the arena of diplomacy for Jhelom for many years to come, while others sailed to the struggling New Jhelom, where Nesha’s control was less secure. Finally, in 203 A.C., Nesha was fed up. Faced with a constant drain of money to feed New Jhelom, with no profit and constant interference from Trinsic and Serpent’s Hold in shipping, Nesha officially declared the colony a failure, and recalled all men there. About 60% of those who had been eking out a living on the island returned to Jhelom. The rest, who were the stubborn, the obstinate, and the criminal, stayed, deciding to take their chances. After Jhelom withdrew its support, the colonists actually fared better. Much of the prejudice evaporated, and Vesper eased the prices for supplies, giving them a much-needed break. The city survived fairly well for several years. Several businesses arose on the island catering to the sailors of the frequent ships, including gambling and other ‘services’. From 212-221 A.C. as the war between the alliance of Trinsic, Serpent’s Hold, and Britain against the pirate clans of the Den was fought, NuJel’m was a frequent resting place for both sides. (The former often without mention in official records.) After Jhelom joined the alliance in 221 A.C., however, the pirates began to avoid the city, fearing capture. In 223 A.C., The two fleets clashed south of Ocllo in 223 A.C., where a tremendous battle occurred, with the alliance the victor and the pirate’s forces shattered between anvil and hammer. (For more information, see the entry on Buccaneer’s Den.) This climactic battle became known as the Battle of Ocllo. The surviving pirates of it fled, some melting into the jungles of Buccaneer’s Den, others seeking refuge in NuJel’m, Vesper, and on uninhabited isles. Vesper closed it’s port to refugees in 224 A.C., forcing most to flee to NuJel’m, the surge in rogues causing a few years of chaos, until one of the former pirates, a brooding but powerful man named Kahz “The Ravager”, took control, slaying any who opposed him. Kahz was a different sort of tyrant than most of his brethren. Although cruel and brutal when necessary, Kahz had different plans. He saw the isle as a way to establish a more permanent form of power, beyond a few ships running from British’s fleets. He quietly assumed power of the island, and lay low during the few years that the alliance fleet hunted down the remaining pirates. Kahz’s first order of business was establishing a permanent trade agreement with Magincia, the richest city in the world. He approached the Nine with an offer in 228 A.C. They would have complete immunity from pirate raids, in return for sizable “investments” in NuJel’m’s real estate. The Magincians agreed, relieved to find an easy way out of defending themselves from piracy, and Kahz set about on a campaign to bring all remaining pirates under his control. They were offered a choice, serve Kahz and NuJel’m, or be sunk. Most complied, and joined Kahz’s forces. By the time of his death in 236 A.C., NuJel’m had become the center of an underground network of pirates, operating beneath a gilded facade of a pleasure city. Kahz’s family still rules the city today, typically assassination and poisoning are the methods for ascension into power. The other cities, Trinsic in particular, were not happy with how the colony had evolved, and NuJel’m was a hot topic in 250 A.C. at the signing of the Unification Treaty. Trinsic voted that the city should be invaded and the despots overthrown. They were overruled, however, Lord Blackthorn noting that the many could not ethically enforce their viewpoints upon the few, no matter the justification, and that the Kingdom had no right to involve itself in the affairs of cities not part of it. The death of Tasiz, who was the most effective argument against this, settled the matter. In 292 A.C. the Sultan came to power. Educated in Vesper, he seemed a refreshing change from prior rulers, despots and decadents most of them. One of his first acts was to ban gambling on the island, which greatly improved diplomatic relations with the Kingdom. His acts since, including free bread for the poor, construction projects to improve the slums, and schooling for children, have brought an era of decency and improvement to the island. Although the more jaded, including the Lord General of Trinsic, wait for signs of degradation to fester once again… Culture:The PeopleNuJel’mites tend to dark complexions and hair, although there is still a sizable range of other combinations. The richer families emulate Magincia and Ocllo in venerating ancestors, but they are more open-minded when it comes to marriage. Many NuJel’mites are very sea going, in the tradition of their Jhelomite heritage, and they are a frequent sight at all Britannian ports. The ClothingClothing depends on the social class, in NuJel’m there is only two, rich and poor. The rich wear fine silk, so fine to be nearly translucent, the poor dirty and undyed linen and wool. Both classes prefer sandals to shoes. Jewelry is common with both genders, gold being favored as it matches their dark complexions, the more jewelry the better. Crafts and TradesThe organization Kahz built is known as the Underground, the largest crime syndicate in Britannia. It is not known that the center of this organization is in NuJel’m, although it is not a far jump to that conclusion. Piracy being somewhat risky in the new era, it has diversified, including slaves, smuggling, and theft. The pirates also served as an effective political force. Magincian nobles who disagreed with the Parliament often found their children or loved ones kidnapped by pirates in the night, and would be forced to pay a hefty ransom to regain them. This form of “warning” is a very common occurrence in NuJel’m at all levels. Slavery is legal in NuJel’m, to the abhorrence of most Britannians. Most of the ruling families keep them as personal servants, but they are not born into slavery. Typically it is considered a form of business arrangement, that a slave can buy his freedom with so many years of service. While this is true, what is not typically known is that many of the slaves sold are in fact captured prisoners of pirates, who auction them off, typically using blackmail and extortion to keep the slave from rebelling or confessing his true nature. Many are executed as criminals after a few years service, if they prove to be too risky to keep. This has the potential of becoming a major issue in future politics, if not kept quiet. Arts and EntertainmentNuJel’m is the entertainment capital of Britannia. All forms of theatre, music, dancing, and artistry are welcome here. The rulers of NuJel’m were always careful to allow free reign in this area, removing troublemakers quietly and without announcement. NuJel’m is noted for many colorful and strange festivals, including the Festival of the Masks (see below). At one time in the past, gambling and games of chance were common, but the Sultan closed them down for political reasons some years ago. (In actuality, he simply moved them to the Underground.) Another oddity of the isle is the gigantic chessboard, built by Tasiz the Terrible, one of NuJel’m’s rulers, in 248 A.C., such boards not being uncommon in the elder days of Sosaria. Tasiz was known for his wasteful and sadistic pleasures, and he especially enjoyed games of living chess, where slaves and criminals would move and fight one another in long, brutal chessmatches. Tasiz was assassinated, thankfully, in 256 A.C., and the chessboard was used more passively, without blood frequently being mopped off the marble tiles. To date, the Sultan has shown little interest in utilizing the board, it is rumored he finds Chess ‘too simple’. MagicMagic is viewed casually in NuJel’m, they view it as interesting, and theatrical, but all in all very little practical use is made of it. Magic to keep the city clean and shining is useful, as it means fewer beggars scrubbing the walls in plain sight. The rulers of NuJel’m, though, also see it as a useful tool in keeping power, it is rumored that many powerful magical artifacts come to NuJel’m and never leave. EthicsThe people of NuJel’m are not evil, or without ethics, as many Britannians would like to believe. They have lived long under tyrants and secretive organizations, though. NuJel’mites are masters of not acknowledging the actions of their rulers, they “see no evil, hear no evil.” It is simply accepted, and nothing can be done. No NuJel’mite from the lowest beggar to the richest merchant would even think to question the actions of a ruler, and would simply not notice any wrongdoing. They are easy-going and open-minded, tending to smile and welcome first, and take the consequences later. Beyond the city walls, the tenement quarters, where the poor eke out a living as best they can. The buildings built of stone, due to the lack of wood on the isle, and the poor manage to get the money they need begging and a small amount of farming. Many sons become sailors, bringing money back to their families from other ports, the daughters best not be mentioned. Some poor can rise above their humble status, though, and become part of the Golden City, the rich of NuJel’m do not consider themselves wealthy by heredity, but by guile and wit, inheriting this ideal from Vesper. Thus, it is possible for a NuJel’mite to make his fortune and become a noble, but the road is very difficult. Government and PoliticsThe government of NuJel’m is an autocracy, ruled by one, who alone dictates policy. Most NuJel’mite rulers maintain a cabinet of advisors, their official title is Vizier, and their numbers can vary from administration to administration. Punishment in NuJel’m in the past was quite brutal, the guillotine was in frequent use during it’s early years. Although the Sultan has proclaimed himself of a more enlightened philosophy, most NuJel’mites know that the only difference is that the executions are no longer public. The current ruler of NuJel’m is the Sultan. He came to power shortly after his predecessor died under mysterious circumstances in 292 A.C. He appears rarely, but seems to be a likable, easy-going ruler who’s content to let the city run itself. He instituted a program by which the numerous poor in NuJel’m are fed on bread baked at his own expense, making him more popular than past leaders. He also has made a point of funding civic improvement, to raise the quality of life for the less fortunate in NuJel’m His reasons for doing so, though, are likely more out of politics than of personal kindness. Much of his behavior is a facade, much like the city is claimed to be. His nickname, whispered in back alleys, is “the Golden Asp”, and it is quite fitting. He trusts when it suits him, and backstabs seemingly at will. If the victim survives, he may even hire him again for the same job! While working for him is a dangerous and risky proposition, and his jobs are never pleasant, one can make a sizable fortune doing so. NuJel’m’s allies are Magincia and Vesper. All three are united in a net of mercantile treaties, which greatly benefits all three and also makes each other watch the other’s interests. Magincian nobles visit frequently for pleasure and entertainment, and consider the city a useful tool. Vesper merchants do good business in NuJel’m, and view the city’s favor with Magincia with envy. NuJel’m’s enemies include Trinsic and Jhelom. Trinsic despises NuJel’m as a vile source of corruption where slavery is allowed. Jhelom dislikes NuJel’m officially as a source of revenue that got away, but as individuals the mercenaries of Jhelom enjoy what the city has to offer. Neither has enough justification or animosity to consider a military solution. HolidaysSome NuJel’mite holidays include: The Festival of Masks: An enigmatic festival in the mid-month of June. Aside from feasting and revelry, all participants buy and wear masks of various types, and pretend not to recognize one another. The Festival is also noted for the Game, one of the revelers carries a strongbox, locked, which has the Prize inside. The person to steal the box and open it wins a Prize. In past years the Eye of Dahsk, a rare gemstone belonging to the Sultan, was the Prize but recently proxy items have been used in its place. It is considered poor form to call the guards on any thieves at the festival. The Founding: A simple celebration of the founding of the colony, at the end of the second month of winter. Because of the nature of NuJel’m history, though, little detail is divulged about the isle. Typically the day is marked with tables lined with free food for all the isle’s inhabitants, a short speech by the Sultan (Or one of his Viziers, more typically), and as a tip to their heritage, warriors are honored that day, and bestowed with simple gifts.
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Post by Judas D'arc on May 20, 2020 20:37:26 GMT -5
The following was written by the player of Truban’zarr, the founder and GM of the former City of Nujel’m guild existing on Catskills from approximately 1998-2003, with some minor edits by this poster.
History:
Ages ago, a colony was founded on an isle. This colony was New Jhelom. It was founded to better establish a trading route between its parent city and various trading partners, such as Vesper and Magincia. As a center for trade, it was successful, however as a colony it was unsuccessful. The lack of natural resources, its distance from its parent city, and the constant lawlessness faced by, or even exhibited by, its citizens eventually caused the ruling powers to withdraw, abandoning the settlement to its own devices. The truth is many of the locals were happy to see them go.
Most good and hard-working folk left, only the more capitalistic and decadent remained. Jhelom erased the colony from their maps, hoping the mistake would be forgotten. Raiders and opportunists descended on the city in droves. It was a dark time. One family enclave held strong during that time, repulsing raids beyond measure, withstanding siege and famine. Pirate crew after pirate crew threw themselves at their defenses to try to break their reputation as being unbreakable. They failed.
The locals would come to rely on them, for food as well as protection. It was not long before they named their elder Lord-Sovereign of the isle, or Sultan in the local dialect. They moved fast to capitalize on their success, quickly calling in favors from those they had helped. They hired many of the decimated crews as guards, keeping them in line with a very strict code of justice. The Sultan put his relatives in positions of power over various offices. Nujel'm was born.
Pirates were ultimately businessmen. They knew there was little profit in sacking Nujel'm. What gains they may have made were not worth the pursuing Justicari which would be sent after them. Other less scrupulous business men began to flock to Nujel'm as well from all corners of the world. Buccaneers' Den's dark wizard Ennio Trulacci and his band of pirates moved in. Magincia's brash corsair Primo Mazetti and his band of smugglers moved in. Most importantly, a quiet merchant from Vesper moved in. His name was Odello.
There was an era of intense growth as trading in all sorts of commodities (some of them actually legal) graced a boon of wealth on those under the Sultan's protection. As their wealth grew, the nobles built larger and more stately houses, even the Sultan's castle was replaced with a beautiful palace. It was soon obvious that there were a number of power blocs forming other than the Sultan's.
While the Sultan and his family still despotically controlled all the major functions of the government, the growing houses began to exert more of a social power and a presence. A few generations of sybaritic living and the ordeals which the Sultan became famous for were lost. Though a hereditary position and served for a term for life, his political might was becoming more and more distant. Some theorized that the spreading of Lord British's Virtues would spell an end to the Sultan's regime.
Sensing the blood in the water, the three major Houses began to gather support and worth to attempt to gain sway over the Sultanate if not the Sultan himself. This began quietly at first, each House swallowing lesser families into their fold and expanding their economic reach. It was not long before these grasping hands came into conflict.
At first it was a very civil fight, waged with money, duels, and discreet assassinations. As all things of that nature, tempers flared. Eventually an overt assassination started off what would become an ugly brawl. Some call this the Faction Wars, others call this the War of the Houses. It would start most actively some forty years ago. It ended fifteen years ago with the execution of Elder Ruggerio Trulacci and the dissolution of his House with his demise. House Odello and Mazetti forged an uneasy alliance, but the wounds were long in festering.
Government:
The government of Nujel’m is a byzantine web of favoritism and capriciousness. One of overlapping authority and flippancy that could have only evolved with years of any true lack of checks and balances. There are a number of agencies loosely arranged under a number of informal divisions that being punitive enforcement (justice and law), public safety (military and defense), acquisition and attribution (interior and infrastructure), ambassadorial diplomacy (spies and external diplomacy), mutual benefit (taxation and internal diplomacy), and probably a number of others large enough to be overlooked or covert enough to be forgotten.
The highest official is the Sultan. The Sultan is effectively the Lord British of the isle. He and his family are credited with much and generally regarded with a devotion by some that falls just short of worship. Over the years, his power has waxed and waned and many have predicted that he would fall. However, any historian that has studied the Dark Years would easily appreciate why the bulk of the citizens still look up to him for protection and leadership.
While a number of wealthy families have banded together to forge Noble Houses, his power still stands. These Houses have attempted to subtly usurp the throne or to win and curry to his favor. Some Sultans have been more influenced than others, but as of yet none of these Houses have fully taken over the Divine Lineage of the Sultan.
At times it was the Divine Lineage being the only thing that has kept the Sultanate family in control. The term Divine Lineage generally is used for one that is descended from the first Sultan. During the exceptionally bleak Dark Years, it was his family that held things together and ruled through wise and cunning choices. Being as “breeding” is a very important part of Nujel’m culture, his descendants are expected to all be beyond par in any manner. He is often attributed for a number of things, such as being the legendary Stranger from Another World.
The Sultanate is assumed at the death of the last. It is a position that one can only be born to and is held for life. Each Sultan names their own successor and they ascend to the Seat of Power. There is usually a lavish funeral quickly followed by an equally lavish ascension. The Color of the reigning Sultan is taken on by various government agencies.
As the Sultan is considered more than a common man, he often has much business to attend to. Likewise, some things are beneath his dignity to deal with (or does not want to risk showing his lack of knowledge on a subject). For such duties, the Sultan charges a stand-in to work as advisor and proxy on the subject. These are chosen from any of Divine Lineage and are generally termed Vizier. The Vizier may or may not be an imposing individual, some have actually wielded more power than the Sultans they represent (often keeping the Sultan busy with various duties of pleasure and safely out of the way).
The Vizier is considered to be the avatar of the Sultan, so to speak, and is one of the few able to actually speak with the Sultan with little difficulty. Sometimes there is only one Vizier, sometime a body of them. When more than one exist, they are given overly flowery titles of pompous importance to reflect their ability or expertise, such as Vizier of the East Wind (for a trade advisor) or Vizier of the Flaming Sword (for the Sultan’s personal trainer).
Law:
Punitive Enforcement. There are a number of names for the courts, yet only three courts that convene in Nujel’m. Each has their own method and way of enforcement that often conflicts. There is a definite shift of status in these courts and a defined hierarchy, thus a higher court’s ruling trumps that of a lower one.
The first court is the Merchant Court (sometimes referred to as The Low Court, the Common Court, the Emirate Court, the Copper Court). This court holds power and decision over things involving outsiders, commoners, servants, and trade. It is headed by the head of the Merchant Guild and a body of judges representative of various guilds. These high-ranking officials are called Emir (sometimes Amir) at term loosely similar to “Lord” or “Master”. Three are required to make a quorum and rarely are more present. The court hears cases involving debt, business, and such.. They have some leeway into the issuing of various trade papers, fines, sentencing to servitude, absolution of debt, attribution of debt, marking of a bad credit risk and so on. Many “trials” take place wholly on paper with affidavits and sworn depositions. These are generally enforced by the trading cartels that make up their number.
The second court is the Nobles Court (sometimes referred to as the Middle Court, the Regal Court, the Elder Court, the Silver Court). This court generally holds power over decisions regarding the nobles and their disputes. In fact, servants and commoners are not allowed to speak to the court. The judge is appointed by the Sultan and presides over a jury of nobles of neutral affiliations. These affairs are quite drawn out, much like modern courts. They have a little less lee-way in sentencing, but being sentenced is a loss of face. Fining is the most common sentence, sometimes duels, surrendering of property, and similar drastic orders may be issued. The nobles that make up the court generally supervise enforcement.
The third court is the Sultanate Court (sometimes referred to as the High Court, the Divine Court, the Royal Court, the Gold Court). This court holds power over any important decisions of the island. Likewise it looks into severe cases of criminal behavior or issues which warrant the Sultan’s attention. The actual inquiry of the court is dealt with by the rule of the Sultan. The Sultan rarely oversees the court, leaving it to the Vizier. The decisions are final and can only be appealed by the Sultan’s Court itself or by personal edict by the Sultan. Needless to say, the punishments can be anything from a small fine to the Square.
The Sultanate Court’s dealings are enforced by the Justicari. They are effectively the Royal Mounted Police of the Isle. Their duties are many, from defense at home, to finding and apprehending various dissidents and renegades. They are generally loved by the people and not necessarily by the nobles (who generally treat them as one would a hungry shark). Most Justicari are quite dedicated to their work and fulfilling their oaths. Others are lazy or corrupt, however the majority of them are quite dedicated if not fanatically so.
The Justicari will assist the lesser courts when asked and have a broad body of powers and duties. Manners, politeness, and duty are the three most important virtues of their office. Even they are leery of upsetting the nobles without proper authority.
There were two basic pleas in a court when they did bring the charges against an entity: no contest, or innocent. It was the court’s job to decide guilt if they plead innocent (lying to the court is also a crime and long trials and investigations may add to the restitution fee). If “no contest” the court heard mitigating circumstances before sentencing
Restitution is a major cornerstone of the laws. Anything, short of attacks on the officials or their families, can be absolved with enough money. Likewise, the court costs are paid by whomever the court rules against. These are one thousand gold for the Merchant Court, five thousand for the Noble Court, and ten for the Sultanate Court. Appeals and retrials all carry the same cost too
Nobles had a “get out of jail” card in their inherited money. The fact that other nobles had the money to exonerate them of murder charges and that restitution was based on earnings and holdings of the hurt party, usually kept their brawls and fights fairly civil, hence the stylized duels.
Failure to pay fees or fines will carry a penalty, usually of ten to twenty percent, and a period of time to come up with the money (not more than a month, usually dependant on station). If the convicted can not come up with funds, they must surrender themselves to the Court. If they resist or flee, the Justicari will be sent after them to bring them back. The convicted assumes additional fines for damages done during their resistance and flight, plus reasonable fees to cover their apprehension and extradition (including their own bounty).
Those who default are in debt to the government and generally work off their debt in menial labor (however this is very slow as little menial labor needs doing in Nujel’m and taking them off the isle is too big of a risk). They are held in Debtor’s Prison until that time. However, those contracts can be sold to any buyer that is authorized by the Merchant Court (has a valid servant permit). The buyer assumes their debt which they must then work off.
Violent offenders, escapees, and other bad credit risks are generally marked with a brand specific for their crimes. Likewise punitive servants who have a debt they can not quite work off (such as murder of a superior ranking person) will have their servitude status also permanently marked.
Gross cases of antisocial behavior means a trip to the Square.
The colors of the court are respectfully worn while at court or executing the power of that court. Those are the proper metal (use dull copper for “silver”) armor and a sash of the Sultan’s Color. Inquisitors, Defenders and so on generally wear the color of shirt and trousers with a sash of their family or whom they represent (or a robe of the court color and a doublet of their affiliation). The presiding officials generally wear the reverse, a robe of the Sultan’s color and a doublet of the Court’s color.
Military:
Mercenaries hired to execute orders by the lower courts were generally termed as Askari. The military was made up of the Shore Patrol (marines), the Armada (navy, including privateers), and the Merchantmen (merchant marine) neither were very large as a standing force and mercenaries would fill the bulk of the ranks when needed. The Shore Patrol and Armada were all formed of former pirates, discipline is very strict to keep them in line.
Virtues:
Lord British is an optimist and his virtues are unlivable by any cultured person. Nujel'm has always subscribed to its own set of Virtues, the Eight Ps. Love and the feelings it brings compose Pleasure. Courage to exist and fight to survive make Persistence. Truth is the ultimate bottom line, which is symbolized by Profit. A Persistence of Pleasure births a Passion. The Persistence of Profit buys one Puissance. The Pleasure of Profit brings about Penchant. Pride is earned from the courage to love oneself and to be truthful about it. Pulchritude exists on its own independent of Love, Truth, or Courage, it is considered the twin sister to Pride
Passion: In life exists a flame in each soul, one which does crave and covet a pleasure with a thirst that will never be truly slaked. It is such a spark that does truthfully separate man from beast. Emotions should be reveled in, not buried
Penchant: More than knowing what tastes bring you pleasure, but to pursue such a pleasure in a tasteful way. A marauder may amass wealth, but not happiness. He will be wealthy and unhappy, and always a marauder
Persistence: That which ceases to be, lacks persistence. That which lacks persistence, ceases to be. A man does not truly fail until that moment he decides to quit trying.
Pleasure: Pleasure is what much of life is about, for what use is it without it? It is a pity that for one reason or another people shirk what is possibly their most important duty: to find what pleases them, and do it.
Pride: To know what you are and to be happy over it is one of the best things in life. Others may try to sway you with their own judgements. However, how can you stare down an opponent if you can not even look fondly on yourself in a mirror.
Profit: Only a fool sells goods or services at a price paid for it. Then what of one who would give away something sought by another? For it is in times of drought that something as seemingly common as water will command a price higher than gold.
Puissance: Power in all its forms, be that political might, strength at arms, or even a keenness of personal presence should be harbored and accumulated. Being able to stand up by oneself means not only will you not have to lean on others, but you will actually be in a position to help or hinder them as you wish.
Pulchritude: Things are judged by their appearance and in all things there is a beauty. That beauty must be polished and forged to its own perfection. Refusing to do such, is like letting a raw gem forever stay an uncut rock rather than properly cut and fixed to a setting that compliments its glow.
So always try to be virtuous.
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Post by Judas D'arc on May 21, 2020 11:01:10 GMT -5
The following is a continuation of what was written by the player of Truban’zarr, the founder and GM of the former City of Nujel’m guild existing on Catskills from approximately 1998-2003, with some minor edits by this poster.
There were three Houses, Odello, Mazetti, Trulacci, each with its own lesser families belonging to it. Each has its strengths, myths, and weaknesses.
House Mazetti:
Mazetti was identified by gold and sapphire, and a wolf.
They were honorable in all things they did, keeping their word as it was given. They were mercantile in respects, always liking to deal and trade and never liking to be ripped-off or have their reputation besmirched. They also had their hands in smuggling and black marketeering, but would never fully confess to such. This whole operation was a large semi-legal syndicate, headed by their Syndic (Salvatore) who was pretty much the leader of the family. He was advised by old man Fredrico Mazetti, former Syndic. They had the habit of putting "of" between names or "the whatever" if someone had no last name.
House Odello:
Odellos were identified with silver and ruby and the bear.
The founder of the house, Odello, was largely what he appeared: a successful merchant from Vesper. He moved his operations to Nujel'm, sensing larger profits and was not disappointed. He provided for the establishing of his own children with his coinage. They paid him back not with coinage, but with success
In time, Nujel'm became the home for the House that Vesper could never be. A place where prying eyes cared little for what went on behind closed doors. A place where whatever libelous gossip a blackmailer could spread would be largely ignored. Vesper, Magincia, and Occlo, the old haunts of the forefathers, would eventually become favored vacation spots, while Nujel'm home.
House Odello is unofficially run by a Patron. He is the one who, directly or not, is responsible for making sure you were well educated and attended as a child. The Patron is just that, he has extended his wealth to the benefit of other families who have accepted such a gift and the debt it entails. He is chosen largely by the one who has the most indebted to him.
They were pretty much debauchers who sought to sate their own cravings for whatever greed they possessed, be it money, companionship, or what have you. They were also very social conscious, good at keeping things "behind closed doors". Their big secret was that they were slavers in a number of senses of the word, not just keeping people chained to walls, but chained to them with dependency in a multitude of varieties. They used such to aid in their manipulations. They were headed by a Patriarch, Mordon, and advised by his mother Bethany Odello. They had the amusing habit of talking almost much like the undead do without the slur.
House Trulacci:
The Trulaccis were identified by shadow and emerald, and with a snake.
They were considered disreputable and the doers of the "not done". They were "diggers,” people who did not mind miring in toil or trouble to get what they want. Those who found value in what others would overlook or discard. Be that digging metal from a mountain, or a hidden spell from a grimoire, or a dark secret from a text. They were blackmailists, thugs, and those with connections to pirates (though themselves never meant to be strong combatants yet they were.. mostly from sparring their own pirate buddies). Even then, they had a darker secret, being the thralls of various dark powers and undead. They were headed by an Elder who was thought to be the most wise if not the oldest. He was advised by the ghost of Ennio Trulacci. They had the amusing habit of putting people's family names first when they spoke to them, calling them by their last name unless they were fair friends.
Backstory:
The backstory of the guild was that the Sultan, who was the major power in the city was losing sway as the people were starting to listen more to the British who were beginning to outstip them culturally. Seeing the flagging power as a sign for a chance to get control of the Sultanate (which was largely hereditary) a number of different Noble Families banded together into Noble Houses and made a bid at controlling him politically, socially, or economically. These Houses eventually ran into the machinations of each other, starting what was called the Faction Wars (way before what that means now) sometimes referred to as the War of the Houses. It started as a shadow-war for the most part, feuds, assassinations, and the like and eventually grew more tumultuous. The Houses were trying to expand their power base for mutual benefit and for the House leader to get at the Sultan.
House Trulacci had a young influential noble (Ruggerio) named Elder and the others trying to figure that out while conspiring to take over and sway lesser families and destroy the others. It went to hell for the most part as the Trulaccis tried to duel their way into domination and neither house was able to touch the amount amassed by the Odello.
A generation later [as the guild was formed on Catskills], Ruggerio had amassed dominance by power and thuggery until Mazetti and Odello with their subjective puppets united and tried and executed Ruggerio after he was set up by his young son, Niccolo Trulacci. That broke the House and most of the lesser families scattered to the winds to be swallowed up by the other houses. The Family Trulacci fled as well, taking up with their pirate friends and marginally being slavers and thugs since then, while trying to kill Nicco too after the death of his protector.
Meanwhile, Ennio was a lich-creature tied to the Entity of the Emerald from the ancient Emerald Empire of the Land of Feudal Lords. He was trying to dominate the other houses and get control of Nujel'm for some dark purpose by the way of the Trulacci family, possessing their Elder and using them to further his ends.
Likewise the Mazetti family had a strong interest with dark elves, which they interceded on their behalf more than once, including marginally raising Euqlia. While a member of the "family", Marhault was actually of a lesser family of the Odello house. Recently, all the Mazettis were slain, leaving most of the Syndicate to Marhault, who was actively running it since the death of Salvatore. He engineered the assassinations of his three children Lucius, Lorenzo, and Lucia.
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Post by Judas D'arc on May 24, 2020 10:44:11 GMT -5
After the end of the City of Nujel’m [NUJ] guild, and the completion of its many intricate story lines, its three noble Houses faded into the background. However, Nujel’m remained a focus for many interesting events and stories. The following includes stories and recaps of the lore created by EM Barnaby, Catskills’ former Event Moderator, during his tenure. All credit for these stories/summaries belong to him.
Precipice (Posted July 26, 2015)
Though it is sometimes difficult to believe, there have been times of relative peace in Sosaria. Times when neither kingdom nor clan found itself in extended conflict. When the evils that once, and would once again, plague Britannia were quiet. When the factions that sought control in the Old Lands of Felucca were weary of fighting and, aside from the occasional skirmish, were largely silent. That isn’t to say the world was void of danger – far from it. This danger, however, was more often than not confronted on the terms of the adventurer, warrior, explorer, collector, or hunter that sought it out.
It may seem a lifetime has passed since such a peace, but in truth it has only been three years. Virtuebane had been defeated, though Queen Dawn had perished. For nearly a year Britannia mourned – and began to move on. Led by the local nobility, and protected by Captain Olivia and the Royal Britannian Guard, things were calm, if different. This would not last, of course, thanks to the machinations of Lian Vinre, a pawn of Relvinian.
The Guards would fall apart, and the towns and cities of Britannia came into conflict with one another. A curse-driven plague tore through Trinsic, and threatened Britain. Minoc and Vesper were on the verge of taking arms against one another. Acting independently, a few remaining Guards struggled to maintain peace in Britannia, and an uneasy understanding between the Paladins and Necromancers in Umbra. Soon, Exodus would reveal itself, and would threaten to decimate the world.
Yet, once again heroes came together. In the Battle of Ver Lor Reg, Britannians allied with Gargoyles, the Paladins of Luna, the mysterious Ethereal Warriors, and even a few orcs to lay siege to Ver Lor Reg – ultimately defeating Exodus. The realm would once again have to recover from its wounds. But it would not be without help from an unexpected source.
It was at this time that Lord Blackthorn reappeared, looking like the man who walked the streets of Britain rather than the machine that sought to destroy it. He revealed that he had been a prisoner of Exodus all these years, that the machine was not him. Still, many were slow to trust him – some still do not. But he was crowned King, and acted not as a tyrant, as many believed, but as a healer.
He formed a Council of Governors, and empowered these elected officials to serve their represented towns in a way that no mayor or noble had been able to before. This would prove a wise decision. As contentious as some of the elections were, the result would be a series of capable leaders who would face challenge after challenge. In addition, he re-established the Royal Britannian Guard, creating two separate groups. The Town Guards would handle the day to day threats of their homes, while the King’s Guard would assemble in order to meet larger acts of aggression. These new Guards would face slavers, demons, and other evils.
Even now, as strange prophecies surface from the Dungeon Doom and old secrets threaten to reveal themselves, the mysterious Hawkwind seeks help in combating the surging power of Minax.
Whispers of an even greater threat, however, begin to be heard.
Deep below the surface, a spirit wanders cavernous tunnels. Lonely (but no longer afraid) it reflects upon its life – and recent demise. It studied new subterranean growths of grass and vines as it wondered for the thousandth time why it could not move on. Lifting its head from the freshly sprouted grass, it saw a great gnarled tree. As it watched, the tree began to glow red, pulsating. The spirit thought it heard a thump, thump and knew he had found the cause of his continued presence in the world.
High above on the surface of Felucca, three people stood on the docks of Occlo, staring to the sea. They conversed with whispered words.
“They were studying the loading operation here last week. They are going to suspect something.”
“Yes, they will, that is why you or your brother must take the opportunity presented to us – complete the contract, and let us be rid of the Detective.”
“Why must it be one of us? What if he is not there?”
“If he is not there, someone else of value will be, I’m sure. As to your second question, I have a battle to prepare for.”
“You? What about the pirate?”
“He has reached the end of his usefulness. Our…master…wishes him to be disposed of.”
The conversation at an end, the three stood in silence for some time. Staring out to the sea, they did not notice a figure rise from behind a barrel of fish and slowly depart.
On Trammel, King Blackthorn stood in his orchard. He gazed towards the western end of the spit of land upon which his great castle stood. His nose catching the faintest smell of sulpher, he made a short Hm and turned on his heel, walking back towards his study.
Elsewhere in Britain, Detective Thorpe re-read the report of one of his investigators, Tobias Cardont:
I’ve read some books on the Festival of Masks and two thoughts come to mind. The Festival involves a “game” whose players have to wear masks. Masks are about concealing faces and identities. What is the Vizier hiding? The Sultan’s location and the gold and his plans. Also, the “game” at the Festival is centered around a replica of a gem called the Eye of Dahsk. What is the true Eye of Dahsk, where is it located, and what can it do? I don’t know the answers, but do you?
Thorpe rubbed his newly shaved face, frowning at the loss of his well-trimmed red beard. Putting the report away, he turned to a selection of masks, and prepared for a party.
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Post by Judas D'arc on May 24, 2020 14:35:27 GMT -5
Additional Nujel’m lore contributions by EM Barnaby.
The Nujel'm Conflict (Posted September 25, 2015)
This is a summary of events that took place between *** and ***. During this time, the Kingdom of Britannia faced a unique threat – not from a mystical artifact or a powerful demon, but rather a cunning man determined to seize power. Though it is not necessary, it may be useful to read the summary for “The Path Forward” as that is where many of the characters in this story are introduced. This is a very brief summary – all Guards who filed a report and wish it to be added to this summary are invited to submit a copy of the text for inclusion.
This story has a seemingly simple beginning. Trade between Britannia’s cities had increased dramatically as internal relations returned to normal with the crowning of a new King. This increase in trade, however, also gave rise to an increase in banditry. Oftentimes convoys did not reach their destination – the King’s own craftsmen were killed on their way to build a new market in Trinsic. Captain Olivia was determined to put a stop to these criminal, and violent, actions, ordering the King’s Guard to begin seeking out the bandits and bring them to justice. Caught in a sudden blitz by the Guard, the bandit threat was handled quickly. The victory was not decisive, however, as rumor spread of a new leader of the bandits – The Pirate Jor.
It would not be long before Jor began rebuilding his forces, recruiting new pirates, brigands, and mercenaries. Investigator Thorpe’s detectives learned of this recruiting, and met with Jor in disguise, learning of his plan – the robbery of the Vesper Mint. With this information in hand, Lieutenant Jeffrey planned a trap. Some of the Guard would continue to associate with Jor, and accompany him on the robbery. The rest would lie in wait, surrounding the mint. In addition, the bank manager, Karel DeMaje, found a noble who agreed to use his own wealth to further entice the robbers. The plan was simple, and success more or less assumed. What they didn’t count on was the craftiness of Jor.
The pirate and his group entered Vesper via moongate, very close to the bank. They quickly entered through mysteriously unlocked vaults, and looted the mint. Striding out of the bank, Jor loudly boasted that he would not be caught. Just as the Guard sprung their trap, a moongate glowing a dark red appeared. Jor escaped through it, along with many of his accomplices. The Guard gave immediate chase, finding themselves emerging along the mountain pass to Dungeon Deceit in Felucca. Standing before them was Jor, taunting once more – it was not the Guard who had laid a trap, but Jor himself. A battle immediately ensued, with Jor calling for his true followers to reveal themselves. Two of those who entered the mint with him stepped forward to claim their loyalty. One, an archer, announced identified herself, quite curiously, as Grilled Cheese. The other, a thief, claimed no name but would later be accused of being none other than the sitting Governor of Jhelom.
The King’s Guard fought with Valor, but eventually retreated back to Vesper as Jor and his followers entered Deceit above and his trained dragons pushed up from below. The Guard had suffered its first defeat.
Though the battle was over, the conflict continued during the next Council meeting, as the new Governor of Jhelom, Ethan, was accused of being known as the thief “Mercury Ali,” who had sided with Jor in the fight against the Guard. Little could be done, however, as their was no conclusive proof of this claim. The actions of the Captain, Lieutenant, and Investigator came under attack as it was clear that they had been out-maneuvered, and people had died because of it. Further, the city of Vesper had suffered losses and demanded recompense.
The damage to Vesper would be repaired, and Thorpe would be temporarily relieved of his position. In the Investigator’s absence, it fell to Lieutenant Jeffrey to task the Guard with exploring the circumstances surrounding the robbery. Here, the first evidence was uncovered that there was a link between Jor and previously unknown intrigue in Nujel’m. Around this same time, various Governors were targeted by attackers who claimed to be acting on behalf of Nujel’m. The King’s numerous letters to the Sultan went unanswered, so a diplomatic envoy led by Governor’s Mare Jade and Inkboy was dispatched to Nujel’m. The envoy was welcomed by Said Halabi – the Vizier to the Sultan (this being the same man who served in an advisory capacity to a previous governing council). The Vizier’s pleasantries quickly dissolved, however, when he was pressed for details regarding the attacks. The skilled diplomats from Britannia were able to calm the situation, however, resulting in the Vizier proposing a treaty enabling the two states to work together in addressing the pirate threat. Once examined in Council, however, many believed this proposal to be a trick – something to appease Britannia while also gaining important information about the Kingdom’s naval capacity.
Two weeks after the Delegation to Nujel’m returned, the newly constructed Vesper Lighthouse was attacked and destroyed during its dedication ceremony. Arriving aboard ships with allies already in wait on land, Jor’s forces quickly swept through, leaving a path of destruction before escaping to sea. Thus begun the chase of Jor.
Where is the first place one should go when looking for a thief or a pirate? The answer seemed simple enough, so Lieutenant Jeffrey sent a fighting force to Buccaneer’s Den (after an investigation confirmed his recent presence, of course). While they were successful in finding him, once again the slippery sailor eluded capture – leaving a very large, very ANGRY aquatic dragon in his place. The dragon would be defeated, but Jor remained at large. It seemed time again for the detectives of the Guard to search for more information that might lead to his capture. The resulting efforts yielded a few clues – primarily, a description of Jor’s ship (the Kaze) was provided by the Tokunese boat captain he had stolen it from. Lightly armed, it was a fast ship that enabled him to continually out-race pursuing vessels. In addition, it was suggested by a familiar tavern resident that a thief named Joshua (who might be remembered from previous events) might have more information about Jor, as he too had been seen asking about the pirate.
A newly reinstated Thorpe was questioned about Joshua, as he was rumored to have occasional contact with him. The Guard’s lead investigator confirmed this, and told the Guard’s detectives how to contact the thief. Setting a meeting with Joshua was not an easy task, but some of the Guard’s brightest were able to do so, and met with the thief in the dead of night in a Britain basement. It was here that many questions were answered. Primarily, the nature of the roles of Juwain (as a pawn to the Vizier) and Jor (the hired help) was confirmed. Joshua also warned the Guards that a bounty had been placed on the heads of Thorpe as well as his “field agent,” whose existence had been kept secret by Thorpe (and for safety reasons, his identity shall not be revealed here!). When asked how he knew so much about the plot, he cryptically explained that he wanted to see Jor captured, as he had broken the “Thieves’ Code” and wronged his father.
With this knowledge in hand, things began to move quickly. The merits of various plans were debated in Council meetings, and the Guard continued to search for Jor. It would not be until “Lord” Juwain of Nujel’m arrived in Britain, however, that there would seem to be hope for resolution. He entered the Council chamber prior to the start of a meeting, and surrendered. He offered all the knowledge he had, asking only that when the time came to fight the Vizier, his sister Altas would be saved from her imprisonment. The Governors in attendance (the King had not yet arrived) agreed to hold him under guard in the castle until he could be interrogated.
The interrogation took place a short while later. Lieutenant Jeffrey placed Keenbadger (the highest ranking enlistee in the King’s Guard) and Tobias Cardont (who had played an integral role in prior investigations) in charge of the interrogation as well as any immediate actions they believed needed to be taken in light of anything Juwain said. It was during this questioning that it was learned that Lady Constance DeMaje of Vesper had aided the Vizier in orchestrating the burglary of the Vesper mint. Juwain himself had been sent by the Vizier to seduce Lady Constance, though he would prove to be the one to fall for her. He was heartbroken to learn that he was but a pawn, that Lady Constance was already in league with the Vizier, and that Juwain himself was being set up as a potential scapegoat. Further, he re-affirmed that the Sultan had indeed been kidnapped, and that the only people to know his location was the Jor and the Vizier. The Vizier’s plan was to provoke an attack on either Nujel’m (as the one in the Old Lands had not been left the same way Britannian cities had) and to kill the Sultan and blame it on the Britannians – hoping it would help him control the populace. One bright point (of a sort) was that it seemed Constance’s current husband, Karel, was in fact innocent of any wrongdoing (he was previously a suspect in the robbery).
Keenbadger and Tobias decided that the Lady of Vesper needed to be arrested immediately. They set off immediately with the rest of the Guards in attendance, only to find that she was not in Vesper. Knowing that she originally hailed from Cove, they set off through the woods until the reached the tall gates of the small hamlet nestled in the mountains to the southwest of Vesper. The Guard quickly found Lady Constance on the docks where she shouted defiantly at them. Believing it be better to perish as a noblewoman than to spend her life in a cell she turned to throw herself over the mooring ropes into the water. Suspecting her intentions, Tobias Cardont was in movement by the time she turned, and was able to restrain her. She was returned to the castle and put under guard, remaining defiant and refusing to answer any of the Guards questions with anything other than snark.
The results of the interrogation where reported to the Council of Governors, and again possible action was endlessly debated. To make matters worse, an old foe, The Hand, had returned to Yew intending to lay claim to it. A battle on two fronts now seemed imminent, making it vital to move quickly on the Vizier in order to prevent more attacks on Britannia from his mercenaries and Feluccian allies. The King ordered a War Committee formed in order to determine a course of action. Governors Frey of Jhelom, Thom of Trinsic, and Bytor of Vesper sat on the committee and organized a meeting at which others may also present their ideas. The result was a request for another investigation in hopes of locating the Sultan (and locating Jor as a secondary objective), and then moving on the Vizier with whatever force seemed appropriate.
The resulting investigation did not result in the recovery of the Sultan, but Jor’s hiding place had been discovered. Knowing he was being pursued by both the Guard and the Vizier’s forces (the Vizier wanted him dead so he could not reveal the location of the Sultan should he be captured), Jor left a note for the Guards implying he would help the Britannians if they could stop the Vizier’s men. His hideout no longer secret, he abandoned it, mentioning he would be staying with new “friends” who could be quite violent.
Following up on this, the Guard was to muster by the King himself, commanding all present to capture Jor and bring him to Britain. The Guard (as well as non-regular adventurers) met with Lieutenant Jeffrey in Moonglow and discussed potential places to look for Jor in the Lost Lands. At the suggestion of Tobias Cardont, it was decided to seek out the tribal people near the City of the Dead. Upon arriving in Papua, however, they were shocked to find the town under attack by the Vizier’s forces. Word came to them that Delucia was also facing an attack as the brigands, pirates, and former Faction warriors searched for Jor. Before continuing, the Guard would have to first protect the people of Papua and Delucia.
Ridding both towns of the invaders, the assembled group of Guards and adventurers set out for the tribal people of the Lost Lands. When they arrived it was quickly made apparent that they were not the only ones to suspect Jor of hiding amongst the tribal people – former servants of the Shadowlords and Minax, now under command of Vizier Halabi, had already begun battle with the tribe. The Britannians entered the fray, fending off the dark wizards and angry tribal peoples until Jor appeared, fleeing from an assassin, Renault. Once Renault was defeated, Jor was taken into custody and brought back to Britannia, to answer to King Blackthorn.
Even in the presence of the King of Britannia, Jor the Pirate still retained his sense of arrogance. He did agree, however, to tell the King the location of the Sultan so long as he would not be put to death for his crimes. To this, the King agreed, and Jor revealed where the Sultan was being kept – in Nujel’m itself, on Felucca. In (under?) the cemetery, to be precise. Jor was then escorted to a cell in the prison in Yew.
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Post by Judas D'arc on May 24, 2020 16:09:57 GMT -5
Additional Nujel’m lore contributions by EM Barnaby.
Unending (December 6, 2015)
“Behind the tomb! Go!”
Jeffrey shouted the order just in time. He watched as Altas and the Sultan dove behind the remaining sarcophagus just as a flash of lightning struck the sandstone walls behind the spot their heads had just been occupying. He watched as cracks formed in the tomb, and a cloud of sand bellowed forth from the entrance.
Then he felt, as much as heard, a loud boom land to the right of the gravestone he hid behind. The explosion threw him into a stone marker ten feet away. As he lay silently against the stone, his ears ringing and his body bleeding from shards of stone, his assailant approached. Covered in black robes and armor, she appeared to be a moment of darkness itself striding under a bright mid-day sun. Jeffrey’s eyes strained against the sand and the sun as she neared.
She paused a moment, hands clasped in front of her before she spoke. “You are a leader in the Guard, though you are not its Captain. Tell me little man, where is she?”
“She’ll be seein’ ye soon enough, witch,” Jeffrey sneered.
“Come, little man, there is no need for such language. Your life is at an end, as are those who huddle, scared, behind you. Those who have followed you will all die, and then Nujel’m, and soon enough Sosaria, will belong to the Master.”
Jeffrey experimentally twitched his body, assessing the damage he had suffered. Bruised, but not broken. It was an action that did not go unnoticed.
“Still you plan to defy me? You have no weapons, and your Guard is occupied on the other side of the island. You are alone. And now, you will die.”
The dark enchantress leaned closer to Jeffrey, a glowing hand outstretched towards his chest. Just as she was about to plunge it towards him, she noticed movement out of the corner of her eye.
“It is me you want, leave him be.” It was the Sultan, barely clothed and haggard from his months of captivity. Despite his appearance, his voice was confident and commanding.
Their attacker was not impressed. “You are both merely obstacles that need removing. Do not make the mistake of assuming one of you has much more value to me than the other!”
As she shouted at the Sultan, Jeffrey searched the sands beneath him, his fingers finding what he searched for.
“What…” the enchantress began, noticing Jeffrey’s slight movement. It was all she managed before he brought his hand up and cracked a broken piece of gravestone on the side of her head. She stumbled backwards, clutching her head. Jeffrey felt two sets of arms underneath his own, hauling him to his feet.
“We need t’ move,” he growled as Altas and the Sultan helped him steady himself, “the fence in th’ back o’ the grave fell.”
They hurried to the gap in the fence, leaving their attacker behind them mumbling incoherently.
A great distance away, atop the mountains overlooking Cove, a man garbed in magnificent white robes stared in the direction of Nujel’m. The Time Lord, for all his power and knowledge, was unable to divine what the future here held. This bothered him greatly. As if this wasn’t enough, he was soon joined by an annoying reminder of that which he did fully understand.
“HeeHee…a bit high up here, is it not? A bit high, even for a hawk?”
The new arrival cackled and danced behind the him. Though it appeared to be little more than an imp, it was clear he was much more. “What do you want?”
“TeeHeeHee…a small chat only do I want. A question for you I have, an answer I doubt you possess.”
The Time Lord frowned, but played along nonetheless. “What is your question?”
For a moment, the imp stopped dancing, but continued to wear a crazed grin as he asked, “What trouble do you foresee, your portals of time joining those through space that are mine?”
“Your attempts to anger me will not work, imp. I suspect you know there is little I foresee, here. Your actions may have an effect on mine, or they may not.”
“Fear the loss of time, you do not?”
“There can be no loss of time. There can only be change. What concern of it is yours?”
“None. None at all! TeeHeeHee!”
Having just heard the rumor of King Blackthorn vanishing from his Castle, Sir Andrew rushed from the Chamber of Virtues. He knew it was likely to only be rumor, but he wanted to find out for sure – and few others currently in Britain would be able to.
He said goodbye to the monk at the entrance to the Chamber and took the road to the north. He slowed as he passed the memorial to Owain Surrey, a former auger to a former king. He halted in front of the memorial as he heard a voice whisper in his ear, “Sacrifice. Sacrifice.”
The retired knight, startled, look around him. He was alone.
“Stop,” Jeffrey commanded, “do ye hear that?”
His companions, still helping to support the Lieutenant’s weight, did as he said. They stood on the coast of Nujel’m, far from both the city center and the cemetery where they had nearly died. It was in that direction that they heard what sounded like the start of a furious battle.
“I need to return,” the man who accompanied Jeffrey stated, “it is my duty.”
The third member of the group shook her head, disagreeing. “Your Highness, I mean no disrespect, but the Lieutenant is in no condition to return, and it is because his duty is to protect you. If you should die, all of this will be for nothing.”
“Altas is right,” Jeffrey said through gritted teeth, “Fer myself I am not concerned, but fer us to win this and keep Nujel’m safe, ye must survive, Sultan.”
Weary from fighting and distracted by the sounds of distant battle the three did not notice the small ship approaching until it had nearly reached land. With a masthead the shape of a dragon, it looked like the type of vessel that used to be common among pirates in years long passed.
Jeffrey studied the ship as it approached, assessing it. “No cannons, and no crew that I can see. In any case, be ready t’ run…leave me here.”
The Sultan stood up straighter, hefting his share of Jeffrey’s weight before responding, “We will not.”
At that moment, a single figure appeared on the deck of the ship, and called out, waiving, “Jeffrey! Trying to cheat death again, are you? Why is there a naked man holding you up? I doubt Robert would approve!”
Jeffrey, almost at a loss for words, could barely respond. “What the hell…why…what are YE doin’ ‘ere?”
As the ship was brought close to the shore, the man aboard it turned his attention towards the sounds coming from the cemetery. “I’m heretosaveyou, now hurryupandstopstandingtherelikeafool,” the man replied in a hurried tone, his words running together.
The Lieutenant grinned, and gestured to the ship with a nod of his head. “Let’s go.”
Frederick the town crier took a deep breath, resting from shouting the latest news regarding rumors of the missing King and the invasion of Nujel’m. As he did so, he watched with curiosity as a monk, or perhaps a healer with his hood up, descended from Heartwood. The man was tall, even imposing. He paused for a moment, staring up into the trees. He turned and saw Frederick staring at him. Frederick nodded towards him as he approached, hoping to turn a moment of awkwardness into one of mere friendliness. The man returned the nod as he smiled and pulled his hood closer around him. As Frederick watched the man pass by, he couldn’t help but think the face under the hood looked familiar somehow.
The battle ended, Captain Olivia studied the body of the slain enchantress. She did not look away as two Guards approached, both the highest ranked enlisted Guards.
“Keenbadger. Tobias. Have we found them?”
PFC Keenbadger responded with a shake of his head, “No, Captain, not yet. But we will.”
“There were signs of another fight that must have taken place just before we arrived. Hopefully…” Tobias said before being interrupted by the Captain.
“The Lieutenant is resourceful, but if the Sultan is not soon seen by his people to be alive and well, we may have failed our mission even as we have won the battle.”
The Captain wiped her sword on the robes of the defeated enchantress, and rose. One hand on the pommel of her sword, and the other on the ankh relic that she wore around her neck, she turned to survey the city of Nujel’m.
“Make sure our wounded are tended to. And keep looking.”
Atop the mountain that held Cove in its shadow, the imp cackled as the Time Lord departed.
“Alone he thought we were. But know better I do! HeeHee!” the imp said, seemingly speaking to the wind. The creature held one of its claws out, and smiled as a small sextant materialized in it. “Time for something new, I suppose it is. New places, new people, you see…”
The imp looked to the sky as the Pentad began to glow softly.
Never the end.
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Post by Judas D'arc on May 25, 2020 18:44:20 GMT -5
In recent years, player-driven effort and storylines have returned the Houses of Mazetti, Odello, and Trulacci to the fore, and our fiction has also been incorporated by Catskills’ current EM team. Similar to how the original City of Nujel’m group focused on the generation of characters that followed their detailed backstory, the current Nujel’m [NUJ] guild does the same. Its current characters are the generation that rose to prominence after the guilds’ original characters vanished or met their demise, creating a clean break and also avoiding the misuse of those characters without their players’ permission.
Current Factions:
These are the current known factions active within Nujel'm.
House Mazetti:
House Mazetti maintains its traditional role in Nujel’m society, as a semi-legal syndicate with mercantile, black market, and smuggling interests. The current head of the family is Salvatore Mazetti, an elderly man who was a cousin to the prior Salvatore Mazetti that led the family. He came to power during the years that the Houses were relegated to the background.
Members of note: Salvatore Mazetti (Head); Vinicio Morelli (the Vizier); Rafaele Mazetti (Assistant to the Vizier); Carmine Mazetti.
House Odello:
During the lackluster leadership of Beatrice Odello, House Odello fell to weakness. But under her successor, Zariah Odello, it has become the wealthiest and most influential of the houses. At least until the current troubles with Britannia.
Members of note: Zariah Odello (Head); Beatrice Odello (Deceased)
House Trulacci:
House Trulacci remains primarily in the shadows, without any publicly known or unifying leadership. However, they still possess their connections to pirates, and, if rumors are true, an interest in dark magics.
The Sultanate:
After Vizier Said Halabi’s coup was thwarted, the Sultan was restored to his previous role as Nujel’m’s highest official and authority. His current Vizier is Vinicio Morelli, a member of House Mazetti.
The Poor of Nujel’m:
In more recent years, the traditionally powerless poor of Nujel’m have made some small steps towards voicing their dissent, and there is rumored to be a more organized radical faction living among them.
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Post by Judas D'arc on May 26, 2020 22:23:35 GMT -5
A summary of events that occurred prior to this year’s current Nujel’m conflict.
Recent Events:
2015:
During the Vizier Said Halabi’s efforts to seize control of Nujel’m and start a war with the Kingdom of Britannia, Governor Rorik of Jhelom pushed to invade first, hoping to also recapture his city’s former colony. When Rorik attacked Governor Thom Gryphon of Trinsic at a council meeting for questioning his motives, King Blackthorn removed him from office, imprisoned him for three months, and then permanently banned him from ever returning to the council chambers.
Rorik’s successor, Governor Frey pursued similar policies against Nujel’m.
After Vizier Halabi was defeated and Frey was succeeded by Dezera Blackwell, Jhelom continued to demonstrate an interest in the island city.
March 2016:
Two Britannian “wandering knights,” inspired by tales of Lord British’s Order of the Silver Serpent, traveled to Nujel’m in the aftermath of Vizier Halabi’s defeat in an effort to aid the poor of the city to organize politically and seek reform. They stayed in the poor quarter of the city, trying to inspire the destitute and giving food and other supplies.
One day, these two would-be knights mysteriously vanished, and it was rumored that a band of mercenaries sent by the city’s elite was responsible.
March 20, 2018:
Governors Dezera Blackwell of Jhelom, Ine of Trinsic, and Holly Bloodhand of New Magincia sail, accompanied by Enoch of the Broken Ankh and a woman called Sioned, sailed from Trinsic to Nujel'm on John Merrick's ship to speak to the people of the city who lived in the peasant district. When the group encountered a crowd of loitering peasants near the city gate, Enoch and Ine began to speak to them, telling them that they did not have to be slaves to the masters of Nujel'm, and that they should resist and set themselves free. Three guards, hearing that there was an unauthorized gathering, appeared at the gates to observe the scene. Tensions immediately began to build as Governor Ine bravely confronted the guards whose service to the city helped to oppress the citizens. As tensions continued to build Enoch spoke to the guards as Ine returned to the crowd and began riling them up. The peasants started to confront the guards themselves and finally the tensions exploded as a fight broke out. Ine immediately and bravely jumped into the battle to defend the people. Tragically, two of the guards were killed in action while a third was wounded. Ine dragged the wounded one before the discontent peasants to publicly shame her. After Ine and Enoch felt they had effectively driven their message of peace and freedom, they returned to their ship and sailed back.
April 3, 2018:
A public meeting was held with the full Trinsic Council in addition to Governor Ine and several other observers in attendance. Among the other things discussed, Lord Carver denounced Governor Ine for his involvement in Nujel'm, stating that he had no business there and risked bringing war on Britannia. Ine defended his acting on behalf of the poor folk of Nujel'm. Carver suggested that Ine's actions were not sanctioned by the king, but Ine stated that he had already dealt with the king.
April 9, 2018:
With the permission of Lord Elias Carver of the Trinsic Council, a Nujel’m merchant by the name of Ari begins selling under-priced potions in Trinsic, undercutting the business of the elven merchant Nalenia, a supporter of Governor Ine. This incident exacerbates the growing conflict between Governor Ine and the Trinsic Council, especially due to the use of indentured servants on Ari’s ship.
April 19, 2018:
After experiencing a strangely common vision, Dezera Blackwell and Denna Zhalfast became aware of a danger coming to Nujel'm. Dezera formed a crew and traveled to the sandy city while Aila, who had become aware of Denna's vision, warned the Holy Fist. The two groups converged in Nujel'm and visited the site of the vision, outside of the city's gates and were confronted by the mysterious ghost of the Zealot, who declared that Nujel'm would be destroyed. A dark portal appeared before the crowd from which emerged overwhelming monstrosities of the void. A difficult fight ensued until Dezera, using a strange blue gem infused with magic, invoked a spell to close the gate.
Following this incident, Governor Blackwell sent fighters from Jhelom’s Library of Scars to safeguard Nujel’m’s poor quarter from further attacks. Although this was unpopular with the Sultan and the Houses, they did not act against it.
April 24, 2018:
A random night in the city of Trinsic turned deadly when Governor Ine Dir'ath decided to arrest Lord Elias Carver, his political rival on charges of slavery. The basis for these charges was the testimony of Foot, a recently-freed servant of Ari, a Nujel'm merchant associated with Carver. Accompanied by his Chancellor, Gordon Sullivan and the Jhelom mercenaries, Rorik and Dori, Ine had Carver removed from the Meeting Hall and escorted to the guillotine in the market square. In order to prevent interference, Rorik entered the Keg & Anchor tavern and told those present that he had overheard some members of the Broken Ankh cult plotting to visit the nearby poor shelter.
However, the success of this ruse was only temporary, and soon word of Ine's intentions spread across Trinsic. As a crowd gathered, the Governor had Foot state his accusations, and Ine announced a death sentence against Carver, despite opposition from many present. The blade of the guillotine fell, beheading the Trinsic Council member, and a chaotic battle broke out between the Governor and his detractors. During this fight, the former governor of Trinsic, Lyra Darkstar, stabbed out Ine's eye and infected him with poison, before she was knocked unconscious. Ine retaliated by cutting her throat, slaying her. Erollisi, another of Ine's attackers, was struck down, but Lord Haxley, an observer in the crowd, dragged her away to spare her from Lyra's fate.
In the end, the poisoned and mortally wounded Ine was taken away on a ship by Rorik and Dori, while Chancellor Sullivan attempted to defuse the situation and the Governor's loyal militia member, Fargus, continued fighting until defeated. Hours later, a healer informed those at the Keg & Anchor that Ine's ship had reached Vesper, but that he had perished from his wounds and his body was dumped there by the mercenaries.
June 2019:
Dezera Blackwell chose not to seek re-election as Governor of Jhelom. She moved to Nujel’ for unknown reasons and was succeeded in office by her predecessor, Frey.
7/19/2019:
Governor Frey of Jhelom and his city were targeted in retaliation for Frey's call for war against Nujel'm at a recent King's Council Meeting. According to sources, the infamous Hairy Bastard and his crew were somehow involved. A band of pirates assaulted the headquarters of the Brothers in Arms warrior's guild, slaying its members and setting the building aflame. A battle occurred, and all of the pirates were either slain or fled. The only clue to their identity was the piles of rubies scattered around the scene, with ruby and red being the gem and color of House Odello of Nujel'm. But whether or not they were truly responsible remained to be seen.
8/26/2019:
When a group of Britannians arrived traveled to Nujel’m on unrelated business, they stumbled upon the Vizier of Nujel'm, Sir Aethos Barnadine, and the Justicari about to execute a woman who shared a likeness with the Lady Beatrice Odello, the late head of House Odello and former member of the Magincian Parliament. Charged with the capital crime of impersonating the head of a noble house, the accused claim that she was, in fact, Beatrice Odello, and not an imposter. A debate between the Britannians and the Nujel'm authorities followed, with the former questioning Nujellan justice and raising the possibility that this Beatrice could be a time shade. However, the latter visiting Britannians depart and stay out of Nujel'm's affairs. Eventually, the druid Haldir Haerion acted to rescue Beatrice, in order to prevent her death from negatively impacting the timeline. Fighting ensued, and though the Britannians were triumphant, Aethos managed to carry out the death sentence and slew Beatrice. Following this, the group completed their business and quickly left the island.
9/1/2019:
A band of Odello-affiliated pirates are attacked by a group of Britannians, who were rumored to have been sent after them by the Hairy Bastard.
9/9/2019:
The Vizier of Nujel'm and members of House Mazetti addressed the King’s Council, suggesting the Fist participate in a tournament in Nujel'm to rectify the unlawful interference into the execution of the alleged Beatrice Odello imposter. The King considered the matter, but he requested that the Vizier first present the tournament's conditions. For the time being, the Fist was also banned from returning to Nujel'm.
November 2019:
In Nujel’m, Last Rondorin: Volume XXIII, the latest in a series of politically-themed sequential art fiction created by the exiled calligrapher Toshiro of Tokuno, spread amongst the people of the poor quarter. Created by the Toshiro at the behest of dissidents among the poor of Nujel’m, it featured a fictional version of Nujel’m that reflected many similar political and class issues and conflicts. Ending on a cliffhanger, the next part, Last Rondorin: Volume XXIV rumored to inspire the city’s poor to revolt against the Sultan and the nobility there.
However, due to the interference of House Odello, House Trulacci, and a group of Britannians, Last Rondorin XXIV was altered so that the story ended peacefully, rather than serving to incite any strife in the actual Nujel’m.
Soon, Sidra Grimaldi of House Trulacci, with the assistance of House Odello, arranged a small affair to memorialize the diplomatic conclusion to the Last Rondorin matter. It is held near the entrance to the poor quarter, and attendees include local nobles, peasants, and foreigners who were part of the resolution. As part of this, altered copies of Volume XXIV are distributed, and both food and drink are distributed to the attendees. Two unknown women also appeared and sang anti-Nujel’m political songs and made a number of statements against the Sultanate.
11/9/2019:
Weeks after their interference in the execution of Beatrice Odello, a group of Britannians were invited to participate in a tournament organized by the Vizier of Nujel’m, purportedly to resolve their outstanding transgressions against the city.
The Britannian participants: Haldir Haerion; Hal-Sar; Faeryl Tyra’them; Piper (following the refusal of Sergio to recite a pro-Nujellan pledge).
The Nujel’m participants: Christopher (Mazetti); Yates (Odello); Orton Stower (Trulacci); Luinil Leithian (Vizier).
The schedule of the event was as follows:
Introductions at the Restful Inn Opening Ceremony at the Arena The Battle of Courage: Haldir Haerion vs. Yates. Winner: Yates The Battle of Intelligence: Faeryl Tyra’them vs. Orton Stower. Winner: Orton Stower The Battle of Glory: Hal-Sar vs. Luinil Leithan. Winner: Hal-Sar The Battle of Misery: Piper vs. Christopher. Winner: Christopher The Battle of Surprises: Nujel’m: Christopher, Deraj, Yates, Orton Stower, Luinil Leithian, vs. Britannia: Haldir Haerion; Hal-Sar; Faeryl Tyra’them; Piper. Winner: Nujel’m Closing Ceremony and Prizes
At the end, Octavius Thorn attacked the Vizier and was arrested.
December 2019:
Following weeks of negotiations between Governor Alyssia Kanath of Skara Brae, Glorfindel of Everthorne, and the authorities of Nujel’m, the prisoner Octavius Thorn was released from imprisonment after the Vizier was given a cure to the deadly poison that infected him during the attack.
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