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INCENSED MODS ([personal profile] treasuremap) wrote2021-10-09 01:07 pm

COTERIES


THE COTERIES



Each of the four major cities on Copalli—Tikal, Coba, Kiichpan, and Coatepec—is home to a collective of like-minded adventurers that call themselves the coteries, all with a local animal they've adopted as their symbol and name. They function much like a guild and are open to any and all that are interested in joining, especially the mysterious crop of new adventurers borne from the incense. There's essentially no screening process beyond a few initial questions along the lines of "what are your skills?" and then that's it! You're in. Even those who present to a coterie without relevant skills will still be welcomed—anyone can be trained. Characters will meet the respective leader of their coterie and be given a tour of the facilities, told what's expected of them, and provided with whatever tools they need to get the job done. While the coterie are by no means the governing body of the city they're located in, the leaders of each one are typically looked to as authority figures, and members of the guild are treated with favor by the locals. For that reason, it's lucrative to join up even if you don't intend to participate in that coterie's main area of focus; housing, pay, and freebies are much, much better than if you go it alone. Only members of the coteries will be able to participate in major story events, as well.

While it is possible for characters to travel to other locations and work with the coterie there, they may only actually belong to one at a time. Characters may leave their previous coterie and join a new one, but fostering a long-term relationship with one is advisable, as it will offer more opportunities to rise up the ranks than jumping around. Additionally, some leaders don't get along with others, and may not look too kindly on too many favors being done for the other guilds... but generally, they'll turn a blind eye. A benefit to one is a benefit to all.

The NPCs that lead each group also spearhead the plot in a large way, directing their members to coordinate and converge on the various ruins in search of the four cursed relics responsible for the incense. They prefer to go by the name of their coterie's animal, and that is how most natives refer to them as well. While the NPCs will never comment in [community profile] incensed or [community profile] incenselogs to characters directly, there is a designated page characters may interact with them on here. It won't be possible to truly build CR with them, in the interest of an even playing field for everyone in the game, but the Coterie Interactions page will allow for some dialogue and other minor things.

JAGUARS




ALARIC
("Jaguar")

The Jaguars are your quintessential hunters and warriors. Their goal is to fight monsters, provide security within the cities and offer protection to travelers. They may also be tasked with putting down anyone affected too heavily by the incense to recover, a position that clashes heavily with the leader of the Salamanders’ belief that anyone can be cured (this doesn’t happen very often, though). Most of their time is spent clearing out dens of monsters that crop up too close to town, tracking down unusual mutations and eliminating them, and bringing back certain parts, pelts, and pieces for use or trade. Jaguars are often craftsmen as well, and many choose to also learn to make weapons and armor, as well as practice construction both on buildings and on the walls. In Tikal, the windmills are few and far between, and those they do have are in poor shape, so anyone with the skills to fix those would be very welcome.

Jaguar recruits will be taught all the survival basics—how to make camp, set traps, procure food and water in the wilderness, as well as, of course, how to fight. They’ll be educated extensively on the bestiary and told what abnormalities to watch out for, as well as any useful bits that can be brought back. The majority of the recruits wind up patrolling cities and their outskirts, be it Tikal or elsewhere. Because doing battle while exposed to the incense is risky, Jaguars typically are deployed in at least pairs, but more often in groups of three or more. Jaguars are expected to be hardy and to build up a resistance through exposure, and a good portion of their training focuses around managing their breathing while they fight so that they inhale less of the mist, and thus succumb more slowly to its effects.

Socially, the Jaguars either tend to be incredibly loyal to one another, or very aloof. The vast majority of native recruits are experienced warriors who have done little in their lives other than fight monsters and protect civilians, often with a litany of crushing failures. Death among the ranks is unfortunately common, either from incidents with the wildlife or from succumbing to the incense themselves. Of all the coteries, the Jaguars sport the most members suffering from physical and psychological effects, and signs of someone on the verge of being too crazed to serve any further are monitored carefully. While casual socializing isn't often the focus, most Jaguars train together and will often volunteer to accompany their own outside of town, citing safety in numbers. There is also a tendency toward competitiveness when it comes to who is the strongest and most efficient, with frequent contests being held to see who can eliminate the most monsters, as well as duels at the training arena for sport (and sometimes prize money).

ABOUT THE LEADER:
An experienced warrior from a once-honored bloodline, his scarred face and somewhat cold eyes no longer hold the same proud bearing they did before the incense and all the struggles it's caused wore him down. Somewhat grizzled, stern, and quiet, Jaguar is always seen in his armor, made of an unfamiliar metal (to the area; others may be able to recognize it as orichalcum), although some parts have been lost to time—all that remains are the greaves, gauntlets and breastplate, and these pieces are desperately in need of a good polish (but aren’t rusty, just old). He tends to hunch forward with his hand on the hilt of his weapon, but when addressing others he has a rigid, straight posture. His voice is rough, a bit deep, but the blunt edge of his words is tempered by a slight soft-spokenness. He isn’t one for smiling and laughing much, nor does he care for unnecessary physical contact, but he hardly seems wary of anyone no matter how close they get to him. Which you probably shouldn’t, as he always smells oddly of... blood. Old blood.

While mostly no-nonsense, especially on the job, he is very rarely capable of dry humor (or commentary outside of a rough hmph). Completely unflinching, he’s difficult to impress and almost impossible to intimidate, but he does take great pride in the Jaguars and their skills, and will spend extra time personally working with recruits who need help. He takes monster hunting extremely seriously and seems to harbor a deep, unfathomable loathing for incense beasts, taking great measures to eliminate as many as possible without impunity. He is also not fond of humans who have been touched by the incense and transformed either, but will not refuse their services in the Jaguars or treat them too poorly unless they cause trouble. He has no patience whatsoever for anything or anyone he feels is demonic, and has been known to cut through anyone who harbors such things.

In spite of his seriousness, Jaguar does appear to genuinely care for his recruits and the people of Copalli, and spares no effort when it comes to protecting them from harm. He will not tolerate laxness or goofing off while on duty, but won’t criticize what anyone gets up to when not on his dime. As for himself? He doesn’t ever seem to be clocked out. Always armed, always vigilant, always turning down offers to relax. The indulgences Copalli does have to offer, as well as things like art, nature and things of beauty seem to make little impression on him—he’s most alive when he’s fighting, and that’s about it. He keeps a very small, very private circle, if he associates with anyone at all. That said, he’s not impossible to talk to or get to know; just don’t expect to be friends with him under any circumstances.

EAGLES




FLORIAN
("Eagle")

All the maps in Copalli are a hundred years old, maybe even more. Because of the incense and all the problems it causes, no one has really been able to get out and map the land properly in a century, and that’s posed a major issue when it comes to traveling between settlements. The Eagles are as close to mapmakers as you can get, and spend most of their time outside of the city rather than in it, surveying the land and taking note of what they find. Everything from geography to monster dens and, of course, the location of any ruins and treasure, are valuable pieces of information recruits are tasked with finding out and bringing back to base. They also, in a similar vein as the Vipers, act as couriers from time to time, but theirs is the only coterie with both gear to make the treks easier, as well as steeds for faster travel. The mounts available are essentially tamed monsters—cockatrice, six-legged deer, giant spiders... whatever they can capture and put a bridle and something resembling a saddle on, really. Needless to say, these creatures are very few and far between and are often only relied upon for long or important trips, so as not to put anyone who may not be able to control them at risk.

Since the Eagles spend most of their time outside the safety of Coba and the other towns, recruits are outfitted with the latest and greatest in incense protection gear: masks. These are little more than bandanas and other scarves placed over the mouth/nose and tied behind the head, which makes them look more like bandits than explorers, but they use a very comfortable material to make them. They’re quite thick and terribly difficult to breathe in (which is kind of the point), but they do a decent job in helping prevent incense inhalation compared to other methods. There are only just enough for the Eagles and maybe a few other important figures, so loaning them out isn’t advised—replacements are expensive.

Coba is one of the few places in the world that, inexplicably in spite of its hazardous living environment and low population, loves to have itself a party, and the Eagles are frequently at the center of each one. Some theorize the love of rowdy, fun gatherings is due in part to how rarely the coterie's members are together in one place, what with them constantly traveling and exploring. What better time than to catch up with your brothers and sisters in arms? Whatever the reason, Eagles are encouraged to take as many opportunities as they can to relax, have a drink, and unwind before they put themselves at risk again. Many of its members have a devil-may-care attitude and seem to treat risking their lives a touch lightly, but make no mistake: they care quite possibly more deeply about locating the cursed relics than any other guild. During parties at Viento, the local tavern, many like to sing, play music, and dance, and quite often spend more of their work time here than at headquarters partly because they drink for free.

ABOUT THE LEADER:
Elves are a rare sight on Copalli, particularly toward the center of the continent, and in that regard Eagle stands out. Tall, long-limbed, and with characteristic pointed ears, he dresses flamboyantly in strangely "old fashioned," European-style clothing rife with ruffles, dark colors, and loose, flowing soft fabric. Strictly fashionable (depending on your definition of fashion), he often experiments with kohl and pigments around his eyes to make himself stand out even more. Often quoted saying stupid things like “I’m a lover, not a fighter” and “make art, not war,” he typically goes out of town without any weapons at all like a complete raving lunatic. Don’t be fooled, though: he has a lance and is very accomplished with it as a Dragoon, although it’s rarely on his person and more often irreverently propped up against a wall at home. His emotions are easy to read and are plain on his face, but never quite seem to reach those startling eyes of his. His default behavior seems to be laughing, making jokes, and generally being less than serious about everything. He also likes to sing, play music, deliver poetry, and fancies himself a bard. His voice is decent, his poetry hit or miss, but complaints about the quality of his work rarely phase him. There are other things he’s better at than all that, anyway.

Silver-tongued, a smooth talker, and a little bit of a flirt, Eagle is easygoing and at times playful, with a calm sort of demeanor layered overtop. He seems the least invested in the “save the world” mantra, and is much more focused on exploration and treasure hunting, which can sometimes make him seem a bit lackadaisical compared to the other leaders. He’s easy to befriend, but you’ll always get the feeling there’s something missing, and that's setting aside his frustrating habit of talking around people. For as much as he seems to want to talk himself up, he's guarded about sharing personal details with strangers without time to warm up to them (or without having his tongue plied with alcohol). One thing he is clear about is his odd distaste for his own kind; he despises being recognized as an elf and doesn't receive others like him very warmly.

Eagle is something of a startlingly genius innovator—many of the odd design choices, the taming of mist monsters, and peculiar inventions are his doing entirely. Solving puzzles and building contraptions out of odds and ends is one of his favorite pastimes. He's also not above taking risks for high reward, particularly when it comes to putting oneself in harm's way. He seems to get a thrill out of near-death experiences, whether they're his own or someone else's. However, he's quick to remind the members of his coterie to mask up when going out. He shows great interest in the arts and in learning as much as he can about everyone around him, sometimes to the point of being invasive—but he's got impeccable manners and will always apologize if he oversteps. Not that it stops him from asking anyway.

VIPERS




JUN
("Viper")

Treasure hunting, in all its forms, has evolved into a widely accepted pastime across Copalli, and one of the most lucrative at that. None know the benefits of looting more than the Vipers, whose primary objective is to retrieve artifacts and other shiny, valuable things from the various ruins across the continent. Make no mistake—they’re no band of criminals, stealing from otherwise honest people and creating chaos; they take their plundering job seriously, and more often than not the things they find in the ruins are brought back to town and used to improve the lives of the people who live there. As such, Kiichpan is one of the more prosperous cities in Copalli, and the citizens there pay this forward as much as they can. Vipers are among the most well-paid recruits you’ll find, and while few of the treasures ever end up directly in their pockets (usually), you can bet the high risk for finding them comes with high reward.

Upon joining, new Vipers will be taught to act evasively, rather than engaging monsters outright. Their tactics typically require moving quickly so as to cut exposure to the incense back as much as possible—get in and get out quickly! Depending on the target, they will be sent alone or with a partner, and very rarely in large groups. The dangers are accounted for, too, though, and they’ll also be educated in lightweight weaponry and offered agility training for narrow escapes, such as climbing, jumping, swimming, and dodging. Vipers are also occasionally sent to deliver goods to other settlements to help them out, so the odd trek is expected—and often doubly rewarded.

Vipers are, if you'll excuse the turn of phrase, thick as thieves. Their sense of camaraderie is a well-known example that sets the standard in Kiichpan generosity; paying it forward started here and ends here, too, and many of the natives have followed suit. Although their work often lends them more to working alone, they're quick to run to the aid of any of their own having difficulty on a mission. Furthermore, they've been known to step in and resolve conflicts in town and even to rescue struggling travelers, in spite of not being well-suited to taking monsters on directly. Much like in Coba, Vipers enjoy a party and often help organize and arrange events taking place in the square, although they prefer to keep the goings-on of the coterie top secret and only work out of the headquarters.

ABOUT THE LEADER:
A roguish, androgynous former pirate, Viper's size and stature are meager—she comes up to the shoulder of most men. Tomboyish and hard, she vehemently rejects her feminity and refuses to be seen as anything less than as capable as the strongest man. She has perfected the art of sliding in and out of shadow, moving silently, and being very dexterous, so all but the sharpest and quickest would have a hard time seeing her coming, let alone catching her. Most of what she wears and carries is in line with what you might be able to find or make locally, but she does often don a faded, worn red scarf around her neck or waist that appears to be made of a material not from around here (satin). Other than having a printed pattern unlike what the locals wear, it doesn’t seem to be useful for anything other than decoration, but she is rarely seen without it. The resting expression Viper wears could best be described as shifty, and it’s rare to see her smile rather than smirk. She’ll be the first to laugh out loud, but it rarely seems to reach her eyes. It’s rare to see her lean heavily into any particular emotion except for anger, strangely, which she has in spades. Her voice has a low timbre, but she’s perfectly capable of getting loud when she wants to—and considering the short fuse of her temper, it isn't all that uncommon that she wants to.

Generally, though, Viper is not quick to anger or to get upset. She tends to find the (oftentimes wry) humor in everything around her. While not a jokester like Eagle nor overly sarcastic, she takes the position that a positive attitude gets you further than a bad one. She’s a scrappy gal, having had to get by on her own most of her life, and it shows: asking for help or admitting she doesn't know or can't do something is difficult for her. Most of all, she’s crafty, ambitious, and cunning. She will pull out any and all stops to accomplish her mission and isn’t above using underhanded means—or teaching her recruits to do the same. However, she is markedly altruistic with her plundered finds as well as even her own personal possessions and does not condone selfishness (outside of small degrees, maybe). Kiichpan, as well as other locations she and her recruits assist with, benefit greatly from the things the Vipers bring back, which has earned her a vaunted position and enables her to grow and expand her ventures even further.

Viper is a realist and isn’t afraid to make tough calls—if someone becomes a burden or a hindrance in a way that endangers others, they will get left behind. She doesn’t believe in dying for her job, and doesn’t expect her recruits to, either, so an abundance of caution is always encouraged. She does socialize with the other Vipers as well as others in town and may have drinks with them on occasion, but much like how her emotions always seem to be restrained, her ability to get close to others does, too. Oftentimes she’s too busy plotting her next course of action and making trips out into the mist herself, usually at night, to pal around very much, but if you’re ever unsure of what to do, Viper has an answer for you (and that answer is: go find something shiny).

SALAMANDERS




AMINAT
("Salamander")

Perhaps surprisingly, magic in its most recognizable form is quite uncommon on Copalli. There is also very little in the way of technology or innovation, both on the continent and in the world of Talam, in general. Despite that, healers are very much a necessity due to the monsters that roam the land, and that’s never been more true than since the advent of the incense. As such, the Salamanders rose to prominence as medics and doctors. Their primary responsibilities are straightforward: use what they have available to heal the injured and ease the minds affected by incense. They are known more as alchemists than anything else because of their work with plants and salves used for healing, but also because they often work with these compounds to create new potions and other inventions that could be helpful. Their trips out of town involve gathering plants, soil, even animal parts at times, then bringing them back to turn them into whatever just might save the world that day.

The innovative and scientifically-minded are welcome just as much as the nurturing caretaker types, because the Salamanders do more than just heal. They’ve created minor explosives, gases, and other poultices to subdue raging incense-sufferers and even monsters. Ideally, they’d like to create something that could lessen or even neutralize the effects of the incense altogether, but thus far haven’t had that kind of luck... partly because the most uncommon and valuable plants are twisted and attack on sight, making them pretty difficult to harvest. Therefore, anyone who can hold their own against a few angry vines and then make something useful in a bottle will be rewarded handsomely. Because so much of Copalli needs their help but can’t reach them, Salamanders often wind up widening their herb harvest so that it coincides with reaching other towns. Whenever possible, they try to team up with members of the other coteries for assistance, since few of them are combat-ready and the travels are dangerous. Hopefully, though, that’s about to change.

Socializing is often mistaken for studying among the Salamanders. They spend so much time working with compounds, poring through old tomes, and plying their trades in the company of others for assistance that at times they seem to forget to stop doing that. It's hard to help, really—the world is in such dire need of healing and protection, and there never seems to be enough mugwort, mana, or time in the day to save everyone. As such, it's not uncommon to walk into headquarters and not hear a single word in the way of pleasantries; no "how are you"s or "how about the weather"s, just a "did you finish that potion? Is there any antlion venom extract left?" Respect is key among members of the coterie, especially given how often they work in close quarters indoors all day but for trips out to either heal the dying or take cuttings of vicious, carnivorous flowers.

ABOUT THE LEADER:
An accomplished mage who, strangely, very rarely practices magic anymore. Most people would describe Salamander as having “the patience of a saint,” which isn’t entirely inaccurate. Not only is she talented at waiting and thinking things through before acting, not jumping to conclusions, and seeing a task through no matter how arduous, she’s also just remarkably good at putting up with bullshit. While she won’t hesitate to shoot someone the stink-eye if they’re acting ridiculous and will shut down nonsense before it can escalate, it really takes a lot to ruffle her feathers and get her flustered or in a panic. She’s caring toward others and will always wait in silence for someone to finish before she speaks, and when plotting a course she is thorough and deliberate about explaining what needs to be done, always taking the time to make sure everyone knows the plan. Her belief is that any life can be saved, and no one is irredeemable no matter how far gone they are—because of that, she will be the first to clear a space for someone on the brink of madness and attempt to bring them back from it. No wound is too grisly for her to tackle, and she has an excellent bedside manner.

Many think of Salamander as matronly, even though she appears relatively young, and is generally beloved in Coatepec. While she does behave kindly toward most anyone, and never seems to be pressed for time no matter how often she’s stopped or interrupted, she struggles terribly with her feelings toward others. It seems she has a tendency to become attached to people, particularly those in her coterie. In particular, she cannot bear the constant danger her people are in, and will oftentimes be beside herself with emotion when sending them out into the incense, or when something has happened to one of them. She takes loss very personally, and is very hard on herself should she not be able to save someone's life. When she recognizes she's becoming too emotionally invested, she withdraws into her personal quarters, door locked, unreachable. Flirting bounces right off her, as does rage and most other things, but show her a little too much kindness and suddenly she doesn’t know what to do. Except maybe to patiently say “let’s stay focused” and get back to work on saving the world, and then to put distance between herself and the other person.

Of all the leaders, Salamander is the most beloved by far. Her reputation in Coatepec borders on celebrity, and she's garnered many admirers due to her good looks (and questions abound about what she could be hiding under her hood, given that she always has it on and there certainly seems to be an odd shape underneath it) and kind, patient demeanor. That reputation persists in nearly every major city, as all of the other leaders have nothing but good things to say about her; however, she seems to have a complicated history with Jaguar and Eagle in particular and feathers on both sides are easy to ruffle there. She rarely, if ever, makes trips outside of the city, but will do so without a moment's hesitation should anyone ever need her help. Most of all, she prefers to educate and work alongside her guildmates, and can most often be found either sitting in the sunshine, quietly reading, or elbow-deep in blood and guts, trying to save lives (or performing autopsies for research purposes, but who's counting).



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