Xor'Veil

Neo Noir Fantasy Role-Playing

Homeland

CONQUERED



How to make a Conquered

When making a Conquered you start out with Luck of the Argoth, and one virtue. You may take your virtue from your city or from the general Conquered area. You may take one additional vice for one additional virtue. Each city will have three sections for Conquered and one for New Imperians. Conquered may take any of the three virtues or vices if there is a second vice there they can if they desire replace Luck of the Argoth with that second vice. That means their city must have two vices.

How to make a Conquered Imperian

When making a Conquered Imperian you start out with Luck of the Argoth, and one virtue. You may take your virtue from your city or from the general conquered area. In addition, you may take virtues from their division found in the Imperious section of homeland found above. You may take one additional vice for an additional virtue. You cannot use your division vice to replace Luck of the Argoth however, if your city has two vices you may take that to replace it. That means their city must have two vices. Additionally, you may take the New Imperian vice or virtue from their city.

Conquered virtues and vices

Luck of the Argoth: It is said that if Argothian has one enemy in a city of a million, they are just around the corner. The Luck of the Argoth is a phenomenon that is both supposition and real. The Argoth have the uncanny ability to find themselves in the wrong place at the wrong time, to say just the wrong thing to just the wrong person, or at the wrong war at with the wrong enemy. However, because of this some people have a certain leniency towards them, reply with the rejoinder ‘just the luck of the Argoth’.

Whenever a Conquered with this vice in an opposed roll, their opponent rerolls all ones. Additionally, when an opponent damages them they may re-roll ones.

Famously humble: Argothians are known for a lack self-importance, if most saw you as the gallows jester, one who laughs as the inevitable, people find you hard to hate. As you are seen as someone who just rolls with the punches. With a bad case of luck and good spirit.

If you win the first round of a drama you may offer to drop the drama there rather than continuing. If you do, and they agree you regain all status spent to start the drama and do not gain anything from the drama. If your opponent started the argument and they agree you gain the status spent.  Additionally, if using quick play social status, you don’t start with the standard of two low and one high, instead all of your status is average. If this is taken the Conspiritor may not give a low social status when beginning the game if using a creation story.

Passive: Conquered are used to things going awry, something tips over, the cattle are spooked, or a wheel falls from a cart. Such is life. So, Conquered shrug their shoulders and gets on with it.

A Conquered with this virtue cannot be forced to reroll their dice due to an opponent(s) ability.

Educated: Imperious provides free education for those within its territories, many believe that this is to coerce people into joining… Which it is, but they provide quality education for all those who attend.

An Conquered with this virtue changes how they roll low skill rolls. If they have no dice in a skill they roll one dice instead, if they have one dice in a skill the roll two and take the higher of the two. (normally they would roll two dice and take the lower with no dice in a skill)


Sao Lous

True Louser: a little over two generations ago Sao Lous was taken by Imperious, the first of the Conquered. This is when the realm took note of Imperious, no longer just a backwood so called Empire. They were to be feared and respect, until they took to the seas and suffered humiliating defeat after humiliating defeat at the hands of mere pirates. Their ventures into the sea showed that they needed the Lousers as much as Imperious wanted the sea. The Lousers long hated the pirates far more than Imperious. They helped and slowly the roads became safer as the sea became safer. When they were attacked by the pirate queen Imperious was there fighting in the streets to save their citizens. When the ‘rebels’ attacked killing Lousers and Imperians alike they were there. When the crystal plague hit the city they were there. Imperious stopped being the bogie man and instead it was another ruler to some, a just way of life to others, and slowly things changed.

These days most Lousers join Imperious, infact it is rare for them not to. Many take pride in their rank, their love of the creed, and everything Imperian. So rare is the Louser that keeps to their old traditions, and their trader way of life, that they are a dying breed. For if they were a bird, their would be a small plaque under their cage reading “Last of its kind”.

(A True Louser may not be an Imperian Conquered)
A Louser with this virtue gains an extra dice to skill rolls that must be taken due the affect of an injury. In addition, they do not suffer the normal penalty to rolls outside of combat to skill rolls due to injury.

Vice alternative (this may be taken in addition to the virtue or as a vice alone)

A Louser with this vice when in an opposed roll their opponent gains the steal ability, as if they gained it from a talent.
‘Steal: If your opponent rolls any 1’s remove those dice and add them to your total.’

Trading Terror: Sao Lous has always been a popular spot to refresh caravans and resupply ships. Imperious initially scared them off until the safe roads and safe harbour brought them back. However one thing didn’t change, a Lousers ability to get a deal.

If Louser with this virtue is in a drama which regards trade or monetary reward/loss, they gain steal and their opponent loses steal

New Imperian

Pirate Crushers: Imperians are known for their zealous policing of controlled regions, and their near fanatical measure to hunt down bandits. Imperians had no tolerance for pirates or as they called them sea bandits. Lousers agreed whole heartedly and were more than happy to help them in this venture. So much so that most captains in the Imperial navy hail from Sao Lous. They are the pirate crushers.

Lousers with this virtue, are unaffected by negative penalties due to sea travel, being on board a ship or any other water related travel penalties. Additionally, they they lose Luck of the Argoth, and may take any Imperian vice to replace it. Also, they are considered Imperian, not Conquered.


Carina

Don’t touch the Bunny: Carina could more accurately be called a protectorate of Imperious. Before Imperious came they were often prized slaves due to their medical knowledge. However, they have always been a peaceful and timid people. When Imperious came they offered no resistance. They never caused any trouble and they helped heal Imperial soldiers. They didn’t become Imperians but they were always far more useful than any other town or city. As such Imperious had the mentality of, leave it alone its working. They have managed to steal some Imperial soldiers through marriage though and their peaceful way of life. As such Imperians are extremely protective of Carins.

If a Carin with virtue is injured in combat, all of their allies gain +2 to their damage rolls and +1 against defence rolls. If their ally is Imperian and they are injured they receive an additional +2 bonus to damage. If they are knocked out or killed their allies gain an additional +2 to damage rolls.
You may not take this virtue if you have branch, or more than seven points in a weapon talent (including open palm and closed fist) you also loss this talent if you gain a branch a weapon tree or spend seven points in one.

Home of the Garden: Imperious has always been known, for their ability to produce far more than any other people, due their collectivist nature and their efficiency. They take the same approach with magic as with anything else, make more things. In this Carina found themselves a happy partner to Imperious. They were known for their skills as herbalists and healers, having patches of all sorts of rare herbs, flowers and other curative aids. Thus, Imperious just grew more of what they grew and brought them more rare plants for their magi needs. Sometimes the place is affectionately know as ‘the magic herb garden’.

Carin with this virtue gain four extra skill points that they may spend among Medicine, Eccentricity, Empathy, Wisdom, or Animalist. They always get an extra dice when making a skill roll relating to rare plants, and the conspirator must always give them the clue without skill roll relating to such in crime scene investigations.

Quite Harmony: Unlike other Conquered, Carin integrated into Imperious well. Their quiet but collectivist nature made Imperians see them as the people they were here to protect. One thing they didn’t expect is how harmoniously they worked with Imperians in the fields, at the bakeries, and in their day to day operations. So seamless that one would have thought that this was always the way of things.

A Carin with this virtue if aiding another allows their ally to reroll any number of dice so long as the Carin has two or more dice than them in that skill the the person their aiding.

A peaceful nature: Carins are not without their flaws, they are overly empathic, drawn to the natural world, and timid by nature. They seek harmony whenever they can and avoid conflict at all costs. As such they are often seen as compliant people, however they do have a habit of making friends with violent people. Violent people who don’t like them being exploited.

A Carin with this flaw must have Empathy and Wisdom be their highest skills including abilities. No skill can equal or exceeded these skills when building or progressing the character.


Fortilia

Sin of the Father: Fortilia was meant to be the end of this new conquest for Imperious. However, their general wasn’t Imperian, not even human he was an Ur-Tigh driven to conquer. Leaving a lieutenant in charge of this city captured through covert unconventional means. Their resistance continued to attempt to retake the city again and again, through vile and contemptible means. Unable to contain the attacks, untrained for such a position, and out their depth, the lieutenant enacted a law. Guilt for one guilt for all, killing the citizens at random after each attack. The attacks slowed until they got better at removing the evidence and then continued with renewed force. The returning general stripped the lieutenant of their rank, and changed the law, a cause for celebration… no. His law was far more sinister, sins of the father, if soldiers were to go missing in this providence young Tilians would be drafted at random to replace them. The attacks slowly stopped, the animosity remained.

A Tilian with this virtue when attacking an Imperian or a Conquered it costs one less to attack Imperians or Conquered. Additionally, When in a drama against conquered that is not a Fortilian they gain an extra dice when using intimidate.

Tilia Killer: Amused at the resistance of the Tilians the Ur-Tigh general, announced, this is where I shall raise my children, with killers and the wretched surrounding them. How else could I make them strong? It is said the Ur-Tigh general has a perverse sense of humour. His insult of the sing song rhyme insulting the fierce Tilian people caught on ‘Tilia killer’.

A Tilian with this vice cannot gain advantage in the first round of drama unless using intimidate or conviction, they also cannot gain advantage in the second round of a drama in the same manner unless they spend an action point.

Offense Taken: Once known as a pirate city, Tilians hyper aware, of their unsavoury reputation as pirates and killers. Tilians take careful steps to avoid offending people, even when insulting them. Carefully observing what causes upset.

A Tilian with this virtue gains an extra dice in a drama when using guile or deduction. Additionally, when using empathy outside of drama to determine someone’s motives, they gain an extra dice and on etiquette rolls to avoid offense and no other reason.

New Imperian

True Imperian: Outside of the boarder there are more Imperian troops here than anywhere else. Despite all the laws, despite the troops, they still resist. Foreign bandits seem to have exceedingly detailed knowledge of the forests, coves and other secluded areas. You would think this would slowly tear at the Imperians. One look at them would tell you otherwise, the gleam in their eyes, the way they move, and their non-expressive faces. The Imperians here are of a different breed to the other new Imperians.

Actions that target a Conquered in an action scene cost one less for Tilians with this virtue. Additionally, a Tilian with this virtue when in Drama on the defence against Conquered gain an additional dice. Once per session you may use this ability against a non-Conquered.


Messia

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Smooth Transition: While there are some gruesome tales of the conquest of Argoth. Messia was never one of them. They negotiated in good faith with Imperious and were treated as loyal to the cause and helped supply them during the conquest. Other says they are a people who could never hope to defend themselves against Imperious. Messian simply choose not to correct those people.

Once per session A Messian with this virtue may add a dice to any nonphysical skill roll.

Good Natured: Messians were never pirates, bandits, or even backroom dealers. They were always a fishing town of nobodies, and that never really bothered them.

Messians with this vice must pay one more than normal to make attacks or special abilities that cause damage in combat. Example: Heavy attack is 6 (stop clock)

Get the hell out of dodge: Messians are not the kind of people to put up a heroic last stand. Indeed, their approach to most conflict is to not be there. When the pirate ships came upon their town, they would find empty houses. They still took their bounty, but never people. Some may mock them but when you’re surrounded and Messians no where to be found, perhaps you will see their point.

Messians with this ability automatically win the first round of a chase if they are being chased. Additionally, before the first round of an action scene they roll a dice, they may perform any action that die would normally allow, so long as it is moving away from the enemy or an ability that hides them.

New Imperian

Sleepy Sentinel: Not every job, in the Conquered lands is filled with hidden danger. Sometimes it is filled with a wave of never ending boredom and ceaseless annoyance. The people here won’t join Imperious, but feint polite interest when Imperians explain it to them. However, they aren’t a threat, it isn’t strategically valuable or resource rich, yet they must guard this place. As such the guard here aren’t in peak condition.

A Messian with this vice cannot gain advantage in the first round of a drama and they must put their lowest roll on the first still of the action reel each action scene.


Natilia

Identity Found: Before the conquest, Natilia was yet another ‘nameless village’. Fishing, trading, and farming. Their lord gathered the people from the surrounding farmlands, smaller villages, and fishing coves. They fortified themselves against the imperial march. Imperious arrived and the people were afraid, the general came forward ahead of his army and challenged the lord to single combat, to decide the battle. Giving his word and a day to decide. The lord was given over to the Imperians, the next morning, he was let free. Every year they re-enact this event, as a great celebration. Casting out their leader out each year an effigy who has done the least for the town, either the Natilian leader or the Imperial Governor. After there is a mock surrender, feasting and gift giving.

Once per drama a Natilian with this virtue may add die to a guile, deduction, or reason roll. Once per session, if a Natilian with this virtue is investigating a historical event or a crime scene they may reduce the difficulty of the roll by a category. Example a Challenging roll would become a Novice roll.

Just happy to be here: Unlike most people who mope, gripe, and complain their way through life. Or those filled with rage at the unfairness of it all. Natilians are just happy to be here. Used to their luck as the Argoth they laugh at the tumbles, falls, and mishaps they find themselves in so long as they have a friend at their side.

If ever an ally would give a bonus to a Natilian with this virtue from a ‘Virtue’ or ‘Talent’ they gain double the bonus that that would usually be granted. Additionally, if an ally would allow them to re-roll a die they may re-roll up to two dice instead.

Luckless Wanderlust: Natilians are the most well-travelled of all of the Conquered. It isn’t uncommon for a Natilian to have travelled all over the Conquered lands as well as into some of the imperial core cities. Many have travelled more than that, however they like to stay within imperial territory for their safe roads and safe seas because they true do have the luck of the Argoth.

A Natilian with this vice removes all ones from their skill rolls unless they are new to this town, city, or area (Conspirator discretion must be of a relative area to town or city). If they are in the same town, city or area for more than two sessions they are affected by this vice.

New Imperian

Infected: Natilia is a wonderful town, filled with kind and giving people, who never want to cause a problem for anyone. The problem is they never want to cause problems for people, but do they? Imperians stationed in this area must keep track of a populous that regularly travels all over the realm, even when they cannot. Harvests will multiply or wither away at an Imperian’s wayward glance away. Goods breed or run off as soon as an intelligence officer has written them down. People will be at the point of violence unless the guards appear and then everyone is happy and nothing ever happened. The locals laugh ‘just the luck of the Argoth’ they say.

Imperians with this vice have Luck of the Argoth.


Jose

Without hope: Jose was given the chance to surrender, unlike most they decline the offer. What happened to them lives on in infamy. What is fact and fiction is hard to determine. What is certain is that all of the watch was dead at the end of the next night. Some claim there was writings scrawled in blood on the walls. Others claim the general summoned demons to aid his cause. Then there are those who say it was simple treachery. Whatever happened the people of Jose have never been the same.

If an effect would cause a Jo with this vice to take a negative penalty other than injury they take twice the penalty instead.

Mock: After Jose was taken over, it never caused any problems. It also never produced as much, and its people tended to end their lives early. Imperians are used to many things, fighting for days without complaint, performing tasks of logistics which would confound the most wizened of wizards, however this caused concern and worry. Imperians were used to being hated or feared, not this. However, the solution to this problem would come from an unexpected place. Mock combat, or mock a sport played by the imperians with shields and a ball. Mock became a fast favourite in this town. Able to take out their aggression on the imperians without punishment and without fear of retaliation made this the sport of the town. Indeed, they are considered some of the best players even compared to some of the core cities.

A Jo with this virtue causes all allies in action scene to reroll all results of one on their reel dice. In addition, so long as they have two or more allies, they may also reroll their ones. If an ally can reroll a dice due to a talent or virtue, they may instead reroll up to two so long as the Jo with this virtue is with them.

Mud covered: You can’t beat down what is already in the mud. This phrase is something that people will hear said in Jose. This remark reveals a deeper truth behind the Jos. You can only push people down so far.

A Jo with this virtue is unaffected by intimidate. If an opponent would gain advantage from intimidate, they do not, in addition any benefits they would gain from talents or virtues relating to intimidate are negated against the Jo. In an action scene if intimidate would cause an effect against a Jo with this virtue, they remain unaffected.

New Imperian

Bitter Sweet: Jose is both of strategic importance as well as resource rich. As such being stationed at Jose shows acknowledgement of your skills and abilities. However, the reality of Jose leaves many Imperians left empty. No criminal underground to thwart, bandits to chase, or Tartilians to defeat. Just the cold reality of being a fall-back line encase the worst happens at Oldia in a town filled with a broken people.

A Jo with this vice cannot gain advantage through intimidate or empathy in a drama. In addition, if they would have to take a skill roll due to injury the difficulty of the roll is increased by one, unless they are making a conviction roll. Example: Novice would become challenging.


Oldia

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The Frontline: Oldia position made it perfect, the small mountains either side of it and its natural cove made the ideal end to the imperial march south. The once sleepy town is now the dividing line between the Imperian and the Tarlian Empires.

Before the first round of an action scene an Oldian with this virtue rolls a dice. They may perform any action that die would normally allow, so long as it is attack an enemy or an ability that harms them.

Ever Watchful: Oldia is the border between Imperious and Tarilia. Though the war is officially over Oldia’s crime rate is the highest among all the Conquered though few criminals are locals. Then there are bandits who seem to be surprisingly well equipped and well trained around its boarders. There is a great deal of terrible things that happen in and around Oldia. In Oldia one must always keep an eye out for danger.

An Oldian with this virtue receives an extra die to any skill roll in relation to spotting danger, in addition they receive +3 bonus to their initiative total in action scenes.

Torn between two worlds: Oldians were nobodies. A sleepy secluded town where people sometimes stopped in to get supplies for a wagon train or a ship might stop by once a moon or so. No patrol would ever come to them to help them with there problems, and if a patrol ever did arrive all it would be there to collect taxes. Now they have the eye of the realm resting firmly above them. Now rather than being nobodies they must decide who they are. No longer nobodies but a people whose actions could cause war at any turn.

A Oldian with this vice when in an opposed roll against an Imperian or Tarilian their opponent gains the steal ability, as if they gained it from a talent.
‘Steal: If your opponent rolls any 1’s remove those dice and add them to your total.’
In addition, if in an action scene with an Imperian ally and facing a Tartilian opponent or the reverse of this: they receive a -1 penalty to their reel dice reducing them to a minimum of one.

New Imperian

On edge: The threats are without end in Olida. Supposed ‘Oldian’ gangs in the city, the ‘bandits’ that  roam the boarders, and the actual Barzonians waiting just at the Imperians are. As such the skill level of gang leader or bandit can wildly vary from putz to master swordsman. So, Imperians around here don’t take chances.  Their crossbows have a hair trigger and their willingness to use them is likewise at hair trigger.

An Oldian with this virtue reduces the reload cost of crossbows by one and improves their accuracy with crossbows by one.


About the Conquered

The Luck of the Argoth

The Luck of the Argoth is both supposition and real. After all how do you do you quantify luck? There is no objective way of saying this is lucky or that is unlucky. A man falls ill when you are far enough that turning the wagon train around would cause a massive loss, but no so far that you could travel to the next city without incident. Who wouldn’t call that unlucky? Some people say that is just due to the volatile nature of the region. Before the conquest there were bandits, pirates, and all sorts of near-do-wells about the place. In this case the stabilising factor of Imperious could be called lucky? For some yes and for others no. The case remains it still seems to be something that the Argoth have to deal with.

Argoth the God of Suffering

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His brother Urgoth claimed himself ‘Ur’ the best and ‘goth’ being. So, in turn his much more humble brother called himself ‘Ar’ meaning lowest. Argoth is the name of the land which it is said the god resides within and he promises to take the suffering away from others to bare it himself. However, it is the teaching of this old god’s priests that you bare as much as you can before you burden him with it. This is perhaps a pessimistic view of how the world woks, but when you look at the people of Argoth, you can see the appeal, you know that there will be suffering in your life so bare as much as you can, but if you cannot there is a release.

The Old Gods and the ancients

Argothians are the name would suggest mostly worship Argoth with the exception of the Imperians who reject the gods. However, beyond Argoth, most worship the old gods. Gods such Umbra the sea bitch and Termi the traveller. This is just the beginning. Many Argothians worship not old gods but the ancients.  Some say that they are not gods but things not yet dead from the time of creation, others still say they are the monsters that lurk in around the towns of the Argoth, some claiming them to be guardian spirits. While some are simply folktales, some believe these things to be real and will appease them however they can.

Worship and Imperious

Imperious is known for its rejection of the gods, however this general was not so foolish as to turn religion against him. Inside the regions controlled by Imperious the active worship of gods is allowed however only inside specified areas, be they sacred forests, a blessed place, or in a churches or cathedrals. This has made things much easier for the imperians as there are now effectively state sponsored churches whose worshipers will be granted protection, where as those who oppose Imperious are suppressed. Thus, many religions attempt to appease Imperious rather than oppose it.

The Conquered and Imperious

The Argothian people are a people divided. Long ago the Imperians abandoned the gods, yet they have prospered compared to their cousins who they have now conquered. The least generous thing a conquered may say is they have become the ‘Darkheart’ a term from the Wildmen of the Luckless lands. Meaning that their hearts are now poisoned, dead to the joys of the world to kill agony inside them. Others see their point. Many see them as just another Empire. Instead of the absentee father that was the Barzonian Empire, they now have the domineering one which is Imperious. However, it isn’t without benefits, safer roads and seas as well as the Imperians want them to join freely by their own choice. Except Imperious has never been so stretched. Imperious usually only took a small spot of land every few generations and within that time, the next generation has become loyal to the creed of Imperious. For the conquered some see it as yet another storm they must suffer, for others it is the hope of things leading to a better future.

Imperious and the Conquered

Imperians have very mixed views about the conquest. Many see this as blunder, one of the ‘Others’ an inhuman creature given the position of general and look what he gets Imperious into. A war of attrition they cannot possibly win.  The resources needed to sustain these lands are far beyond that of what they are bring in. Then there are those see it as a necessity of it, Imperious was always eventual going to become something that the other Empires had to take note of. Instead, Imperious made the first strike making them a power in the region rather than slowly burgeoning Empire to be crushed. There are those who think that this brings the fundamentals of their creed into question, and others still who think that this has merely revealed the cracks with in the Empire and its creed. Different factions within the belief structure of Imperious are beginning to appear, and how it should on be spread. Outside of belief in the creed many see the conquest as a cast, an outward appearance of strength but inside it broken. Then there are others who see it as the white-hot fire of the forge, a moment to create strength eternal or the blade will be eternally flawed.