Hopetoun

Location: Scalvoris

The system through which players who are interested in creating and growing their own settlements can track their progress.

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Hopetoun

Player Name: Darius Baer
Lead Mod: Pegasus
Founding Skill: Leadership
Survival Skill: Fieldcraft
Growth Skill: Woodworking



Image
Settlement Name: Hopetoun
Settlement Location: Faldrass
Statistics
Wealth: +130 WP
- Tax: 10%
Population: 97
- Military: 20
Order: 89%
- Demographic: (98% human, 2% Cadouri)
Industry: Effects:
  • Faldrass' Favour: The Induk of Faldrass favours this settlement. Crops planted in this settlement will grow large and healthy, well-fed by the rich nutrients from the volcanic soil that never seem to run out.
  • The Libertalia: It's useful to have a leader who owns their own personal ship. As long as the Libertalia is docked near Hopetoun, supplies are able to be ordered and delivered from somewhere other that Faldrass far more quickly. The Libertalia can travel to any city with a port as per the travel times for a ship. Once there, each member of the crew will need approximately one day to purchase and load one option from the shoppe on board. The Libertalia will then need to travel back to Faldrass as per the travel times to deliver these items.
  • Agricultural Harmony: Hopetoun's main source of food and trade resolves around the growth of agricultural products, which are enhanced by a number of other effects that aid the growth of plant life, and is protected from large animals by its surrounding wall. As a result small woodland animals, such as squirrels, hedgehogs and small birds, find Hopetoun to be a paradise and nest within its walls.
  • Walled Settlement: Hopetoun is protected by a charwood palisade wall, making it easier to defend and better at keeping out wild animals.
  • Hopetoun Oasis: Hopetoun has a Brightgleam Oasis imbued with the Font of Life ability. Thanks to this magical oasis plant life around Hopetoun grows at an astonishing rate, allowing for an increased yield from agricultural resources. The wealth points gained as a result of building farms or other places that grow plants will be doubled.
  • Efficient Administration: Hopetoun keeps organised paperwork records of its imports, exports, gathered resources and other things that settlers discover when exploring the island. As long as these records are protected, Hopetoun will be more effective at noticing crimes related to the theft or smuggling of public resources. It is also possible to use these records to recall the detail of any notable events that occur in Hopetoun after the 40th of Ashan, 721.
  • Utalitarian People: The people of Hopetoun aren't fans of waste. Every item should have a clear purpose, and ideally could be used for a few other things as well. When prey is brought back from hunts every possible part of it should be used for something. The people of Hopetoun are known for being more efficient than most, and less bothered when disaster strike and their creature comforts are lost.
  • Military Training: Hopetoun's military NPCs possess 15xp in Strength and 25xp in Combat: Blades.
  • All Roads Lead to Hope: The roads which have been built both by Hopetoun and the Smooglenuff Barony connect the two and make travel both more efficient and safer for Hopetoun residents and visitors alike. As a result, Hopetoun is more likely to get visitors.
  • Never Say Die: As long as Vega resides in Hopetoun, her presence inspires hope in its settlers: hope that they they will endure the trials they face today, and that the new day waiting for them tomorrow will be a better one. This spark of hope gives them a tenacity that allows them to push just beyond their physical limits when faced with a challenge, and compels them to refuse to give up no matter what opposition they face. Back-to-back, they will fight togehter until the bitter end.
  • Rengal's Discount: Citizens of Hopetoun get 10% off nails and construction tools bought from Rengal Lostand.
  • Holy Land of Xiur: The people of Hopetoun have proven their devotion to the ideals that Xiur stands for, and have earned his respect. As a result Xiur has declared Hopetoun to be a sacred place to him, and bestowed his blessing upon the settlement itself. This has granted it the following effects:
    • The lighthouse of Hopetoun possesses a special, divine ability. The light emitted from it is enchanted by Xiur's will to repel threats to Hopetoun. Any living creature who wishes harm upon Hopetoun or any of the settlers who live there will find that, when the light of the lighthouse shines on them, it is painfully bright to look at and burns their skin with the intensity of the desert sun. Any undead creature will find themselves literally pushed backwars by the light.
    • Once per arc, in a moment of great peril, the light from the lighthouse will form into the shape of a great ship of pure starlight that can transport a normal count of men or troops. It does not require a crew, following the will and direction of the leader of Hopetoun, and remains intact to complete its journey even if the leader should be killed. It travels at a greatly increased speed, resists supernatural hazards like the following wave, and can cruise right through a calm. However, it can take basic damage from any source. Damage however does not breech the hull or harm the masts or sails. It only disperses that small bit of light causing the entire form to shrink slightly and "fill in" the damage. This ship will only sail to one destination before dispersing.
    • Every permanent settler in Hopetoun has the power to touch any item and cause it to glow with a bright, starry light. This light can be directed away from the holder, so as not to dazzle night vision. This power can be maintained as long as the item is held by the settler.
  • Beacon of Hope: The Beacon of Xiur has become a touchstone for the burgeoning village of Hopetoun. Not only does it provide a sense of belonging and hope to the people themselves, but also acts as a lighthouse for nearby ships passing by, to find a berth in Hopetoun. This leads to increased traffic and easier navigation for passing ships. It also acts as an advertisement to them that this is a good place to make stops for those ships, and leads to increased trade prosperity in the settlement, granting:
    • +1 WP for any wealth threads taking place in Hopetoun, cumulative with any other bonuses.
    • +1 WP for any transactions or transaction threads taking place in businesses in Hopetoun, cumulative with any other bonuses.
  • Camaraderie: : Due to the collaborative nature of how the Baron's Brew came about and the importance of the Faldrass Potato to the settlers, this adds to the sense of community in Hopetoun. The people of Hopetoun are happy and any conflict or disagreement is more likely to be settled over a mug of Baron's Brew. Furthermore, it leads to the Hopeful Inn becoming the "hub" of the community.
  • Order of the Adunih Outpost: Hopetoun is home to a small branch of the Order of the Adunih. Headed by Isra, this means that Hopetoun residents are able to get treatment for illnesses, etc.
  • Knightly Order! The proximity of a group of Knights also adds to the sense of security and community in Hopetoun. In any season where these Knights are active and seen (aka: in at least one thread) Hopetoun gains a bonus +2% to Order, on top of whatever the thread earns.
Settlement NPCs

Farmer

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Name: Kirt Ston
Created by: Darius Baer
Race: Human
Birthday/Age: Arc 679, 11th of Ashan.
Title: Farmer
Skills: Gardening (26), Animal Husbandry (26), Animal Training (26), Hunting (8), Field Craft (14).
Details: There are two things that Kirt loves more than anything else in the world: farming, and talking about farming.

A Faldrass local who was evacuated in the wake of the Faldrass eruption of Arc 720, Kirt comes from a long family line of farmers. As such, he has extensive knowledge and skills in this area, but - perhaps due to spending long trials on the land and away from people - he lacks some of the social graces of other Hopetoun residents. To that end, he has been observed talking to animals and plants alike.

Kirt has a large build and a strong work ethic, spending many breaks per trial working the land and tending to animals and plants alike.

Although his fervour for farming can seem overwhelming at times, the other residents of Hopetoun have enough respect for Kirt's agrarian talents to be willing to put up with his chosen topic of conversation for the umpteenth time.
 ! Message from: Peg
NPC has been updated following SSD

Huntsman

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Name: Lars Kashir
Created by: Darius Baer
Race: Human
Birthday/Age: Arc 678, 23rd of Ymiden
Title: Huntsman / Guide
Skills: Field Craft (26), Hunting (26), Navigation (26), Stealth (26), Detection (26), Woodcraft (1)
Details: Lars Dhunen has always been a wilderness man. The only thing that has really changed for him since the Faldrass eruption is the nature of the wilderness itself. His ability to navigate the wilds and live off the land have made him an invaluable asset to the Hopetoun settlement.

Despite his large frame, Lars has a gift for passing by unnoticed, almost without even trying. Arcs of time spent hunting in the wilds have enabled him to blend into the background, and his familiarity with the terrain outside Hopetoun has lent to him being something of a local expert on the area surrounding the settlement.

When he isn't off on his own or planning his next expedition, Lars also acts as a guide for locals and visitors alike.
 ! Message from: Peg
NPC has been updated following SSD

Cook

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Name: Serena Dhunen
Created by: Darius Baer
Race: Human
Birthday/Age: Arc 698, 79th of Zi'da
Title: Cook / Barkeep
Skills: Brewing (26), Business Management (26), Cooking (26), Socialisation (26)
Details: Formerly a kitchen hand at the Faldrass Resort before it was destroyed by the eruption, Serena Dhunen spent much of her time as a refugee on Scalvoris by improving her culinary skills and gaining some expertise as a brewer. When she returned to the island, she quickly made a name for herself by making interesting dishes from the limited variety of foods that were initially available in Hopetoun.

Standing at a moderate 5'6" with chestnut brown hair, Serena is one of the younger settlers in the community, and has grown used to being underestimated. As if to highlight that she is more than capable of hard work, she frequently has her sleeves rolled up - whether that's in the kitchen during food preparation, or wherever she's needed in the settlement to offer physical labour. Serena is proud of her efforts and has earned a reputation as someone who does not shy away from hard work.
 ! Message from: Peg
NPC has been updated following SSD

Builder

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Name: Jarad Bathrild
Created by: Darius Baer
Race: Human
Birthday/Age: Arc 686, 56th of Ashan
Title: Builder
Skills: Woodworking (26), Engineering (51), Sculpting (51), Mathematics (12), Strength (26).
Details: A giant of a man at 6ft5in and with a large frame to go with it, Jarad Bathrild cuts an imposing figure. That, combined with his uncouth manner of speaking, often causes him to be mistaken for something of a thug, but Jarad has an intelligence that few expect. He also has a surprisingly gentle nature, despite what his booming voice and missing teeth might suggest.

Born and bred in Faldrass, Jarad has spent his trials as an apprentice, learning to construct buildings and boats alike. He is also known for being handy with repairs and renovations.

A man who usually speaks with the labours of his hands rather than eloquent words, Jarad nonetheless is a careful thinker and a methodical planner who dabbles in a bit of architectural design.

Not known for his finishing touches - he tends to rely on the woodworkers and the sculptors to make the materials look smooth and fine, while he focuses on how to put them together - he is nonetheless an immensely useful member of a settlement like Hopetoun, which has had to make most of its own structures from scratch.

Brewer

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Name: Kerik Lan
Race: Human
Age: Arc 676, 109th of Vhalar.
Title: Brewer
Skills: Skill Name: Brewing (35), Business Management (18), Negotiation (26), Teaching (26),
Other Information: Kerik Lan's passion for brewing is infectious. Not content to 'settle' for the standard drinks that most taverns offer, he is inventive and creative, and is frequently on the search for ingredients to make unique drinks.

Originally from Almund, Kerik moved to Hopetoun in 721. After getting himself into trouble with some local debtors, he was aided by a small group led by his brother Mai - a farmer in Hopetoun - and Darius Baer, the settlement leader. As a result, he was able to clear his debts before leaving the capital city.

Kerik and Mai are twins, and, aside from Kerik's moustache and Mai's lack of facial hair, they are barely indistinguishable from each other: 5'9" with a stocky build, dark brown hair, and a large nose.
 ! Message from: Peg
NPC has been updated following SSD
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Healer

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Name: Isra Delaris
Created by: Ari'sora
Race: Sev'ryn
Birthday/Age: 23rd Ymiden, 688
Title: Psychologist
Skills: Detection: 80, Discipline: 60, Medicine: 80, Leadership: 55, Linguistics: 30, Socialization: 60, Psychology: 90, Needlecraft: 30, Teaching: 40
Details: Isra is a kind woman who has an endless amount of patience for dealing with those who are troubled, but she has no tolerance at all for those who are trying to fake having problems in order to get attention, or to avoid taking responsibility for something they've done. And she is very good at telling the difference between the two. She is a member of the Order of Adunih, and has earned a gold cloak with a gold hood. She is also marked by Moseke (Adored Severath). Isra is fluent in Common, Scalveen, Rakahi, Dehasin, and Xanthea. She now works at the Order outpost in Hopetoun.
Settlement Aesthetics
Surrounding Wall
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Granary
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Entrance Gateway
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Settlement Locations
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Re: Hopetoun

Challenge!


Oh rats! It seems that the vermin that survived the volcanic eruption have been thriving ever since, and your settlement unknowingly set up camp somewhere near a large nest of them. Barely a day has passed since you arrived before your settlers start finding holes bitten in tents, crates of supplies gnawed on, and fecal matter in clothes and equipment. How long will it be before one rodent gets brave enough to take a bite out of one of your people? If infection and sickness spread now it'll be disasterous, but there's not that much space on the island as inhabitable as this spot. Someone has to locate and deal with the rodent nest. But how?

Post a reply with this code when you have deal with this problem.

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Re: Hopetoun

Thread: On A Scale From One To Tentative [4th of Cylus, 721]
Participants: Darius Baer.
Brief description of thread: Upon their arrival at Faldrass, the refugees that will soon establish Hopetoun stumble across a previously unknown species of fish: the veil fish! Here's hoping that this new food source will help to feed the people and maybe provide them with a unique species to sell to merchants on the mainland...?!
 ! Message from: Trouble
Accepted. As a result of this thread, Hopetoun has gained:
  • Veil Fish as a primary resource.
  • +10 WP
  • Effect: The Stink of Fish: Hopetoun's main source of food and trade revolves around the capture and preparation of veil fish. As a result, Hopetoun has a distinctly fishy smell to it. This has attracted a flock of skullgulls to take up permanent residence nearby.
Tip: You can increase the wealth gained from harvesting the veil fish resource by building new areas, such as a dock, or equipment, like fishing boats, to make catching these fish more efficient for your settlers.
word count: 173
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Re: Hopetoun

Thread: Hot Potato [11th of Cylus, 721]
Participants: Darius Baer.
Brief description of thread: A handful of trials into their Faldrass existence, Darius and a few of the new settlers discover a previously unknown type of crop: the Faldrass potato! Here's hoping Faldrass' Favour means they can add some variety to their fish-heavy diet!
 ! Message from: Trouble
Accepted. As a result of this thread, Hopetoun has gained:
  • Faldrass Potato as a primary resource.
  • +10 WP
word count: 76
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Re: Hopetoun

Thread(s): Rats Live On [7th of Cylus]
Participants: Darius Baer.
Brief description of thread: Darius and the settlers track down the rats' nest!

Thread(s): No Evil Star [8th of Cylus]
Participants: Darius Baer.
Brief description of thread: Darius and the settlers deal to the rats!
 ! Message from: Trouble
Accepted. As a result of this thread, Hopetoun has gained:
  • Snekvine as a primary resource.
  • +1% order.
In additon, while checking that all the rats have perished, Darius finds an unusual item in the nest: a wooden flute. It's filthy and a little gnawed upon, but if he should ever try playing it Darius will discover that it is...
Verminparty
A seemingly old, and slightly nasty looking flute. It possesses the power to control the minds of any rodents that can hear it. Various combitation of notes, all of which resemble old but well known songs, enforce different instructions onto the rodents, with more complex commands requiring greater skill with a flute to use. Whoever holds the flute can command all rodents that hear its music to do the following things as long as they have the appropriate level in the <musical instruments: flute> skill:
  • Novice: Can instruct rodents to move to a certain area.
  • Competent: Can instrict rodents to attack a specific target.
  • Expert: Can instruct rodents to complete simple tasks; such as deliver messages, fetch items or follow a specific person.
  • Master: Can make rodents to do things a little more coordinated that you'd normally expect them to be capable of; such as dance, help with chores, or even work together to lift heavy objects.


Notice
On the night of the 8th of Cylus, when Darius falls asleep he has a strange dream. In his dream he is standing in a what looks to be a huge temple built of sandstone. It is old and dusty, with large cracks in the walls and pillars, and bits of rubble fallen from the cieling dotted around the floor. All around him there are statues: each one unique, but all of people dressed in fine clothes or armours from every corner of the world reaching towards the centre of the room; the only place illumtinated by a single ray of sunglight peering through a crack in the roof above.

In the centre of the room sits a throne carved from rock: simple in design, but engraved with symbols he does not recognise. It is old and worn, but there is a feeling of weight to their air around it. The specks of dust Darius can see in the ray of light are frozen in midair, as if time itself has been halted by the presence of the throne. Though he only dreams of this scene for a moment, when he wakes up the day he can remember the image with perfect clarity.
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Re: Hopetoun

Challenge!


One of the settlers approaches Darius with a problem. They had been in contact via letter with their brother, an alcohol merchant in Almund, who had been interested to hear about the discovery of the Faldrass Potatoes and promised to come by. He had suspected that that their might be a way to brew a new type of vodka with the Faldrass Potato peels. However it has been three days since he was due to arrive, and the settler is worried that something has happened to him on the way over. Their brother has always been a bit of a rogue, and might have made one or two enemies among the criminal communities on Scalvoris with his less-than-entirely-honest trading practices. If Darius can help find their brother and bring them back safely to Hopetoun they'd not only be very grateful, but might also discover a way to make a unique product that could sell well on the mainland.

Post a reply with this code when you have dealt with this problem.

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Re: Hopetoun

 ! Message from: Trouble
As a result of the impact Darius has made on the Scalvoris community, Hopetoun has gained:
  • Population +11 (new farmers have come to his village to help grow food.)
  • Order -11% (more settlers means more people to manage.)
word count: 41
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Re: Hopetoun

Thread(s): Keep Out Of Reach [12th~14th of Cylus]
Participants: Darius Baer
Brief description of thread: After enjoying a bonfire to celebrate the eradication of the rats' nest, Darius and the settlers discover charwood, a wood that is resistant to fire. Then they decide to capitalise on this discovery to build a granary to protect their food stores, in case rats (or other small predators) make a return.

Image
 ! Message from: Trouble
Accepted. As a result of this thread, Hopetoun has gained:
  • Charwood as a primary resource.
  • Order +1% (food is now secure from pests, relieving settler's worries.)
Last edited by Darius Baer Bottom on Wed Mar 17, 2021 7:16 pm, edited 2 times in total. word count: 98
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Re: Hopetoun

Summary of Timeline & Events During Balthazar's Incarceration (Hopetoun).


4th Cylus:
  • Balthazar leaves the settlement. (I have modnoted this)

20th Cylus:
  • Three Earth Troops & 1 Flame Troop arrive at Hopetoun.
  • They arrive with "Basic Supplies" for a group of 40
  • This includes wood and stuff for building windbreaks / house. It also includes food.
  • They spend 2 days there - they will question Darius and anyone else who knows Balth. They will also help with building etc.
4th Ashan:
  • The Flame Troops return with food and top up supplies.
  • They stay for 2 days to help
11th Ashan: Balth and Elisabeth return.

I think that's everything. Please forgive me if not. Happy to answer questions!
 ! Message from: Trouble
Accepted. As a result of this thread, Hopetoun has gained the assistance of the visiting troops with their building work.
Darius, please PM me to sort out what sort of building you would like (a wall like the one in your picture maybe?)
(17/03/21: Darius has opted for a wall, and as such has recieved the effect: "Walled Settlement: Hopetoun is protected by a charwood palisade wall, making it easier to defend and better at keeping out wild animals.")
word count: 197
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~~Red in hoof and claw... ~~


Focusing on my PCs. Replies will be slow!
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Re: Hopetoun

Thread(s): Helter-Skelter, Seeking Shelter [17th of Cylus, 721]
Participants: Darius Baer.
Brief description of thread: With the onset of terrible weather, Darius decides to evacuate the settlement rather than get exposed in snowfall with little more than tents to protect them. They discover the Hopetoun Hole and seek shelter there, before the settlers find Faldrass Fire Worms inside.
 ! Message from: Trouble
Accepted. As a result of this thread, Hopetoun has gained:
  • +2% Order. (For leading settlers to safety from a storm.)
I don't believe that the fire worm is used to produce any kind of research. if this changes or if I am mistaken let me know.
word count: 109
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