docs(history): add character lore for the end of an empire bookmark
19 character profiles plus an index/glossary for the 1020.1.1 bookmark cast. Each file documents lore summary, personality, CK3 trait mapping, starting conditions, relationships, and mechanical notes. Canonical characters: Lord Ruler, Kelsier's crew (10), Venture family (2), Shan Elariel, Kar. Four Great House heads (Hasting, Lekal, Erikeller, Tekiel) are extrapolated from canonical house lore and clearly marked as such. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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# Character Index — The End of an Empire
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> Cast of characters for the 1020.1.1 bookmark. Each character has a dedicated
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> file with lore summary, CK3 traits, and mechanical notes.
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>
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> Characters are grouped by faction. Relationships are noted inline and in the
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> glossary below.
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## Kelsier's Crew
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The central protagonists. A thieving crew assembled by Kelsier to overthrow the
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Final Empire. In CK3 terms, this is an unlanded adventurer band (Roads to Power).
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| Character | File | Role | Allomancy |
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|-----------|------|------|-----------|
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| Kelsier | [kelsier.md](kelsier.md) | Crew leader | Mistborn |
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| Vin | [vin.md](vin.md) | Infiltrator / protagonist | Mistborn (pre-snap at start) |
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| Sazed | [sazed.md](sazed.md) | Scholar / steward | Feruchemist (Keeper) |
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| Breeze | [breeze.md](breeze.md) | Social manipulator | Soother (brass) |
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| Ham | [ham.md](ham.md) | Muscle / fighter | Thug (pewter) |
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| Clubs | [clubs.md](clubs.md) | Hideout / security | Smoker (copper) |
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| Dockson | [dockson.md](dockson.md) | Organizer / logistics | None |
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| Marsh | [marsh.md](marsh.md) | Spy in the Ministry | Seeker (bronze) |
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| Yeden | [yeden.md](yeden.md) | Skaa rebel liaison | None |
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| OreSeur | [oreseur.md](oreseur.md) | Kandra spy | Kandra (shapeshifter) |
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## House Venture
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The most powerful of the Great Houses. Controls Luthadel and has the Lord Ruler's
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favor.
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| Character | File | Role | Allomancy |
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|-----------|------|------|-----------|
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| Straff Venture | [straff-venture.md](straff-venture.md) | Head of House Venture | Tineye (tin) |
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| Elend Venture | [elend-venture.md](elend-venture.md) | Heir to House Venture | None |
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## House Elariel
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A rival Great House. Aggressive, militaristic, politically ambitious.
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| Character | File | Role | Allomancy |
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|-----------|------|------|-----------|
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| Shan Elariel | [shan-elariel.md](shan-elariel.md) | Noble rival / Mistborn | Mistborn |
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## The Lord Ruler's Court
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The supreme authority of the Final Empire.
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| Character | File | Role | Allomancy |
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|-----------|------|------|-----------|
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| The Lord Ruler (Rashek) | [lord-ruler.md](lord-ruler.md) | Immortal emperor | Mistborn + Feruchemist (Compounder) |
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| Kar | [kar.md](kar.md) | Senior Steel Inquisitor | Hemalurgist (multiple spikes) |
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## Other Great House Heads
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Minor characters who head the remaining Great Houses. These can be developed
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further as gameplay demands.
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| Character | File | House | Notes |
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|-----------|------|-------|-------|
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| Lord Hasting | [lord-hasting.md](lord-hasting.md) | Hasting | Militaristic, border power |
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| Lord Lekal | [lord-lekal.md](lord-lekal.md) | Lekal | Cautious, political survivor |
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| Lord Erikeller | [lord-erikeller.md](lord-erikeller.md) | Erikeller | Old money, traditionalist |
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| Lord Tekiel | [lord-tekiel.md](lord-tekiel.md) | Tekiel | Merchant prince, trade focus |
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---
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## Relationship Glossary
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### Family & Blood
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- **Kelsier** and **Marsh** are brothers. Kelsier is the younger, more
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charismatic one. Marsh resents Kelsier's recklessness but shares his goals.
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- **Straff Venture** is **Elend Venture**'s father. Their relationship is
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strained — Straff is a ruthless politician, Elend is an idealist.
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- **Vin** has no known living family. Her brother Reen (dead before the story)
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raised her on the streets and instilled deep paranoia.
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### Crew Bonds
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- **Kelsier** recruited and leads the entire crew. Each member respects him but
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for different reasons — Ham for his strength, Breeze for his charisma, Clubs
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grudgingly for his competence.
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- **Vin** is the newcomer. Distrusted initially, she earns the crew's loyalty
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through the story. Her arc with Kelsier is mentor/student.
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- **Dockson** is Kelsier's oldest friend and the operational backbone. He handles
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logistics while Kelsier handles inspiration.
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- **Sazed** serves as Vin's personal steward and protector. His Keeper knowledge
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makes him invaluable for lore and planning.
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- **OreSeur** is bound by Contract to Kelsier. Resentful of servitude but
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honor-bound to obey.
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### Political Rivalries
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- **House Venture** vs **House Elariel** — the two most powerful houses in
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Luthadel, locked in cold war for dominance.
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- **Shan Elariel** specifically targets **Elend Venture** — first through
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courtship, then through assassination attempts when he proves uncontrollable.
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- All Great Houses compete for the **Lord Ruler**'s favor, which translates to
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atium allocations and political privileges.
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### The Lord Ruler & His Instruments
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- **The Lord Ruler** controls everything through the **Steel Ministry** (his
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theocratic government) and the **Steel Inquisitors** (his enforcers).
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- **Kar** is the senior Inquisitor in Luthadel and the primary antagonist for
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Kelsier's crew. He hunts skaa Allomancers and answers directly to the
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Lord Ruler.
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- The **obligators** (not individually modeled) are the bureaucrat-priests who
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witness contracts, manage governance, and report to the Ministry.
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### Hidden Connections
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- **Marsh** infiltrates the Steel Ministry during the story, eventually being
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captured and turned into a **Steel Inquisitor** via Hemalurgy. This is a
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major narrative event.
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- **Sazed** and the **Keeper network** operate in secret — Terris stewards
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publicly, Keepers of forbidden knowledge privately. Discovery means death.
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- **Vin**'s latent Mistborn abilities are unknown at the start. Her snapping
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is a key early event.
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---
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## CK3 Implementation Notes
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### Playable Characters (Bookmark)
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- **Kelsier** — unlanded crew leader (Roads to Power adventurer band)
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- **Elend Venture** — heir, eventually a landed ruler post-rebellion
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- Optionally: a Great House head for traditional landed gameplay
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### Non-Playable
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- **The Lord Ruler** — off-map religious head, immortal, controls the empire
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- **Steel Inquisitors** — event-spawned or holy order characters
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### Character Creation Priority
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1. Lord Ruler (needed for M3 religious head + title holder)
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2. Kelsier + full crew (needed for M5 adventurer band bookmark)
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3. Elend + Straff Venture (needed for House Venture gameplay)
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4. Shan Elariel (needed as rival/antagonist)
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5. Remaining Great House heads (can use existing placeholders initially)
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6. Kar + Inquisitors (event-spawned, lower priority)
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# Breeze
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> Soother. Social manipulator. The crew's secret nobleman.
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## Lore Summary
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Breeze — whose full name is Ladrian — is a Soother, a Misting who burns brass
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to dampen the emotions of those around him. He is the crew's expert in social
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manipulation and crowd control. During the rebellion, his primary role is
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soothing the emotions of the skaa workforce and rebel soldiers to keep morale
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stable and prevent panic.
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Breeze is secretly half-noble (possibly fully noble) and maintains a carefully
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cultivated upper-class persona despite operating in the skaa underground. He
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dresses impeccably, drinks only the finest wines, and insists on being carried
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in a sedan chair through the ash-covered streets rather than walking. This
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affectation is both genuine (he really is that vain) and strategic (it signals
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competence and confidence to those around him).
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He is the crew member most openly uncomfortable with the moral implications of
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their work. He uses Allomancy on virtually everyone he interacts with — friends
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included — and is honest about this in a way that is somehow both manipulative
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and endearing. He argues that he only "nudges" people toward what they already
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want.
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## Personality
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Breeze is witty, urbane, and fundamentally lazy. He avoids physical exertion
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with the dedication of a man who has elevated comfort to a philosophy. He is
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the crew's best conversationalist and worst fighter.
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Despite his superficial selfishness, Breeze repeatedly puts himself in danger
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for the crew and for the rebellion. His concern for others is genuine; he just
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doesn't like admitting it. His relationship with the skaa rebels is telling —
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he initially views them as tools but grows to genuinely care about their
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wellbeing.
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He and Ham have an ongoing philosophical debate about the ethics of emotional
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Allomancy that runs through the entire series. Breeze argues pragmatism; Ham
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argues principles.
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## CK3 Implementation
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### Traits
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| Trait | Type | Notes |
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|-------|------|-------|
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| `trait_misting_soother` | Allomancy | Brass — dampens emotions |
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| `gregarious` | Personality | Socially skilled, loves conversation |
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| `lazy` | Personality | Avoids physical work at all costs |
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| `deceitful` | Personality | Manipulates constantly, even friends |
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| `education_diplomacy_4` | Education | Master of social situations |
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### Starting Conditions
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- **Age:** ~40 (born ~980 FE)
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- **Location:** Luthadel — with Kelsier's crew
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- **Title:** Unlanded — member of Kelsier's adventurer band
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- **Religion:** Steel Ministry (nominal)
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- **Culture:** Noble Scadrian (secretly; lives as skaa)
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- **Dynasty:** House Ladrian (hidden)
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### Relationships
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- **Kelsier** — follows him for his charisma and the sheer audacity of the plan
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- **Ham** — philosophical sparring partner and close friend
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- **The crew** — genuine affection masked by affectation
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- **Allrianne** (later) — romantic interest in later books, not present at
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bookmark start
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## Mechanical Notes
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Breeze is a **crew member** in Kelsier's adventurer band. His Soother ability
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makes him invaluable for diplomacy-related events and decisions.
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Key mechanical functions:
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- **Diplomacy advisor** — high diplomacy from social manipulation
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- **Crowd control** — soothing events for managing rebel morale
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- **Noble infiltration support** — his manners and bearing can assist in social
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situations
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**Priority:** M5 — part of the adventurer band.
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# Clubs
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> Smoker. Coppercloud provider. The crew's grumpy security chief.
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## Lore Summary
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Clubs is a Smoker — a copper Misting who burns copper to generate a
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"coppercloud" that hides all Allomantic pulses within its radius. This makes
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him essential to any crew operation: without a Smoker, any Seeker (bronze
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Misting) or Steel Inquisitor could detect the crew's Allomancers by their
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Allomantic signatures.
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By trade, Clubs is a carpenter. He owns a shop in the skaa slums of Luthadel,
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which he provides as the crew's headquarters and safe house. The coppercloud
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he generates covers the entire building, making it invisible to Allomantic
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detection.
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Clubs brings a small contingent of his own — apprentices and associates who
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assist with crew operations. His nephew Spook (a Tineye) is among them,
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though Spook is a minor figure in this first story.
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## Personality
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Clubs is surly, cynical, and perpetually grumpy. He grumbles about everything,
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complains about everyone, and makes it clear at every opportunity that he
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thinks the plan is foolish and they're all going to die. He is the opposite
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of Kelsier's infectious optimism.
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Despite this, Clubs is utterly reliable. He shows up, he does his job, and he
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doesn't flinch. His cynicism is not cowardice — it's the hard-won wisdom of a
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man who has survived decades in the skaa underground by assuming the worst and
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preparing for it.
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He is a craftsman at heart and applies a craftsman's precision to everything,
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including security. His coppercloud is meticulous, his safe house is well-
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maintained, and his operational security is flawless.
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## CK3 Implementation
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### Traits
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| Trait | Type | Notes |
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|-------|------|-------|
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| `trait_misting_smoker` | Allomancy | Copper — generates coppercloud |
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| `cynical` | Personality | Pessimistic, irreligious |
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| `diligent` | Personality | Reliable, thorough, meticulous |
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| `content` | Personality | No grand ambitions, just wants to survive |
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| `education_stewardship_3` | Education | Skilled craftsman and organizer |
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### Starting Conditions
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- **Age:** ~55 (born ~965 FE)
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- **Location:** Luthadel — his carpenter shop (crew headquarters)
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- **Title:** Unlanded — member of Kelsier's adventurer band
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- **Religion:** Steel Ministry (nominal)
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- **Culture:** Skaa
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### Relationships
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- **Kelsier** — grudging respect. Thinks the plan is insane but follows anyway
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- **The crew** — grumbles at everyone equally. This is his form of affection
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- **Spook** — nephew, a Tineye who tags along
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## Mechanical Notes
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Clubs is a **crew member** in Kelsier's adventurer band. His Smoker ability
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is primarily defensive — hiding the crew from detection.
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Key mechanical functions:
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- **Security** — coppercloud hides Allomantic activity from Seekers and
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Inquisitors
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- **Safe house** — provides the crew's base of operations
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- **Stewardship** — practical, organizational skills
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**Priority:** M5 — part of the adventurer band.
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# Dockson
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> No Allomancy. Kelsier's oldest friend. The man who keeps the revolution
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> running.
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## Lore Summary
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Dockson — "Dox" to his friends — is a half-skaa with no Allomantic abilities.
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In a crew built around magical powers, he is the indispensable organizer who
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handles logistics, finances, supply chains, and administration. He is the
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operational backbone of Kelsier's plan.
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Dockson and Kelsier have been partners since before the Pits of Hathsin. When
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Kelsier and Mare were captured, Dockson escaped. He spent years in the skaa
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underground, maintaining contacts and networks, waiting for Kelsier's return.
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When Kelsier came back as the Survivor, Dockson immediately signed on.
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His role in the rebellion is essentially that of a general staff officer: he
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coordinates troop movements, manages the skaa rebel army's supplies, handles
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communication between cells, and keeps the financial books. None of this is
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glamorous, all of it is essential.
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## Personality
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Dockson is practical, organized, and deeply bitter about the nobility. Unlike
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Kelsier, whose hatred of nobles burns hot and theatrical, Dockson's runs cold
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and quiet. He has seen too many skaa women killed after bearing noble children,
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too many skaa workers beaten to death in plantations. He does not forgive, and
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he does not forget.
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He is the most grounded member of the crew — the one who converts Kelsier's
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grand visions into actionable plans. While Kelsier inspires, Dockson
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implements. This makes their partnership effective but occasionally tense;
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Dockson sometimes resents being the practical one while Kelsier gets the glory.
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He has a dry, understated sense of humor and a talent for cutting through
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nonsense. He is loyal to a fault, competent beyond his station, and entirely
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without Allomantic power — which, in this world, means he has had to be twice
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as good at everything else.
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## CK3 Implementation
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### Traits
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| Trait | Type | Notes |
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|-------|------|-------|
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| (none) | Allomancy | No Allomantic ability |
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| `diligent` | Personality | Tireless organizer |
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| `just` | Personality | Fierce sense of justice for the skaa |
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| `cynical` | Personality | No illusions about the world |
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| `education_stewardship_4` | Education | Exceptional administrator |
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### Starting Conditions
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- **Age:** ~40 (born ~980 FE)
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- **Location:** Luthadel — with Kelsier's crew
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- **Title:** Unlanded — member of Kelsier's adventurer band
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- **Religion:** Steel Ministry (nominal)
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- **Culture:** Skaa
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### Relationships
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- **Kelsier** — oldest friend and partner. Complex bond — deep loyalty mixed
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with occasional resentment of Kelsier's showmanship
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- **The crew** — respected by all as the man who makes things work
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- **The nobility** — cold, burning hatred
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## Mechanical Notes
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||||
Dockson is a **crew member** in Kelsier's adventurer band. Despite having no
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Allomancy, he is essential as the crew's steward/administrator.
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Key mechanical functions:
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- **Steward** — manages the crew's resources and the rebel army's logistics
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- **Chancellor-type role** — handles finances, supplies, and coordination
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- **No combat utility** — should not be sent into dangerous situations
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**Priority:** M5 — part of the adventurer band.
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# Elend Venture
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> Heir to House Venture. Scholar. The idealist who reads banned books at balls.
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## Lore Summary
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||||
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||||
Elend Venture is the eldest son and heir of Straff Venture, the most powerful
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nobleman in the Final Empire. He is everything his father despises: an idealist,
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a scholar, and a man who would rather read political philosophy than play the
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Great Game.
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||||
Elend spends his time at noble balls sitting in corners reading books —
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specifically, banned pre-Ascension political treatises about democracy,
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||||
representation, and the rights of the governed. This is both genuine
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intellectual curiosity and a deliberate act of rebellion against his father's
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world. He sees the injustice of the noble-skaa system clearly and is
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uncomfortable with it, though he lacks the courage (or the plan) to do
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anything about it.
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||||
He has no Allomantic abilities — a significant disappointment for Straff, who
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prizes Allomantic bloodlines. Despite being the heir to the most powerful
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house, Elend is politically marginal: his father considers replacing him, the
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||||
other nobles consider him eccentric, and the skaa don't know he exists.
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||||
His life changes when he meets "Valette Renoux" (Vin in disguise) at a ball.
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||||
Their relationship develops from mutual curiosity into genuine romance — she
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||||
is drawn to his honesty and idealism, he is drawn to her intensity and
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||||
directness.
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||||
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||||
## Personality
|
||||
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||||
Elend is bookish, earnest, and surprisingly brave when pushed. He is not a
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||||
fighter and does not pretend to be one, but he has the moral courage to stand
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||||
by his principles even when it costs him. He speaks truth to power — including
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||||
his own father — with a candor that borders on suicidal.
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||||
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||||
He is genuinely kind in a world that punishes kindness. He treats skaa
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||||
servants with respect, questions the slavery that sustains his wealth, and
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||||
struggles with the contradiction of benefiting from a system he considers
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||||
unjust.
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||||
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||||
His greatest weakness is passivity. He sees problems clearly but struggles to
|
||||
act. He reads about revolution rather than starting one, philosophizes about
|
||||
justice rather than pursuing it. The events of the story force him to choose
|
||||
between comfortable idealism and dangerous action.
|
||||
|
||||
He is messy, disorganized, and perpetually disheveled — a stark contrast to
|
||||
the polished nobles around him. This is partly genuine carelessness and partly
|
||||
an unconscious rejection of his father's world.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| (none) | Allomancy | No Allomantic ability |
|
||||
| `just` | Personality | Strong moral compass |
|
||||
| `honest` | Personality | Speaks truth, even unwisely |
|
||||
| `shy` | Personality | Prefers books to balls |
|
||||
| `education_learning_4` | Education | Brilliant scholar and thinker |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~20 (born ~1000 FE)
|
||||
- **Location:** Luthadel — Venture Keep
|
||||
- **Title:** Unlanded heir to House Venture
|
||||
- **Religion:** Steel Ministry (nominal, privately skeptical)
|
||||
- **Culture:** Noble Scadrian
|
||||
- **Dynasty:** dynasty_venture
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Straff Venture** — father. Strained relationship of mutual disappointment
|
||||
- **Vin** — romantic interest. Meets her at balls, falls for her
|
||||
- **Shan Elariel** — former political courtship that turned hostile. She
|
||||
eventually tries to assassinate him
|
||||
- **His reading circle** — a group of young nobles who discuss philosophy.
|
||||
Minor characters
|
||||
|
||||
### Design Note
|
||||
|
||||
The existing character Fellren Venture (900002) fills this heir role. If
|
||||
canonical characters are added, Elend replaces Fellren. Both are idealistic
|
||||
Venture heirs, but Elend has no Allomantic potential (Fellren has
|
||||
`trait_allomantic_potential`).
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Elend is a **recommended playable character** for the bookmark — representing
|
||||
the "noble reformer" playstyle. His gameplay is political rather than martial.
|
||||
|
||||
Key mechanical functions:
|
||||
- **Post-rebellion ruler** — if the rebellion succeeds, Elend becomes the
|
||||
transitional leader of Luthadel
|
||||
- **Political philosophy** — decisions around governance reform
|
||||
- **Romance with Vin** — event chain connecting the noble and crew storylines
|
||||
- **Father-son conflict** — events around Straff's disapproval
|
||||
|
||||
**Priority:** M5 — needed for the bookmark as a recommended character.
|
||||
@@ -0,0 +1,81 @@
|
||||
# Ham
|
||||
|
||||
> Thug. Philosopher. The crew's muscle with a conscience.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
Ham is a Thug — a pewter Misting who can burn pewter to dramatically enhance
|
||||
his strength, speed, endurance, and resistance to injury. He is the crew's
|
||||
primary fighter and bodyguard, responsible for direct combat operations and
|
||||
training the skaa rebel soldiers.
|
||||
|
||||
Unlike most pewter Mistings in the Final Empire, Ham is not a thug in
|
||||
personality. He is a thoughtful, philosophical man who loves nothing more than
|
||||
a good ethical debate. His favorite topics include the morality of killing, the
|
||||
nature of authority, and whether their rebellion is truly justified — questions
|
||||
he raises at the most inconvenient moments.
|
||||
|
||||
Ham has a wife and children hidden safely outside Luthadel. This is unusual for
|
||||
a skaa thieving crew member — most keep no attachments. His family is his
|
||||
anchor and his vulnerability. He fights in the rebellion not for ideology but
|
||||
to build a world where his children can live openly.
|
||||
|
||||
He typically wears only a vest despite the cold and ash, claiming that pewter
|
||||
keeps him warm. This is probably true, but the crew suspects he also just
|
||||
likes showing off his physique.
|
||||
|
||||
## Personality
|
||||
|
||||
Ham is warm, open, and genuinely good-natured. He treats everyone with respect
|
||||
regardless of station — nobility, skaa, crew members. He is the most
|
||||
approachable member of the crew and often serves as mediator in disputes.
|
||||
|
||||
His philosophical bent is genuine, not affectation. He sincerely wrestles with
|
||||
the ethical implications of violence and rebellion. This doesn't stop him from
|
||||
fighting effectively — it just means he thinks about it afterward.
|
||||
|
||||
In combat, Ham is direct and powerful. He doesn't use finesse or tricks — he
|
||||
relies on pewter-enhanced strength and durability to overwhelm opponents. He
|
||||
is not Mistborn, so he can't fly or push metals, but in a straight fight he
|
||||
is formidable.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| `trait_misting_thug` | Allomancy | Pewter — enhanced strength/endurance |
|
||||
| `brave` | Personality | Fights head-on, no hesitation |
|
||||
| `honest` | Personality | Straightforward, principled |
|
||||
| `gregarious` | Personality | Sociable, enjoys company and debate |
|
||||
| `education_martial_3` | Education | Experienced fighter and trainer |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~35 (born ~985 FE)
|
||||
- **Location:** Luthadel — with Kelsier's crew
|
||||
- **Title:** Unlanded — member of Kelsier's adventurer band
|
||||
- **Religion:** Steel Ministry (nominal)
|
||||
- **Culture:** Skaa
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Kelsier** — respects his strength and audacity
|
||||
- **Breeze** — philosophical sparring partner. Ham argues ethics while Breeze
|
||||
argues pragmatism
|
||||
- **The crew** — well-liked by everyone, the social glue
|
||||
- **His family** — wife and children hidden outside Luthadel. His primary
|
||||
motivation
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Ham is a **crew member** in Kelsier's adventurer band. His Thug ability makes
|
||||
him the crew's primary martial asset.
|
||||
|
||||
Key mechanical functions:
|
||||
- **Marshal/knight** — high prowess from pewter-enhanced combat
|
||||
- **Army trainer** — events for training skaa rebel soldiers
|
||||
- **Bodyguard** — could provide protection bonuses to crew leader
|
||||
|
||||
**Priority:** M5 — part of the adventurer band.
|
||||
@@ -0,0 +1,98 @@
|
||||
# Kar
|
||||
|
||||
> Senior Steel Inquisitor. Hemalurgist. The Lord Ruler's most terrifying
|
||||
> enforcer.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
Kar is the senior Steel Inquisitor stationed in Luthadel and the de facto
|
||||
head of the Canton of Inquisition in the capital. Steel Inquisitors are former
|
||||
humans who have been transformed through Hemalurgy — metal spikes driven
|
||||
through their bodies steal abilities from other Allomancers and Feruchemists,
|
||||
granting the Inquisitor a terrifying array of stolen powers.
|
||||
|
||||
The most visible sign of an Inquisitor is the pair of steel spikes driven
|
||||
through their eye sockets, emerging from the back of the skull. Despite having
|
||||
no eyes, Inquisitors can see — they use a combination of stolen Allomantic
|
||||
tin (enhanced senses) and steel (metal detection) to perceive their
|
||||
surroundings.
|
||||
|
||||
Kar commands a small number of Inquisitors in Luthadel and directs the Canton
|
||||
of Inquisition's primary mission: hunting and exterminating skaa Allomancers.
|
||||
Any skaa who manifests Allomantic abilities represents a threat to the Lord
|
||||
Ruler's order — proof that noble blood has mixed with skaa blood in violation
|
||||
of imperial law. The Inquisitors hunt these individuals with relentless
|
||||
efficiency.
|
||||
|
||||
Kar is specifically the antagonist who hunts Kelsier's crew. He investigates
|
||||
the disruptions they cause, tracks their Allomantic signatures, and eventually
|
||||
closes in on them. He is also responsible for Marsh's capture and
|
||||
transformation into an Inquisitor.
|
||||
|
||||
## Personality
|
||||
|
||||
Kar is zealous, methodical, and utterly devoted to the Lord Ruler. Unlike
|
||||
the obligators (who can be venal, lazy, or corrupt), the Inquisitors are
|
||||
uniformly fanatic. The Hemalurgic spikes that grant their power also open
|
||||
cracks in their souls through which Ruin whispers — though they experience
|
||||
this as religious conviction rather than external influence.
|
||||
|
||||
Kar is intelligent and patient. He does not rush his investigations — he
|
||||
gathers evidence, follows trails, and strikes only when certain. He views
|
||||
skaa Allomancers with theological disgust: their existence is blasphemy, a
|
||||
corruption of the Lord Ruler's ordained order.
|
||||
|
||||
He is not sadistic for its own sake, but he does not hesitate to inflict
|
||||
suffering in service of his mission. He is a true believer who happens to be
|
||||
a monster.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| `trait_hemalurgist` | Hemalurgy | Multiple spikes — stolen Allomantic abilities |
|
||||
| (multiple spike traits) | Hemalurgy | Steel, iron, tin, pewter (at minimum) |
|
||||
| `zealous` | Personality | Fanatically devoted to the Lord Ruler |
|
||||
| `callous` | Personality | Views suffering as necessary |
|
||||
| `patient` | Personality | Methodical investigator |
|
||||
| `education_martial_4` | Education | Centuries of combat experience |
|
||||
| `disfigured` | Physical | Steel spikes through the eyes |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** Unknown (Inquisitors are long-lived, possibly centuries old)
|
||||
- **Location:** Luthadel — Canton of Inquisition headquarters
|
||||
- **Title:** Could hold a religious title (head of Canton of Inquisition)
|
||||
- **Religion:** Steel Ministry
|
||||
- **Culture:** Noble Scadrian (original identity lost)
|
||||
|
||||
### Relationships
|
||||
|
||||
- **The Lord Ruler** — absolute master. Kar obeys without question
|
||||
- **Kelsier's crew** — targets. Kar hunts them throughout the story
|
||||
- **Marsh** — captures him and oversees his transformation into an Inquisitor
|
||||
- **Other Inquisitors** — small brotherhood under Kar's command in Luthadel
|
||||
- **The obligators** — nominally allies, but the Inquisitors operate above
|
||||
normal Ministry hierarchy
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Kar should be an **event-spawned or holy order character**, not a normal court
|
||||
member. Steel Inquisitors are too powerful and too alien to fit into standard
|
||||
CK3 character mechanics.
|
||||
|
||||
Possible approaches:
|
||||
- **Holy order captain** — leader of a Steel Inquisitor holy order that the
|
||||
Lord Ruler can deploy
|
||||
- **Event antagonist** — appears in event chains rather than existing on the
|
||||
map
|
||||
- **Special trait stack** — Hemalurgic traits that grant extreme martial
|
||||
prowess and intrigue but massive opinion penalties and dread
|
||||
|
||||
His combat prowess should be near the top of the setting — only Mistborn can
|
||||
realistically fight an Inquisitor, and even then it's dangerous.
|
||||
|
||||
**Priority:** M6 — event-spawned antagonist, lower priority than playable
|
||||
characters.
|
||||
@@ -0,0 +1,90 @@
|
||||
# Kelsier
|
||||
|
||||
> Mistborn crew leader. Survivor of Hathsin. The man who dared to kill God.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
Kelsier is a half-skaa, half-noble Mistborn who leads the crew assembled to
|
||||
overthrow the Final Empire. Before the story, he was a successful thieving crew
|
||||
leader in Luthadel alongside his wife Mare. When their crew was betrayed, both
|
||||
were sent to the Pits of Hathsin — the Lord Ruler's inescapable atium mines
|
||||
where prisoners are worked to death.
|
||||
|
||||
Mare died in the Pits. Kelsier Snapped — his extreme trauma awakening full
|
||||
Mistborn abilities — and became the only person ever to escape. This earned
|
||||
him the title "Survivor of Hathsin," which became a legend among the skaa
|
||||
underground.
|
||||
|
||||
Kelsier returned to Luthadel with a plan far more ambitious than any thieving
|
||||
job: to topple the Final Empire itself. He assembled a specialized crew of
|
||||
Allomancers and specialists, hired by the skaa rebel leader Yeden, to
|
||||
overthrow the Lord Ruler. His plan involves collapsing the noble houses against
|
||||
each other, building a skaa army, and ultimately killing the Lord Ruler — a
|
||||
being everyone else considers a literal god.
|
||||
|
||||
## Personality
|
||||
|
||||
Kelsier is extraordinarily charismatic — the kind of person who walks into a
|
||||
room and immediately owns it. He smiles constantly, laughs in the face of
|
||||
danger, and inspires fierce loyalty in everyone around him. He is genuinely
|
||||
warm with his crew and with the skaa people.
|
||||
|
||||
Beneath the charm lies a deep, burning hatred of the nobility. Kelsier has
|
||||
seen what the nobles do to the skaa — and lost his wife to their system. He
|
||||
is capable of killing nobles without hesitation or remorse, which disturbs even
|
||||
some of his crew. This hatred is his greatest strength (it drives his
|
||||
impossible ambition) and his greatest flaw (it blinds him to nuance).
|
||||
|
||||
He is reckless, theatrical, and believes absolutely in his own legend. He
|
||||
cultivates the "Survivor" mythology deliberately, understanding that the skaa
|
||||
need a symbol more than they need a man.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| `trait_mistborn` | Allomancy | Full Mistborn — all metals |
|
||||
| `brave` | Personality | Escaped Hathsin, fights the Lord Ruler |
|
||||
| `ambitious` | Personality | Plans to overthrow an immortal god |
|
||||
| `wrathful` | Personality | Deep hatred of the nobility |
|
||||
| `gregarious` | Personality | Extremely charismatic and social |
|
||||
| `education_intrigue_4` | Education | Master thief and infiltrator |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~38 (born ~982 FE)
|
||||
- **Location:** Luthadel (underground)
|
||||
- **Title:** Unlanded — adventurer band leader (Roads to Power)
|
||||
- **Religion:** Could be Steel Ministry (nominal) or Survivorism (if defined)
|
||||
- **Culture:** Skaa (half-noble by blood, skaa by identity)
|
||||
- **Dynasty:** None (skaa don't have formal dynasties)
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Marsh** — older brother. Strained relationship; Marsh resents Kelsier's
|
||||
recklessness and showmanship but shares his goals
|
||||
- **Mare** — deceased wife. Died in the Pits of Hathsin. Kelsier's primary
|
||||
motivation
|
||||
- **Dockson** — oldest friend and operational partner
|
||||
- **Vin** — protege and apprentice Mistborn. Mentor/student relationship
|
||||
- **The crew** — leader. Each member follows him for different reasons
|
||||
- **The Lord Ruler** — target. Kelsier intends to kill him
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Kelsier is a **recommended playable character** for the bookmark. He leads the
|
||||
crew as an unlanded adventurer band (Roads to Power DLC mechanic).
|
||||
|
||||
Gameplay as Kelsier should revolve around:
|
||||
- Managing the crew (court/council mechanics)
|
||||
- Building the skaa rebellion (event chains)
|
||||
- Undermining the Great Houses (intrigue actions)
|
||||
- Confronting the Lord Ruler (climactic event chain)
|
||||
|
||||
His death is a major narrative event in the books — he is killed by the Lord
|
||||
Ruler but becomes a martyr whose legend fuels the revolution. This should be
|
||||
handled as an event chain, not a random death.
|
||||
|
||||
**Priority:** M5 — core of the adventurer band bookmark.
|
||||
@@ -0,0 +1,64 @@
|
||||
# Lord Erikeller
|
||||
|
||||
> Head of House Erikeller. Old money traditionalist.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
House Erikeller is one of the noble houses of the Final Empire. In the books,
|
||||
Erikeller is mentioned as part of the Luthadel noble establishment — an
|
||||
old-money house that values tradition, propriety, and the status quo. They
|
||||
are not one of the most powerful Great Houses but hold enough influence to
|
||||
matter in the political landscape.
|
||||
|
||||
The specific Lord Erikeller is not deeply characterized in *The Final Empire*.
|
||||
The house represents the conservative wing of noble politics — lords who
|
||||
support the Lord Ruler's system not out of fanaticism but because it has
|
||||
served their family well for generations. They resist change because change
|
||||
threatens their comfortable position.
|
||||
|
||||
> **Note:** The head of House Erikeller is not a named canonical character in
|
||||
> the novels. This entry extrapolates from canonical house lore to create a
|
||||
> game-ready character. The existing original character Varren Erikeller
|
||||
> (900050) fills this role in the current game data.
|
||||
|
||||
## Personality
|
||||
|
||||
A conservative aristocrat. Dignified, formal, and resistant to change. Values
|
||||
lineage, tradition, and proper observance of social hierarchies. Likely
|
||||
disdainful of upstart houses and uncomfortable with the increasing instability
|
||||
of the Final Empire's last years.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| (Allomantic trait) | Allomancy | House-appropriate Misting type |
|
||||
| `content` | Personality | Satisfied with traditional position |
|
||||
| `arrogant` | Personality | Old money pride |
|
||||
| `zealous` | Personality | Supports the Lord Ruler's order |
|
||||
| `education_stewardship_3` | Education | Competent estate manager |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~50-60
|
||||
- **Location:** Central Dominance (minor house within Venture's territory)
|
||||
- **Title:** d_haverfrex (Duchy — vassal under k_central)
|
||||
- **Religion:** Steel Ministry
|
||||
- **Culture:** Noble Scadrian
|
||||
- **Dynasty:** dynasty_erikeller
|
||||
|
||||
### Relationships
|
||||
|
||||
- **House Venture** — liege lord. Erikeller is a vassal in the Central Dominance
|
||||
- **The Lord Ruler** — devout supporter of the existing order
|
||||
- **Reformist nobles** — disapproves of people like Elend Venture
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Lord Erikeller is a **minor playable character** — a vassal lord offering
|
||||
traditional CK3 vassal gameplay within a larger dominance. Good for players
|
||||
who want a slower, more political start.
|
||||
|
||||
**Priority:** M5 — lower priority, can use existing placeholder initially.
|
||||
@@ -0,0 +1,64 @@
|
||||
# Lord Hasting
|
||||
|
||||
> Head of House Hasting. Military powerhouse of the Northern Dominance.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
House Hasting is one of the Great Houses of the Final Empire, controlling
|
||||
territory in or near the Northern Dominance. In the books, Hasting is
|
||||
mentioned as a significant military power — one of the houses that fields
|
||||
substantial armed forces and competes aggressively in the Great Game.
|
||||
|
||||
The specific Lord Hasting is not deeply characterized in *The Final Empire*.
|
||||
The house is known for its martial tradition and willingness to use force in
|
||||
political disputes. Hasting represents the military wing of noble politics —
|
||||
where houses like Venture use economics and Elariel uses intrigue, Hasting
|
||||
relies on strength of arms.
|
||||
|
||||
> **Note:** The head of House Hasting is not a named canonical character in
|
||||
> the novels. This entry extrapolates from canonical house lore to create a
|
||||
> game-ready character. The existing original character Jordren Hasting
|
||||
> (900010) fills this role in the current game data.
|
||||
|
||||
## Personality
|
||||
|
||||
A hardened military lord. Aggressive, direct, and contemptuous of political
|
||||
subtlety. Values strength, loyalty, and martial prowess. Likely a veteran
|
||||
commander who has fought koloss incursions or suppressed skaa rebellions on
|
||||
the empire's borders.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| (Allomantic trait) | Allomancy | House-appropriate Misting type |
|
||||
| `brave` | Personality | Military commander |
|
||||
| `wrathful` | Personality | Aggressive, direct |
|
||||
| `ambitious` | Personality | Expanding house power |
|
||||
| `education_martial_4` | Education | Professional soldier |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~45-55
|
||||
- **Location:** Northern Dominance seat
|
||||
- **Title:** k_northern (Kingdom of the Northern Dominance)
|
||||
- **Religion:** Steel Ministry
|
||||
- **Culture:** Noble Scadrian
|
||||
- **Dynasty:** dynasty_hasting
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Other Great Houses** — competitor, particularly in military matters
|
||||
- **The Lord Ruler** — loyal vassal with a strong army
|
||||
- **Heir(s)** — at least one son trained in martial tradition
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Lord Hasting is a **playable character** offering martial-focused Great House
|
||||
gameplay. His dominance is a border region facing external threats (koloss,
|
||||
frontier unrest), giving him a more military-oriented game than the court
|
||||
politics of Luthadel.
|
||||
|
||||
**Priority:** M5 — bookmark playable character (could be a recommended start).
|
||||
@@ -0,0 +1,64 @@
|
||||
# Lord Lekal
|
||||
|
||||
> Head of House Lekal. Cautious diplomat and political survivor.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
House Lekal is one of the Great Houses of the Final Empire, controlling
|
||||
territory in the Western Dominance. In the books, Lekal is mentioned as a
|
||||
politically cautious house — one that survives through careful alliance-
|
||||
building and avoidance of direct confrontation with more powerful rivals.
|
||||
|
||||
The specific Lord Lekal is not deeply characterized in *The Final Empire*.
|
||||
The house is known for its diplomatic approach to the Great Game, preferring
|
||||
to build coalitions and play houses against each other rather than
|
||||
overcommitting to any single strategy. Lekal is the quintessential political
|
||||
survivor in a world where overreach gets you destroyed.
|
||||
|
||||
> **Note:** The head of House Lekal is not a named canonical character in the
|
||||
> novels. This entry extrapolates from canonical house lore to create a
|
||||
> game-ready character. The existing original character Brodren Lekal (900040)
|
||||
> fills this role in the current game data.
|
||||
|
||||
## Personality
|
||||
|
||||
A careful, calculating diplomat. Patient, risk-averse, and skilled at reading
|
||||
political currents. Values stability and self-preservation over glory. The
|
||||
kind of lord who has survived a thousand years of Great Game politics by never
|
||||
being the tallest target.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| (Allomantic trait) | Allomancy | Likely a mental metal Misting (Soother/Rioter) |
|
||||
| `patient` | Personality | Cautious strategist |
|
||||
| `gregarious` | Personality | Skilled diplomat |
|
||||
| `content` | Personality | Avoids overreach |
|
||||
| `education_diplomacy_4` | Education | Master of political alliances |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~45-55
|
||||
- **Location:** Western Dominance seat
|
||||
- **Title:** k_western (Kingdom of the Western Dominance)
|
||||
- **Religion:** Steel Ministry
|
||||
- **Culture:** Noble Scadrian
|
||||
- **Dynasty:** dynasty_lekal
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Other Great Houses** — maintains careful relationships with all, allied
|
||||
to none exclusively
|
||||
- **The Lord Ruler** — loyal vassal, never draws attention
|
||||
- **Heir(s)** — trained in diplomacy rather than warfare
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Lord Lekal is a **playable character** offering diplomacy-focused Great House
|
||||
gameplay. His cautious approach makes him a good choice for players who prefer
|
||||
political maneuvering over military conquest.
|
||||
|
||||
**Priority:** M5 — available as a bookmark playable character.
|
||||
@@ -0,0 +1,91 @@
|
||||
# The Lord Ruler (Rashek)
|
||||
|
||||
> Immortal god-emperor of the Final Empire. Compounder. The tyrant who reshaped
|
||||
> the world.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
Rashek was originally a Terris packman — a guide and porter who served the
|
||||
original Hero of Ages on his journey to the Well of Ascension a thousand years
|
||||
before the story begins. A Feruchemist of considerable power, Rashek despised
|
||||
the Khlennium people and feared what the prophecied Hero might do. When the
|
||||
moment came, Rashek seized the Well's power for himself.
|
||||
|
||||
With the power of a god, Rashek reshaped Scadrial. He moved the planet closer
|
||||
to the sun to burn away the Deepness (the mists), then created the ashmounts to
|
||||
cool the world with volcanic ash. He altered plant life to survive the ash,
|
||||
changed human physiology, and created entirely new species — the kandra from
|
||||
the Terris Worldbringers who opposed him, and the koloss as living weapons. He
|
||||
established himself as the Lord Ruler, an immortal emperor claiming divinity.
|
||||
|
||||
His thousand-year reign is maintained through compounding — burning Feruchemical
|
||||
metalminds Allomantically to produce effectively unlimited power. He stores
|
||||
youth in atium metalminds and compounds it, granting functional immortality. He
|
||||
is both a full Mistborn and a full Feruchemist, making him the most powerful
|
||||
metallic arts user in the world.
|
||||
|
||||
The Lord Ruler controls his empire through the Steel Ministry, a theocratic
|
||||
bureaucracy staffed by obligators and enforced by the Steel Inquisitors. He
|
||||
maintains rigid social stratification between nobility and skaa, and has
|
||||
systematically destroyed all pre-Ascension history, religion, and knowledge.
|
||||
|
||||
## Personality
|
||||
|
||||
The Lord Ruler is cold, imperious, and utterly convinced of his own necessity.
|
||||
He believes — perhaps correctly — that his iron grip is all that keeps Ruin
|
||||
imprisoned and the world from ending. This conviction makes him impervious to
|
||||
moral arguments about the suffering he causes.
|
||||
|
||||
He is not gratuitously cruel but is entirely willing to inflict any amount of
|
||||
suffering to maintain order. He views the nobility as useful tools and the skaa
|
||||
as a necessary labor force, both expendable. He is paranoid about threats to
|
||||
his power, particularly the Terris Feruchemists (whom he has subjected to
|
||||
breeding programs to eliminate Feruchemy from the population).
|
||||
|
||||
Beneath the divine mask is a man who has been alone for a thousand years. He
|
||||
rarely speaks to anyone as an equal. His court appearances are theatrical
|
||||
performances of divine power, not genuine human interaction.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| `trait_mistborn` | Allomancy | Full Mistborn — all metals |
|
||||
| `trait_feruchemist` | Feruchemy | Full Feruchemist — all metals |
|
||||
| `callous` | Personality | Untroubled by suffering |
|
||||
| `ambitious` | Personality | Seized divine power, remade the world |
|
||||
| `paranoid` | Personality | Thousand years of guarding against threats |
|
||||
| `education_learning_4` | Education | Millennium of accumulated knowledge |
|
||||
| `beauty_good_3` | Physical | Maintains youthful, imposing appearance via compounding |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~1,020 years old (appears ageless through compounding)
|
||||
- **Location:** Kredik Shaw, Luthadel
|
||||
- **Title:** e_final_empire (emperor)
|
||||
- **Religion:** Steel Ministry (religious head)
|
||||
- **Culture:** Terris (originally), but presents as noble Scadrian
|
||||
|
||||
### Relationships
|
||||
|
||||
- Holds all Great Houses in vassalage through the imperial structure
|
||||
- Controls the Steel Inquisitors directly
|
||||
- Distrusted by the Terris Keepers, who know fragments of the truth
|
||||
- No family, no friends, no peers — completely isolated
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
The Lord Ruler should be **non-playable** in CK3. He functions as:
|
||||
|
||||
1. **Religious head** of the Steel Ministry faith
|
||||
2. **Holder of e_final_empire** — the top-level title
|
||||
3. **Off-map power** — his direct actions are handled through events and
|
||||
decisions rather than normal CK3 AI behavior
|
||||
|
||||
He should be immortal (cannot die of natural causes). His death is a major
|
||||
narrative event that triggers the collapse of the Final Empire — this should
|
||||
be an event chain, not a random occurrence.
|
||||
|
||||
**Priority:** M3 — needed as religious head and empire title holder.
|
||||
@@ -0,0 +1,67 @@
|
||||
# Lord Tekiel
|
||||
|
||||
> Head of House Tekiel. Merchant prince and trade magnate.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
House Tekiel is one of the Great Houses of the Final Empire, known primarily
|
||||
for its commercial power. In the books, Tekiel controls major trade routes and
|
||||
mercantile operations across the empire. They are the wealthiest of the Great
|
||||
Houses in terms of liquid capital, even if they lack the political dominance
|
||||
of Venture or the military strength of Hasting.
|
||||
|
||||
The specific Lord Tekiel is not deeply characterized in *The Final Empire*.
|
||||
The house is mentioned in the context of the noble ball scene and the Great
|
||||
Game — Tekiel representatives attend social functions, negotiate trade
|
||||
agreements, and compete for atium allocations. Their power is economic rather
|
||||
than martial or political.
|
||||
|
||||
> **Note:** The head of House Tekiel is not a named canonical character in the
|
||||
> novels. This entry extrapolates from canonical house lore to create a
|
||||
> game-ready character. The existing original character Dagren Tekiel (900030)
|
||||
> fills this role in the current game data.
|
||||
|
||||
## Personality
|
||||
|
||||
A merchant prince. Practical, wealth-focused, and shrewd in business. Views
|
||||
politics through the lens of profit and loss. Values efficiency, reliability,
|
||||
and the steady accumulation of wealth over flashy power grabs. Likely uses
|
||||
economic leverage rather than force to achieve his goals.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| (Allomantic trait) | Allomancy | Likely a mental metal Misting (Soother — useful for trade) |
|
||||
| `greedy` | Personality | Wealth-focused |
|
||||
| `diligent` | Personality | Tireless business operator |
|
||||
| `patient` | Personality | Plays the long game |
|
||||
| `education_stewardship_4` | Education | Master of commerce |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~50-60
|
||||
- **Location:** Eastern Dominance seat (controls major trade routes)
|
||||
- **Title:** k_eastern (Kingdom of the Eastern Dominance)
|
||||
- **Religion:** Steel Ministry
|
||||
- **Culture:** Noble Scadrian
|
||||
- **Dynasty:** dynasty_tekiel
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Other Great Houses** — business partners and competitors. Tekiel trades
|
||||
with everyone
|
||||
- **The Lord Ruler** — reliable vassal who pays his atium tithes on time
|
||||
- **House Venture** — uneasy relationship. Venture's political dominance
|
||||
sometimes overrides Tekiel's economic interests
|
||||
- **Heir(s)** — trained in trade and stewardship
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Lord Tekiel is a **playable character** offering stewardship-focused Great
|
||||
House gameplay. His dominance is an economic powerhouse — players can pursue
|
||||
wealth accumulation, trade route control, and economic warfare.
|
||||
|
||||
**Priority:** M5 — available as a bookmark playable character.
|
||||
@@ -0,0 +1,83 @@
|
||||
# Marsh
|
||||
|
||||
> Seeker. Kelsier's brother. The spy who becomes the enemy.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
Marsh is Kelsier's older brother and a bronze Misting (Seeker) who can detect
|
||||
Allomantic pulses in his vicinity. Before Kelsier's return from the Pits,
|
||||
Marsh led the skaa rebellion in Luthadel — a thankless, grinding effort that
|
||||
produced few results. When Kelsier swept in with his charisma and impossible
|
||||
plan, Marsh's years of patient organizing were overshadowed overnight.
|
||||
|
||||
Despite his resentment, Marsh joined the crew because their goals aligned.
|
||||
His role is the most dangerous: infiltrate the Steel Ministry by posing as an
|
||||
obligator recruit. His Seeker ability makes him a plausible candidate for
|
||||
Ministry service, and he is willing to walk into the lion's den to gather
|
||||
intelligence.
|
||||
|
||||
The infiltration succeeds — Marsh becomes embedded in the Canton of
|
||||
Inquisition, reporting back to the crew on Ministry movements and Inquisitor
|
||||
activities. But his position puts him in direct proximity to the most
|
||||
dangerous beings in the empire. He is eventually captured by the Steel
|
||||
Inquisitors and transformed into one of them through Hemalurgy — metal spikes
|
||||
driven through his body grant him stolen powers while opening cracks in his
|
||||
soul that Ruin can exploit.
|
||||
|
||||
## Personality
|
||||
|
||||
Marsh is stern, serious, and deeply principled. He lacks Kelsier's warmth and
|
||||
charisma but matches his determination. Where Kelsier leads through
|
||||
inspiration, Marsh leads through competence and sheer stubbornness.
|
||||
|
||||
He resents Kelsier — not for being talented, but for being reckless with other
|
||||
people's lives. Marsh spent years building a quiet, sustainable resistance.
|
||||
Kelsier's all-or-nothing approach terrifies him, not because he doubts it will
|
||||
work, but because he fears the cost of failure.
|
||||
|
||||
Marsh is the most emotionally controlled member of the crew. He rarely smiles,
|
||||
rarely jokes, and rarely shows vulnerability. His face is angular and harsh —
|
||||
he looks like a sterner, thinner version of Kelsier without the smile.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| `trait_misting_seeker` | Allomancy | Bronze — detects Allomantic pulses |
|
||||
| `just` | Personality | Principled, driven by moral conviction |
|
||||
| `ambitious` | Personality | Dedicated to the cause, willing to sacrifice |
|
||||
| `patient` | Personality | Years of quiet organizing |
|
||||
| `education_intrigue_4` | Education | Master spy and infiltrator |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~42 (born ~978 FE)
|
||||
- **Location:** Luthadel — begins with crew, moves to Steel Ministry
|
||||
- **Title:** Unlanded — member of Kelsier's adventurer band
|
||||
- **Religion:** Steel Ministry (infiltrating)
|
||||
- **Culture:** Skaa
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Kelsier** — younger brother. Complex relationship of loyalty, resentment,
|
||||
and shared purpose
|
||||
- **The crew** — respected but not warm. He is the most distant member
|
||||
- **The Steel Ministry** — infiltration target, eventually captors
|
||||
- **Kar** — the Inquisitor who eventually oversees his transformation
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Marsh is a **crew member** with a unique narrative arc. His infiltration of
|
||||
the Steel Ministry is a major storyline that should be handled through events.
|
||||
|
||||
Key mechanical functions:
|
||||
- **Spymaster** — Seeker ability and infiltration skills
|
||||
- **Ministry intelligence** — provides information about enemy movements
|
||||
- **Transformation event** — his capture and conversion to a Steel Inquisitor
|
||||
is a dramatic mid-game event. This should change his traits (add Hemalurgy
|
||||
traits, change portrait, potentially remove him from the crew)
|
||||
|
||||
**Priority:** M5 — part of the adventurer band. Transformation events
|
||||
potentially M6+.
|
||||
@@ -0,0 +1,86 @@
|
||||
# OreSeur
|
||||
|
||||
> Kandra. Shapeshifter. The reluctant servant bound by Contract.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
OreSeur is a kandra — one of the shapeshifting creatures created by the Lord
|
||||
Ruler through Hemalurgy. Kandra can absorb the bones of a deceased person and
|
||||
perfectly replicate their appearance, voice, and mannerisms. They are the
|
||||
ultimate infiltrators.
|
||||
|
||||
Kandra society is governed by the Contract — a binding agreement system that
|
||||
requires kandra to serve human masters in exchange for atium (which they need
|
||||
for their Hemalurgic Blessings). The Contract is sacred to the kandra; breaking
|
||||
it is the most severe taboo in their culture. OreSeur is bound by Contract to
|
||||
Kelsier.
|
||||
|
||||
At the start of the story, OreSeur has taken on the appearance of Lord Renoux,
|
||||
a minor nobleman. In this guise, he runs a country estate in Fellise that
|
||||
serves as the crew's legitimate front for Vin's noble infiltration. "Lord
|
||||
Renoux" hosts balls, entertains visitors, and maintains the fiction that
|
||||
"Valette Renoux" (Vin) is his niece.
|
||||
|
||||
OreSeur deeply resents his servitude. Kandra are sapient beings with their own
|
||||
culture, history, and pride, yet the Contract reduces them to tools for human
|
||||
use. He obeys Kelsier because honor demands it, not because he wants to.
|
||||
|
||||
## Personality
|
||||
|
||||
OreSeur is proud, resentful, and fiercely dignified despite his subjugated
|
||||
position. He views humans as crude and short-lived, and their use of kandra as
|
||||
an injustice that his people endure because they have no choice.
|
||||
|
||||
When performing a role, he is flawlessly professional. His imitation of Lord
|
||||
Renoux is so perfect that even careful observers cannot detect the deception.
|
||||
This is a point of professional pride — whatever he feels about the work, he
|
||||
does it excellently.
|
||||
|
||||
He communicates his displeasure through subtle passive-aggression and pointed
|
||||
adherence to the letter (rather than spirit) of his Contract. He does exactly
|
||||
what he is told and nothing more.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| (kandra trait) | Special | Shapeshifter — needs a custom kandra trait |
|
||||
| `patient` | Personality | Centuries of endured servitude |
|
||||
| `deceitful` | Personality | Master of impersonation (professional, not malicious) |
|
||||
| `arrogant` | Personality | Kandra cultural pride |
|
||||
| `education_intrigue_4` | Education | Perfect infiltration skills |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** Centuries old (kandra are long-lived)
|
||||
- **Location:** Fellise — posing as Lord Renoux
|
||||
- **Title:** Unlanded — attached to Kelsier's adventurer band
|
||||
- **Religion:** Kandra faith / None
|
||||
- **Culture:** Could warrant a kandra culture or be cultureless
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Kelsier** — master by Contract. OreSeur obeys but does not love
|
||||
- **Vin** — poses as her "uncle." Their relationship evolves significantly
|
||||
in later books
|
||||
- **The kandra Homeland** — his true allegiance and people
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
OreSeur is a **special character** with unique mechanics tied to the kandra
|
||||
Contract system. Implementation depends on how kandra are handled in CK3.
|
||||
|
||||
Possible approaches:
|
||||
- **Court position** — "Contracted Kandra" position that provides intrigue
|
||||
bonuses
|
||||
- **Event-based** — kandra appear through decisions/events rather than as
|
||||
persistent characters
|
||||
- **Shapeshifter trait** — a trait that provides intrigue and scheme bonuses
|
||||
|
||||
His role as Lord Renoux could be modeled as a decision or event that creates
|
||||
a "front" for the crew's operations.
|
||||
|
||||
**Priority:** M5 — part of the adventurer band, but implementation depends on
|
||||
kandra system design.
|
||||
@@ -0,0 +1,92 @@
|
||||
# Sazed
|
||||
|
||||
> Terris Keeper. Feruchemist. Scholar of dead religions and guardian of
|
||||
> forbidden knowledge.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
Sazed is a Terris steward — one of a class of castrated servants bred by the
|
||||
Lord Ruler's eugenics programs to serve the nobility. Publicly, he is a
|
||||
polite, deferential attendant. Privately, he is a Keeper: a member of a secret
|
||||
Terris order that preserves the knowledge the Lord Ruler tried to destroy.
|
||||
|
||||
The Keepers use copperminds — Feruchemical copper metalminds — to store vast
|
||||
libraries of information: the religions, histories, languages, and sciences of
|
||||
the pre-Ascension world. The Lord Ruler has spent a thousand years trying to
|
||||
eradicate this knowledge and exterminate the Keepers. Discovery means death.
|
||||
|
||||
Sazed serves Kelsier's crew as both a practical asset and a moral compass. He
|
||||
is Vin's personal steward and protector, assigned to accompany her during her
|
||||
infiltration of noble society. He is a Feruchemist of considerable skill,
|
||||
capable of storing and tapping physical attributes — strength, speed, weight,
|
||||
senses — through his many metalminds (worn as rings, bracelets, and earrings).
|
||||
|
||||
His scholarly passion is comparative religion. He has memorized over three
|
||||
hundred extinct religions and offers them to anyone who will listen, searching
|
||||
for the one that is "true." This quest becomes central to his character arc
|
||||
across the trilogy.
|
||||
|
||||
## Personality
|
||||
|
||||
Sazed is gentle, patient, and deeply compassionate. He speaks softly, thinks
|
||||
carefully, and rarely acts impulsively. He is the emotional anchor of the
|
||||
crew — the person who smooths conflicts, offers counsel, and keeps everyone
|
||||
grounded.
|
||||
|
||||
He is physically imposing (tall, with the elongated features typical of the
|
||||
Terris) but projects calm rather than threat. Despite his role as a servant,
|
||||
he carries himself with quiet dignity. He does not see his service as
|
||||
degrading; he sees it as a cover for his true purpose.
|
||||
|
||||
His faith in the power of knowledge and belief is absolute — he genuinely
|
||||
thinks that somewhere in his three hundred religions lies a truth that can
|
||||
save the world. This faith is both his strength and, eventually, his greatest
|
||||
vulnerability.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| `trait_feruchemist` | Feruchemy | Full Feruchemist (Keeper) |
|
||||
| `patient` | Personality | Calm, measured, steady |
|
||||
| `compassionate` | Personality | Genuine care for all people |
|
||||
| `temperate` | Personality | Ascetic, disciplined |
|
||||
| `education_learning_4` | Education | Walking library of forbidden knowledge |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~35 (born ~985 FE)
|
||||
- **Location:** Luthadel — with Kelsier's crew
|
||||
- **Title:** Unlanded — member of Kelsier's adventurer band
|
||||
- **Religion:** Terris Worldbringers (secretly)
|
||||
- **Culture:** Terris
|
||||
- **Dynasty:** None (Terris stewards are eunuchs without dynastic lines)
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Kelsier** — respects his mission, serves the crew willingly
|
||||
- **Vin** — personal protector and teacher. A paternal bond
|
||||
- **The Keeper network** — his true allegiance. Reports to and coordinates
|
||||
with other Keepers across the empire
|
||||
- **The Lord Ruler** — existential threat. The Lord Ruler's breeding programs
|
||||
and Inquisitor hunts target exactly what Sazed is
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Sazed is a **crew member** in Kelsier's adventurer band. Not a recommended
|
||||
playable character but an important court member.
|
||||
|
||||
Key mechanical functions:
|
||||
- **Learning advisor** — high learning stat and education
|
||||
- **Keeper knowledge** — could provide event-based bonuses (research speed,
|
||||
lore discoveries, religious information)
|
||||
- **Feruchemist combat** — capable fighter when tapping metalminds, though he
|
||||
prefers not to fight
|
||||
|
||||
His transformation across the trilogy is significant (he eventually becomes a
|
||||
cosmic-level figure), but for the M5 bookmark he is simply a scholarly
|
||||
Feruchemist and crew member.
|
||||
|
||||
**Priority:** M5 — part of the adventurer band.
|
||||
@@ -0,0 +1,84 @@
|
||||
# Shan Elariel
|
||||
|
||||
> Secret Mistborn. Noble rival. The most dangerous woman at the ball.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
Shan Elariel is the daughter of House Elariel and a secret Mistborn — one of
|
||||
the rarest and most valuable assets a Great House can possess. Her Mistborn
|
||||
status is kept absolutely hidden; publicly, she is known only as a beautiful,
|
||||
politically ambitious noblewoman.
|
||||
|
||||
She is deployed by House Elariel as a political weapon. Her initial assignment
|
||||
is Elend Venture — she courts him as part of an arranged political relationship
|
||||
between the two houses. When Elend proves uncontrollable (his idealism makes
|
||||
him useless as a political pawn), the courtship turns hostile. She eventually
|
||||
attempts to assassinate him.
|
||||
|
||||
Shan is Vin's primary antagonist in the noble ball scene. The two circle each
|
||||
other through layers of social warfare — gossip, reputation management, subtle
|
||||
threats — before their conflict escalates to a Mistborn duel in the mists.
|
||||
Shan is the more experienced Mistborn, but Vin's raw power and unconventional
|
||||
street-fighting style give her the edge.
|
||||
|
||||
## Personality
|
||||
|
||||
Shan is cold, controlled, and supremely confident. She has been raised from
|
||||
birth to be a weapon — beautiful enough to charm, deadly enough to kill, and
|
||||
disciplined enough to know which approach each situation demands.
|
||||
|
||||
She views other people as obstacles, tools, or targets. Her social graces are
|
||||
flawless but entirely performative — underneath the smile is a predator
|
||||
assessing threats. She genuinely enjoys the power her Mistborn abilities give
|
||||
her and the fear she could inspire if her secret were known.
|
||||
|
||||
She despises Vin on sight — partly because Vin threatens Elariel's plans,
|
||||
partly because Vin's unpolished authenticity exposes the artifice of Shan's
|
||||
own performance. Their rivalry is both political and personal.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| `trait_mistborn` | Allomancy | Full Mistborn (secret) |
|
||||
| `beauty_good_3` | Physical | Cultivated appearance |
|
||||
| `deceitful` | Personality | Master of social manipulation |
|
||||
| `callous` | Personality | People are tools |
|
||||
| `education_intrigue_3` | Education | Trained as a political operative |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~22 (born ~998 FE)
|
||||
- **Location:** Luthadel — Elariel Keep / noble social circuit
|
||||
- **Title:** Unlanded — daughter of House Elariel
|
||||
- **Religion:** Steel Ministry
|
||||
- **Culture:** Noble Scadrian
|
||||
- **Dynasty:** dynasty_elariel
|
||||
|
||||
### Relationships
|
||||
|
||||
- **House Elariel** — loyal daughter and weapon
|
||||
- **Elend Venture** — courtship target turned assassination target
|
||||
- **Vin** — rival. Their conflict escalates from social to lethal
|
||||
- **House Venture** — enemy house in the Great Game
|
||||
|
||||
### Design Note
|
||||
|
||||
The existing character Shanvere Elariel (900021) is clearly modeled on Shan.
|
||||
If canonical characters are used, Shan replaces Shanvere directly — both are
|
||||
secret Mistborn daughters of House Elariel with identical trait loadouts.
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Shan is an **antagonist character**, not intended to be playable. She exists
|
||||
as a threat and rival for both Vin and the Venture storyline.
|
||||
|
||||
Key mechanical functions:
|
||||
- **Mistborn assassin** — a lethal threat in combat and schemes
|
||||
- **Noble rival** — social competition at balls and court
|
||||
- **Elariel asset** — represents House Elariel's covert power
|
||||
- **Boss fight** — her duel with Vin is a climactic event
|
||||
|
||||
**Priority:** M5 — needed as antagonist for the bookmark storyline.
|
||||
@@ -0,0 +1,90 @@
|
||||
# Straff Venture
|
||||
|
||||
> Head of House Venture. Tineye. Ruthless patriarch and political predator.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
Straff Venture is the head of the most powerful Great House in the Final
|
||||
Empire. House Venture controls Luthadel's economy and holds the Lord Ruler's
|
||||
favor — at least nominally — through careful political maneuvering and
|
||||
reliable atium distribution.
|
||||
|
||||
Straff is a Tineye — a tin Misting whose enhanced senses make him acutely
|
||||
aware of his surroundings. He uses this ability to read body language, detect
|
||||
lies, and maintain constant awareness of threats. In political situations, his
|
||||
enhanced perception gives him a significant edge.
|
||||
|
||||
He is a cunning, amoral politician who views everyone — including his own
|
||||
children — as tools to be used. His relationship with his son Elend is
|
||||
particularly strained: Straff sees Elend's idealism as weakness and his
|
||||
interest in political philosophy as a dangerous affectation. He has considered
|
||||
disinheriting Elend in favor of more pliable alternatives.
|
||||
|
||||
Straff maintains his power through a combination of economic dominance,
|
||||
strategic marriages, Allomantic assets, and calculated ruthlessness. He is not
|
||||
the strongest fighter or the most charismatic leader, but he is among the most
|
||||
dangerous political operators in the empire.
|
||||
|
||||
## Personality
|
||||
|
||||
Straff is cold, calculating, and utterly self-interested. He is capable of
|
||||
charm when it serves his purposes but incapable of genuine warmth. He treats
|
||||
relationships as transactions and loyalty as a commodity to be purchased.
|
||||
|
||||
He is addicted to certain substances (a weakness exploited in later books) and
|
||||
maintains a harem of mistresses, some of whom he has fathered bastards with —
|
||||
potentially including skaa women, which violates the Lord Ruler's laws.
|
||||
|
||||
His paranoia is justified: in the Great Game of noble houses, everyone is a
|
||||
potential enemy. His Tineye senses feed this paranoia, giving him too much
|
||||
information about the subtle hostilities of court life.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| `trait_misting_tineye` | Allomancy | Tin — enhanced senses |
|
||||
| `callous` | Personality | Views people as tools |
|
||||
| `ambitious` | Personality | Relentless political climber |
|
||||
| `paranoid` | Personality | Justified in this world |
|
||||
| `education_stewardship_4` | Education | Master of house economics |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~50 (born ~970 FE)
|
||||
- **Location:** Luthadel — Venture Keep
|
||||
- **Title:** k_central (or equivalent high title in Central Dominance)
|
||||
- **Religion:** Steel Ministry
|
||||
- **Culture:** Noble Scadrian
|
||||
- **Dynasty:** dynasty_venture
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Elend Venture** — son and heir. Despises Elend's idealism
|
||||
- **House Elariel** — primary rivals in Luthadel. Cold war
|
||||
- **The Lord Ruler** — theoretically loyal. Practically, Straff serves himself
|
||||
- **Other Great Houses** — competitors, potential allies, potential threats
|
||||
|
||||
### Design Note
|
||||
|
||||
The existing character Devinshae Venture (900001) fills this role in the
|
||||
current game data. If canonical characters are added, Straff Venture would
|
||||
either **replace** Devinshae or coexist as a different family member. The
|
||||
traits and personality are similar — both are ambitious, callous, Allomancer
|
||||
patriarchs.
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Straff Venture should be a **playable character** — a major landed ruler
|
||||
option for traditional CK3 gameplay (as opposed to the unlanded Kelsier
|
||||
experience).
|
||||
|
||||
Key mechanical functions:
|
||||
- **Great House gameplay** — managing vassals, economy, political marriages
|
||||
- **Allomantic breeding** — Straff actively breeds for Allomantic power
|
||||
- **Rivalry with Elariel** — cold war events and decisions
|
||||
- **Father-son tension** — events around Elend's disobedience
|
||||
|
||||
**Priority:** M3/M5 — needed for House Venture gameplay and bookmark.
|
||||
@@ -0,0 +1,95 @@
|
||||
# Vin
|
||||
|
||||
> Street urchin turned Mistborn. The crew's secret weapon and the story's
|
||||
> protagonist.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
Vin is a sixteen-year-old skaa street urchin living in Luthadel at the start
|
||||
of the story. Raised by her older brother Reen after their mother killed Vin's
|
||||
sister in a fit of madness, Vin learned to survive through paranoia,
|
||||
invisibility, and a mysterious "Luck" she could use to subtly influence people
|
||||
around her. She didn't know this "Luck" was actually Allomancy — she was
|
||||
unconsciously burning brass and zinc to soothe and riot emotions.
|
||||
|
||||
Vin was Snapped as a child (the trauma of her upbringing was sufficient), but
|
||||
without anyone to teach her, she only ever used her emotional Allomancy
|
||||
instinctively. She had no idea she was Mistborn until Kelsier discovered her
|
||||
in a skaa thieving crew and recruited her.
|
||||
|
||||
Under Kelsier's training, Vin's abilities develop rapidly. She proves to be
|
||||
an exceptionally powerful Mistborn — possibly stronger than Kelsier himself.
|
||||
She is small, quiet, and easily underestimated, which makes her the perfect
|
||||
infiltrator for the crew's plan: she poses as "Valette Renoux," a minor
|
||||
noblewoman attending the Luthadel social season, to gather intelligence at
|
||||
noble balls.
|
||||
|
||||
## Personality
|
||||
|
||||
Vin is defined by the tension between the paranoid survivor Reen raised and
|
||||
the person she might become if she ever learns to trust. At the start of the
|
||||
story, she trusts no one. Reen's cardinal rule — "everyone will betray you" —
|
||||
is burned into her psyche.
|
||||
|
||||
She is quiet, observant, and prefers to fade into the background. She is
|
||||
uncomfortable with attention, luxury, or kindness — all of which she views
|
||||
as traps. She is fiercely independent but deeply lonely.
|
||||
|
||||
As the story progresses, the crew's genuine care for her begins to crack
|
||||
through her defenses. Her relationship with Kelsier (mentor/father figure),
|
||||
Sazed (protector/teacher), and Elend (romantic interest) gradually teaches
|
||||
her that trust is possible, though she never fully sheds her wariness.
|
||||
|
||||
In combat, Vin is ruthlessly effective. She fights with a desperate efficiency
|
||||
born from a lifetime of survival. She is not cruel, but she does not hesitate.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| `trait_allomantic_potential` | Allomancy | At bookmark start, pre-training. Changes to `trait_mistborn` via event |
|
||||
| `paranoid` | Personality | Reen's legacy — deep distrust |
|
||||
| `shy` | Personality | Prefers to be invisible |
|
||||
| `brave` | Personality | Acts despite fear, not without it |
|
||||
| `education_intrigue_3` | Education | Street survival, infiltration skills |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~16 (born ~1004 FE)
|
||||
- **Location:** Luthadel (underground)
|
||||
- **Title:** Unlanded — member of Kelsier's adventurer band
|
||||
- **Religion:** None (nominal Steel Ministry)
|
||||
- **Culture:** Skaa
|
||||
- **Dynasty:** None
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Kelsier** — mentor and father figure. He discovers her potential and
|
||||
trains her as Mistborn
|
||||
- **Sazed** — personal steward and protector. Teaches her about the world
|
||||
beyond survival
|
||||
- **Elend Venture** — romantic interest. She meets him while posing as a
|
||||
noblewoman at balls
|
||||
- **Reen** — deceased brother. His paranoid teachings still dominate her
|
||||
thinking
|
||||
- **The crew** — initially an outsider, gradually accepted as a true member
|
||||
- **Shan Elariel** — rival. Shan threatens Elend, putting her in direct
|
||||
conflict with Vin
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Vin should be **playable** as part of Kelsier's adventurer band but is not a
|
||||
recommended starting character at the bookmark (she is too young and low-agency
|
||||
at story start).
|
||||
|
||||
Her key mechanical arc:
|
||||
1. **Snapping event** — transition from `trait_allomantic_potential` to
|
||||
`trait_mistborn`. This should be an early event in the playthrough, triggered
|
||||
by Kelsier's training
|
||||
2. **Noble infiltration** — decisions/events around attending balls in disguise
|
||||
3. **Combat prowess** — she becomes one of the most powerful fighters in the
|
||||
setting, which should be reflected in escalating martial prowess
|
||||
|
||||
**Priority:** M5 — part of the adventurer band.
|
||||
@@ -0,0 +1,85 @@
|
||||
# Yeden
|
||||
|
||||
> No Allomancy. Skaa rebel leader. The client who hired the crew.
|
||||
|
||||
## Lore Summary
|
||||
|
||||
Yeden is the leader of the skaa rebellion in Luthadel — or what passes for
|
||||
one. Before Kelsier's arrival, the "rebellion" was a disorganized collection
|
||||
of angry skaa who met in secret and accomplished little. Yeden represents
|
||||
their frustrated idealism: he wants to overthrow the Lord Ruler but has no
|
||||
realistic plan for doing so.
|
||||
|
||||
When Kelsier proposed his audacious scheme, Yeden hired the crew using the
|
||||
rebellion's meager treasury. In thieving crew terms, he is the "employer" —
|
||||
the one who pays for the job. His payment funds the crew's operations, and in
|
||||
return, Kelsier promises to deliver a collapsed empire and a functional rebel
|
||||
army.
|
||||
|
||||
Yeden's relationship with the plan is fraught. He is simultaneously awed by
|
||||
the crew's competence and terrified by their recklessness. He objects to their
|
||||
methods, questions their morality, and generally makes himself an anxious
|
||||
nuisance — all while being fundamentally right that what they're doing is
|
||||
insane.
|
||||
|
||||
His military ambitions outstrip his abilities. When given command of the rebel
|
||||
army, he leads them into battle prematurely at Holstep, resulting in a
|
||||
catastrophic defeat. He dies in the battle, along with most of the rebel
|
||||
forces he committed.
|
||||
|
||||
## Personality
|
||||
|
||||
Yeden is nervous, idealistic, and utterly out of his depth. He is a man of
|
||||
conviction but not competence — he believes passionately in the cause of skaa
|
||||
liberation but lacks the skills, temperament, or experience to lead a
|
||||
military rebellion.
|
||||
|
||||
He is uncomfortable around the crew, who are criminals and killers even if
|
||||
they fight for a good cause. He moralizes frequently and is generally
|
||||
dismissed by the more pragmatic crew members. Despite this, his sincerity is
|
||||
genuine — he truly cares about the skaa people and is willing to die for their
|
||||
freedom.
|
||||
|
||||
His greatest flaw is impatience. Given access to a growing rebel army, he
|
||||
cannot resist the urge to use it before it is ready.
|
||||
|
||||
## CK3 Implementation
|
||||
|
||||
### Traits
|
||||
|
||||
| Trait | Type | Notes |
|
||||
|-------|------|-------|
|
||||
| (none) | Allomancy | No Allomantic ability |
|
||||
| `zealous` | Personality | True believer in the cause |
|
||||
| `craven` | Personality | Fearful, though not without courage when pushed |
|
||||
| `ambitious` | Personality | Wants to see the rebellion succeed |
|
||||
| `education_martial_1` | Education | Poor military commander |
|
||||
|
||||
### Starting Conditions
|
||||
|
||||
- **Age:** ~45 (born ~975 FE)
|
||||
- **Location:** Luthadel — skaa underground
|
||||
- **Title:** Unlanded — member of Kelsier's adventurer band
|
||||
- **Religion:** Steel Ministry (nominal)
|
||||
- **Culture:** Skaa
|
||||
|
||||
### Relationships
|
||||
|
||||
- **Kelsier** — employer/hired relationship. Awed and terrified by Kelsier
|
||||
- **The crew** — uncomfortable outsider. They tolerate him because he pays
|
||||
- **The rebel army** — his people, his responsibility, his fatal mistake
|
||||
|
||||
## Mechanical Notes
|
||||
|
||||
Yeden is a **minor crew member** with a short lifespan in the narrative. He
|
||||
exists primarily to:
|
||||
|
||||
1. Provide the "client" role that justifies the crew's formation
|
||||
2. Die at the Battle of Holstep, creating a narrative crisis for the crew
|
||||
|
||||
His death should be an event chain trigger, not a random occurrence. The loss
|
||||
at Holstep represents the rebellion's darkest hour before Kelsier's sacrifice
|
||||
turns the tide.
|
||||
|
||||
**Priority:** M5 — part of the adventurer band. Low individual priority but
|
||||
needed for story completeness.
|
||||
Reference in New Issue
Block a user