diff --git a/docs/bookmarks/the end of an empire/characters/INDEX.md b/docs/bookmarks/the end of an empire/characters/INDEX.md new file mode 100644 index 0000000..088765e --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/INDEX.md @@ -0,0 +1,141 @@ +# Character Index — The End of an Empire + +> Cast of characters for the 1020.1.1 bookmark. Each character has a dedicated +> file with lore summary, CK3 traits, and mechanical notes. +> +> Characters are grouped by faction. Relationships are noted inline and in the +> glossary below. + +## Kelsier's Crew + +The central protagonists. A thieving crew assembled by Kelsier to overthrow the +Final Empire. In CK3 terms, this is an unlanded adventurer band (Roads to Power). + +| Character | File | Role | Allomancy | +|-----------|------|------|-----------| +| Kelsier | [kelsier.md](kelsier.md) | Crew leader | Mistborn | +| Vin | [vin.md](vin.md) | Infiltrator / protagonist | Mistborn (pre-snap at start) | +| Sazed | [sazed.md](sazed.md) | Scholar / steward | Feruchemist (Keeper) | +| Breeze | [breeze.md](breeze.md) | Social manipulator | Soother (brass) | +| Ham | [ham.md](ham.md) | Muscle / fighter | Thug (pewter) | +| Clubs | [clubs.md](clubs.md) | Hideout / security | Smoker (copper) | +| Dockson | [dockson.md](dockson.md) | Organizer / logistics | None | +| Marsh | [marsh.md](marsh.md) | Spy in the Ministry | Seeker (bronze) | +| Yeden | [yeden.md](yeden.md) | Skaa rebel liaison | None | +| OreSeur | [oreseur.md](oreseur.md) | Kandra spy | Kandra (shapeshifter) | + +## House Venture + +The most powerful of the Great Houses. Controls Luthadel and has the Lord Ruler's +favor. + +| Character | File | Role | Allomancy | +|-----------|------|------|-----------| +| Straff Venture | [straff-venture.md](straff-venture.md) | Head of House Venture | Tineye (tin) | +| Elend Venture | [elend-venture.md](elend-venture.md) | Heir to House Venture | None | + +## House Elariel + +A rival Great House. Aggressive, militaristic, politically ambitious. + +| Character | File | Role | Allomancy | +|-----------|------|------|-----------| +| Shan Elariel | [shan-elariel.md](shan-elariel.md) | Noble rival / Mistborn | Mistborn | + +## The Lord Ruler's Court + +The supreme authority of the Final Empire. + +| Character | File | Role | Allomancy | +|-----------|------|------|-----------| +| The Lord Ruler (Rashek) | [lord-ruler.md](lord-ruler.md) | Immortal emperor | Mistborn + Feruchemist (Compounder) | +| Kar | [kar.md](kar.md) | Senior Steel Inquisitor | Hemalurgist (multiple spikes) | + +## Other Great House Heads + +Minor characters who head the remaining Great Houses. These can be developed +further as gameplay demands. + +| Character | File | House | Notes | +|-----------|------|-------|-------| +| Lord Hasting | [lord-hasting.md](lord-hasting.md) | Hasting | Militaristic, border power | +| Lord Lekal | [lord-lekal.md](lord-lekal.md) | Lekal | Cautious, political survivor | +| Lord Erikeller | [lord-erikeller.md](lord-erikeller.md) | Erikeller | Old money, traditionalist | +| Lord Tekiel | [lord-tekiel.md](lord-tekiel.md) | Tekiel | Merchant prince, trade focus | + +--- + +## Relationship Glossary + +### Family & Blood + +- **Kelsier** and **Marsh** are brothers. Kelsier is the younger, more + charismatic one. Marsh resents Kelsier's recklessness but shares his goals. +- **Straff Venture** is **Elend Venture**'s father. Their relationship is + strained — Straff is a ruthless politician, Elend is an idealist. +- **Vin** has no known living family. Her brother Reen (dead before the story) + raised her on the streets and instilled deep paranoia. + +### Crew Bonds + +- **Kelsier** recruited and leads the entire crew. Each member respects him but + for different reasons — Ham for his strength, Breeze for his charisma, Clubs + grudgingly for his competence. +- **Vin** is the newcomer. Distrusted initially, she earns the crew's loyalty + through the story. Her arc with Kelsier is mentor/student. +- **Dockson** is Kelsier's oldest friend and the operational backbone. He handles + logistics while Kelsier handles inspiration. +- **Sazed** serves as Vin's personal steward and protector. His Keeper knowledge + makes him invaluable for lore and planning. +- **OreSeur** is bound by Contract to Kelsier. Resentful of servitude but + honor-bound to obey. + +### Political Rivalries + +- **House Venture** vs **House Elariel** — the two most powerful houses in + Luthadel, locked in cold war for dominance. +- **Shan Elariel** specifically targets **Elend Venture** — first through + courtship, then through assassination attempts when he proves uncontrollable. +- All Great Houses compete for the **Lord Ruler**'s favor, which translates to + atium allocations and political privileges. + +### The Lord Ruler & His Instruments + +- **The Lord Ruler** controls everything through the **Steel Ministry** (his + theocratic government) and the **Steel Inquisitors** (his enforcers). +- **Kar** is the senior Inquisitor in Luthadel and the primary antagonist for + Kelsier's crew. He hunts skaa Allomancers and answers directly to the + Lord Ruler. +- The **obligators** (not individually modeled) are the bureaucrat-priests who + witness contracts, manage governance, and report to the Ministry. + +### Hidden Connections + +- **Marsh** infiltrates the Steel Ministry during the story, eventually being + captured and turned into a **Steel Inquisitor** via Hemalurgy. This is a + major narrative event. +- **Sazed** and the **Keeper network** operate in secret — Terris stewards + publicly, Keepers of forbidden knowledge privately. Discovery means death. +- **Vin**'s latent Mistborn abilities are unknown at the start. Her snapping + is a key early event. + +--- + +## CK3 Implementation Notes + +### Playable Characters (Bookmark) +- **Kelsier** — unlanded crew leader (Roads to Power adventurer band) +- **Elend Venture** — heir, eventually a landed ruler post-rebellion +- Optionally: a Great House head for traditional landed gameplay + +### Non-Playable +- **The Lord Ruler** — off-map religious head, immortal, controls the empire +- **Steel Inquisitors** — event-spawned or holy order characters + +### Character Creation Priority +1. Lord Ruler (needed for M3 religious head + title holder) +2. Kelsier + full crew (needed for M5 adventurer band bookmark) +3. Elend + Straff Venture (needed for House Venture gameplay) +4. Shan Elariel (needed as rival/antagonist) +5. Remaining Great House heads (can use existing placeholders initially) +6. Kar + Inquisitors (event-spawned, lower priority) diff --git a/docs/bookmarks/the end of an empire/characters/breeze.md b/docs/bookmarks/the end of an empire/characters/breeze.md new file mode 100644 index 0000000..39d6305 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/breeze.md @@ -0,0 +1,82 @@ +# Breeze + +> Soother. Social manipulator. The crew's secret nobleman. + +## Lore Summary + +Breeze — whose full name is Ladrian — is a Soother, a Misting who burns brass +to dampen the emotions of those around him. He is the crew's expert in social +manipulation and crowd control. During the rebellion, his primary role is +soothing the emotions of the skaa workforce and rebel soldiers to keep morale +stable and prevent panic. + +Breeze is secretly half-noble (possibly fully noble) and maintains a carefully +cultivated upper-class persona despite operating in the skaa underground. He +dresses impeccably, drinks only the finest wines, and insists on being carried +in a sedan chair through the ash-covered streets rather than walking. This +affectation is both genuine (he really is that vain) and strategic (it signals +competence and confidence to those around him). + +He is the crew member most openly uncomfortable with the moral implications of +their work. He uses Allomancy on virtually everyone he interacts with — friends +included — and is honest about this in a way that is somehow both manipulative +and endearing. He argues that he only "nudges" people toward what they already +want. + +## Personality + +Breeze is witty, urbane, and fundamentally lazy. He avoids physical exertion +with the dedication of a man who has elevated comfort to a philosophy. He is +the crew's best conversationalist and worst fighter. + +Despite his superficial selfishness, Breeze repeatedly puts himself in danger +for the crew and for the rebellion. His concern for others is genuine; he just +doesn't like admitting it. His relationship with the skaa rebels is telling — +he initially views them as tools but grows to genuinely care about their +wellbeing. + +He and Ham have an ongoing philosophical debate about the ethics of emotional +Allomancy that runs through the entire series. Breeze argues pragmatism; Ham +argues principles. + +## CK3 Implementation + +### Traits + +| Trait | Type | Notes | +|-------|------|-------| +| `trait_misting_soother` | Allomancy | Brass — dampens emotions | +| `gregarious` | Personality | Socially skilled, loves conversation | +| `lazy` | Personality | Avoids physical work at all costs | +| `deceitful` | Personality | Manipulates constantly, even friends | +| `education_diplomacy_4` | Education | Master of social situations | + +### Starting Conditions + +- **Age:** ~40 (born ~980 FE) +- **Location:** Luthadel — with Kelsier's crew +- **Title:** Unlanded — member of Kelsier's adventurer band +- **Religion:** Steel Ministry (nominal) +- **Culture:** Noble Scadrian (secretly; lives as skaa) +- **Dynasty:** House Ladrian (hidden) + +### Relationships + +- **Kelsier** — follows him for his charisma and the sheer audacity of the plan +- **Ham** — philosophical sparring partner and close friend +- **The crew** — genuine affection masked by affectation +- **Allrianne** (later) — romantic interest in later books, not present at + bookmark start + +## Mechanical Notes + +Breeze is a **crew member** in Kelsier's adventurer band. His Soother ability +makes him invaluable for diplomacy-related events and decisions. + +Key mechanical functions: +- **Diplomacy advisor** — high diplomacy from social manipulation +- **Crowd control** — soothing events for managing rebel morale +- **Noble infiltration support** — his manners and bearing can assist in social + situations + +**Priority:** M5 — part of the adventurer band. diff --git a/docs/bookmarks/the end of an empire/characters/clubs.md b/docs/bookmarks/the end of an empire/characters/clubs.md new file mode 100644 index 0000000..77d97bc --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/clubs.md @@ -0,0 +1,75 @@ +# Clubs + +> Smoker. Coppercloud provider. The crew's grumpy security chief. + +## Lore Summary + +Clubs is a Smoker — a copper Misting who burns copper to generate a +"coppercloud" that hides all Allomantic pulses within its radius. This makes +him essential to any crew operation: without a Smoker, any Seeker (bronze +Misting) or Steel Inquisitor could detect the crew's Allomancers by their +Allomantic signatures. + +By trade, Clubs is a carpenter. He owns a shop in the skaa slums of Luthadel, +which he provides as the crew's headquarters and safe house. The coppercloud +he generates covers the entire building, making it invisible to Allomantic +detection. + +Clubs brings a small contingent of his own — apprentices and associates who +assist with crew operations. His nephew Spook (a Tineye) is among them, +though Spook is a minor figure in this first story. + +## Personality + +Clubs is surly, cynical, and perpetually grumpy. He grumbles about everything, +complains about everyone, and makes it clear at every opportunity that he +thinks the plan is foolish and they're all going to die. He is the opposite +of Kelsier's infectious optimism. + +Despite this, Clubs is utterly reliable. He shows up, he does his job, and he +doesn't flinch. His cynicism is not cowardice — it's the hard-won wisdom of a +man who has survived decades in the skaa underground by assuming the worst and +preparing for it. + +He is a craftsman at heart and applies a craftsman's precision to everything, +including security. His coppercloud is meticulous, his safe house is well- +maintained, and his operational security is flawless. + +## CK3 Implementation + +### Traits + +| Trait | Type | Notes | +|-------|------|-------| +| `trait_misting_smoker` | Allomancy | Copper — generates coppercloud | +| `cynical` | Personality | Pessimistic, irreligious | +| `diligent` | Personality | Reliable, thorough, meticulous | +| `content` | Personality | No grand ambitions, just wants to survive | +| `education_stewardship_3` | Education | Skilled craftsman and organizer | + +### Starting Conditions + +- **Age:** ~55 (born ~965 FE) +- **Location:** Luthadel — his carpenter shop (crew headquarters) +- **Title:** Unlanded — member of Kelsier's adventurer band +- **Religion:** Steel Ministry (nominal) +- **Culture:** Skaa + +### Relationships + +- **Kelsier** — grudging respect. Thinks the plan is insane but follows anyway +- **The crew** — grumbles at everyone equally. This is his form of affection +- **Spook** — nephew, a Tineye who tags along + +## Mechanical Notes + +Clubs is a **crew member** in Kelsier's adventurer band. His Smoker ability +is primarily defensive — hiding the crew from detection. + +Key mechanical functions: +- **Security** — coppercloud hides Allomantic activity from Seekers and + Inquisitors +- **Safe house** — provides the crew's base of operations +- **Stewardship** — practical, organizational skills + +**Priority:** M5 — part of the adventurer band. diff --git a/docs/bookmarks/the end of an empire/characters/dockson.md b/docs/bookmarks/the end of an empire/characters/dockson.md new file mode 100644 index 0000000..762f295 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/dockson.md @@ -0,0 +1,78 @@ +# Dockson + +> No Allomancy. Kelsier's oldest friend. The man who keeps the revolution +> running. + +## Lore Summary + +Dockson — "Dox" to his friends — is a half-skaa with no Allomantic abilities. +In a crew built around magical powers, he is the indispensable organizer who +handles logistics, finances, supply chains, and administration. He is the +operational backbone of Kelsier's plan. + +Dockson and Kelsier have been partners since before the Pits of Hathsin. When +Kelsier and Mare were captured, Dockson escaped. He spent years in the skaa +underground, maintaining contacts and networks, waiting for Kelsier's return. +When Kelsier came back as the Survivor, Dockson immediately signed on. + +His role in the rebellion is essentially that of a general staff officer: he +coordinates troop movements, manages the skaa rebel army's supplies, handles +communication between cells, and keeps the financial books. None of this is +glamorous, all of it is essential. + +## Personality + +Dockson is practical, organized, and deeply bitter about the nobility. Unlike +Kelsier, whose hatred of nobles burns hot and theatrical, Dockson's runs cold +and quiet. He has seen too many skaa women killed after bearing noble children, +too many skaa workers beaten to death in plantations. He does not forgive, and +he does not forget. + +He is the most grounded member of the crew — the one who converts Kelsier's +grand visions into actionable plans. While Kelsier inspires, Dockson +implements. This makes their partnership effective but occasionally tense; +Dockson sometimes resents being the practical one while Kelsier gets the glory. + +He has a dry, understated sense of humor and a talent for cutting through +nonsense. He is loyal to a fault, competent beyond his station, and entirely +without Allomantic power — which, in this world, means he has had to be twice +as good at everything else. + +## CK3 Implementation + +### Traits + +| Trait | Type | Notes | +|-------|------|-------| +| (none) | Allomancy | No Allomantic ability | +| `diligent` | Personality | Tireless organizer | +| `just` | Personality | Fierce sense of justice for the skaa | +| `cynical` | Personality | No illusions about the world | +| `education_stewardship_4` | Education | Exceptional administrator | + +### Starting Conditions + +- **Age:** ~40 (born ~980 FE) +- **Location:** Luthadel — with Kelsier's crew +- **Title:** Unlanded — member of Kelsier's adventurer band +- **Religion:** Steel Ministry (nominal) +- **Culture:** Skaa + +### Relationships + +- **Kelsier** — oldest friend and partner. Complex bond — deep loyalty mixed + with occasional resentment of Kelsier's showmanship +- **The crew** — respected by all as the man who makes things work +- **The nobility** — cold, burning hatred + +## Mechanical Notes + +Dockson is a **crew member** in Kelsier's adventurer band. Despite having no +Allomancy, he is essential as the crew's steward/administrator. + +Key mechanical functions: +- **Steward** — manages the crew's resources and the rebel army's logistics +- **Chancellor-type role** — handles finances, supplies, and coordination +- **No combat utility** — should not be sent into dangerous situations + +**Priority:** M5 — part of the adventurer band. diff --git a/docs/bookmarks/the end of an empire/characters/elend-venture.md b/docs/bookmarks/the end of an empire/characters/elend-venture.md new file mode 100644 index 0000000..d4f2613 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/elend-venture.md @@ -0,0 +1,100 @@ +# Elend Venture + +> Heir to House Venture. Scholar. The idealist who reads banned books at balls. + +## Lore Summary + +Elend Venture is the eldest son and heir of Straff Venture, the most powerful +nobleman in the Final Empire. He is everything his father despises: an idealist, +a scholar, and a man who would rather read political philosophy than play the +Great Game. + +Elend spends his time at noble balls sitting in corners reading books — +specifically, banned pre-Ascension political treatises about democracy, +representation, and the rights of the governed. This is both genuine +intellectual curiosity and a deliberate act of rebellion against his father's +world. He sees the injustice of the noble-skaa system clearly and is +uncomfortable with it, though he lacks the courage (or the plan) to do +anything about it. + +He has no Allomantic abilities — a significant disappointment for Straff, who +prizes Allomantic bloodlines. Despite being the heir to the most powerful +house, Elend is politically marginal: his father considers replacing him, the +other nobles consider him eccentric, and the skaa don't know he exists. + +His life changes when he meets "Valette Renoux" (Vin in disguise) at a ball. +Their relationship develops from mutual curiosity into genuine romance — she +is drawn to his honesty and idealism, he is drawn to her intensity and +directness. + +## Personality + +Elend is bookish, earnest, and surprisingly brave when pushed. He is not a +fighter and does not pretend to be one, but he has the moral courage to stand +by his principles even when it costs him. He speaks truth to power — including +his own father — with a candor that borders on suicidal. + +He is genuinely kind in a world that punishes kindness. He treats skaa +servants with respect, questions the slavery that sustains his wealth, and +struggles with the contradiction of benefiting from a system he considers +unjust. + +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. diff --git a/docs/bookmarks/the end of an empire/characters/ham.md b/docs/bookmarks/the end of an empire/characters/ham.md new file mode 100644 index 0000000..52b8948 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/ham.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/kar.md b/docs/bookmarks/the end of an empire/characters/kar.md new file mode 100644 index 0000000..1e72930 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/kar.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/kelsier.md b/docs/bookmarks/the end of an empire/characters/kelsier.md new file mode 100644 index 0000000..adfeb06 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/kelsier.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/lord-erikeller.md b/docs/bookmarks/the end of an empire/characters/lord-erikeller.md new file mode 100644 index 0000000..452db88 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/lord-erikeller.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/lord-hasting.md b/docs/bookmarks/the end of an empire/characters/lord-hasting.md new file mode 100644 index 0000000..1a6651d --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/lord-hasting.md @@ -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). diff --git a/docs/bookmarks/the end of an empire/characters/lord-lekal.md b/docs/bookmarks/the end of an empire/characters/lord-lekal.md new file mode 100644 index 0000000..b8f1cb2 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/lord-lekal.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/lord-ruler.md b/docs/bookmarks/the end of an empire/characters/lord-ruler.md new file mode 100644 index 0000000..f7056fa --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/lord-ruler.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/lord-tekiel.md b/docs/bookmarks/the end of an empire/characters/lord-tekiel.md new file mode 100644 index 0000000..7ce6f63 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/lord-tekiel.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/marsh.md b/docs/bookmarks/the end of an empire/characters/marsh.md new file mode 100644 index 0000000..0ca7294 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/marsh.md @@ -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+. diff --git a/docs/bookmarks/the end of an empire/characters/oreseur.md b/docs/bookmarks/the end of an empire/characters/oreseur.md new file mode 100644 index 0000000..e4f11c0 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/oreseur.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/sazed.md b/docs/bookmarks/the end of an empire/characters/sazed.md new file mode 100644 index 0000000..7dcccac --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/sazed.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/shan-elariel.md b/docs/bookmarks/the end of an empire/characters/shan-elariel.md new file mode 100644 index 0000000..df6400e --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/shan-elariel.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/straff-venture.md b/docs/bookmarks/the end of an empire/characters/straff-venture.md new file mode 100644 index 0000000..3ceeee6 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/straff-venture.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/vin.md b/docs/bookmarks/the end of an empire/characters/vin.md new file mode 100644 index 0000000..118d7da --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/vin.md @@ -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. diff --git a/docs/bookmarks/the end of an empire/characters/yeden.md b/docs/bookmarks/the end of an empire/characters/yeden.md new file mode 100644 index 0000000..9aaa5d3 --- /dev/null +++ b/docs/bookmarks/the end of an empire/characters/yeden.md @@ -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.