NationStates Jolt Archive


The Three Lanterns (PT World Factbook)

Hakurabi
03-06-2007, 12:57
The Three Lanterns

A light to guide our way, a light to make us strong, and a light to set us free.

In Valgard, there is a darker underside to the idyllic luxury built upon the blood of slavery. Not everybody is pleased with this state of affairs, and an underground movement has begun, founded upon the beliefs of a circle of nobles against this trade.

Thus, the Three Lanterns were formed from the hopes and dreams of a handful of young nobles and the slaves they secretly released from their bonds. In recent years, it has come to the fore, as the movement grew and its membership grew in both Valgardian and Slave (though free Valgardians tended to be more unwilling to join).

Basics
The Three Lanterns is an anti-slavery organisation founded in Valgard and has rapidly grown into a powerful force through a strong underground support among the slaves and the financial capital to establish itself and compete with the highly trained guards often employed when word of a new abolitionist movement reaches the ears of the wealthy slave-owners.

Despite being a secretive organisation, its name is something of an open secret, and those wishing to contact the Three Lanterns need only to find and contact the right people. While more optimistic members might believe that the Three Lanterns are kinder/better than the Valgardians, the truth of the matter is that it has not risen to its current position by being 'nice'. Indeed, it is every bit as brutal as the existing regime to those who run directly counter to its values.

Three Lanterns organisation is structured in a three-wing system, each representing a specific role. Each wing is further divided into small teams, often assembled from pre-existing friendships, or recruited from other groups to form an elite cadre. The actual workings of the Three Lanterns upper leadership are somewhat arcane, and many – both loyalist and aboltionist – have attempted to decipher the complex, looping chains of command and failed. Not even the leaders have a full understanding of how it works, but suffice to say it is functional.

Membership in the three wings are exclusive of one another, but they work together closely and it is not unusual for a given team to consist of several members of each of the three wings, though they are directed at one task or another.

Key Strengths
Omniscient Intelligence Network
"What's the news for today, Merlith?" "I overheard my master talking with some of the town watch. They've got a mole in your ranks, and they're planning a raid on the safehouse in a two day's time. They want you to believe it's in a week, though." "A raid? Thanks, Merlith. I'll be back - preparations will have to be made."
The Three Lanterns have access to what is likely the most comprehensive intelligence network in Valgard, owing to the widespread use of slavery. Yellow Lights can easily tap into the veritable goldmine of information overheard and communicated between slaves, and will almost always know any plans in advance.

Liberator Keys
The so-called 'Liberator Keys' are the secret weapon of the Three Lanterns in their 'hidden war'. Their blades are enchanted with a powerful dweomer allowing them to break even magical locks and pierce magical protections. Beware, as even the finest of armour will not protect you from a skilled combatant wielding one of these.

- City Guard training manual
'Liberator Keys' are specially enchanted daggers developed by rogue hedge-wizards to break through the often complex magical locks used to restrain slaves of high value, with the side effect of also breaching most magical protections. They are constructed primarily of steel, with adamantine edges - alchemically plated with gold. In the middle of the blade, is a stylised design of three lights - red, yellow and blue - trimmed in gold. The hilt typically is set at the pommel with a single gemstone representing the wing of the Three Lanterns the owner is a member of. The owner's name is etched on the back, and serves additionally as a badge of membership.

Possession of one of these is considered a capital crime, both by the Valgardians and by Three Lanterns members - if found in the possession of a non-member. Despite their widespread usage among the Three Lanterns, efforts to replicate Liberator Keys have been met with almost universal failure, and defences against these fearsome signature weapons are usually futile.

Thieves who succeed in the theft of a Liberator Key are very short lived, as they find themselves almost immediately on the receiving end of a silver crossbow bolt.

Three Lanterns Members come in many flavours!
Yellow Lighters
Our duty is to scout the path and light the way so that our bretheren will not fall into the traps set by our enemies.

- The Yellow Lighter creed
Yellow Lighters are the spies and agents of the Three Lanterns, are tasked with the identification and elimination of double agents, as well as espionage in general. Their numbers also include the mages skilled in defensive and security based magic.

Blue Lighters
"I have fought many a Red Lighter in my time, and once thought myself invincible as I cleaved through the Lanterns. In my brash youth, I sought out Red Lighters to test my mettle, leaving for weeks on end and returning with a box full of their precious 'Liberator Keys'. One night, I discovered one of their safehouses, where a Blue Lighter was passing through. Taking them by surprise, I led a contingent of guards into the safehouse, expecting an easy battle as I was so accustomed to. However, with no more than a wave of the hand, I found myself watching my captive body turn upon my comrades and begin hacking down my friends and allies, while the slaves laughed and made their escape.

Beware the Blue Lighter, for he is cunning."

- Cocius Cedus, Guard Captain (ret.) in a speech to recruits.
Blue Lighters act as the diplomats and researchers of the Three Lanterns, and many of its members are skilled enchanters and illusionists. As with all the wings of the Three Lanterns, the abilities of the Blue Lighters vary wildly, from petty enchanters to those who can turn enemies into allies with a few words and a wave of the hand.

They are also the most elusive wing of the Three Lanterns, as their ranks require a special sort of person - one with the charismatic ability and intelligence to function in the mostly social role of the Blue Lighters.

Red Lighters
I sat at the bar, reading a letter I had received only days before, requesting my assistance in tracking down a group of escaped slaves. At the bottom was an ominous message threatening slavery myself if I failed to aid the slave hunters. I was so engrossed in the letter I didn't notice the odd cloaked figure with the funny walk move slowly next to me until I felt the prick of a dagger point against my stomach. Looking down at the dagger, I saw a single red ruby in the pommel, a symbol of the dreaded Red Lanterns. My assailant leant closely to my ear, and whispered "You are not my enemy... yet." he hissed, the breath hot against my hear. "Might I remind you of the penalty for aiding the slavers?"

My heart skipped a beat as the dagger pressed harder against my soft belly. A moment later, he was gone. I threw the letter to the table, and ordered another drink, letting my head fall into my hands. I was caught between two powers, and the penalties for not aiding either were equally dire.

- Memoir by Meanaami, Journeyman Mage
The Red Lighters are quite possibly the most feared wing of the abolitionist Three Lanterns, their ranks made up of hardened ex-slaves and political prisoners. Not strangers to intimidation or even assassination, the Red Lighters act as the military aspect of the Three Lanterns. Of the three wings, the Red Lighters are also the most varied.

Red Lighters are organised into small teams, each individually responsible for themselves, with the general overall goal of liberating enslaved individuals. The quality of these units range from elite units easily more than capable of defeating even Valgardian Ranger units, such as the famous Vismar Vindicators, to groups formed almost entirely of ex-slaves and bandits with more enthusiasm than brains.

The reputation of the fearsome Red Lighters is such that some bandit groups have taken to fixing red glass beads to their daggers to ride on the reputation of the Three Lanterns' military wing, though such practices are highly risky and mistakenly waylaying an actual member is often the cause of a prospective bandit lord's downfall.
Hakurabi
09-06-2007, 08:03
The Vismar Vindicators
Audeius Facici
Valgardian Ranger (Dis. Exiled), Brother of the Eranor
Audeius Facici: Convicted of Assisting in the Escape of a Slave, sentenced to exile to the Ice Isles, effective immediately.

May the Emperor live forever,
Judge Arenara Coloni

Audeius was a grizzled old ranger serving in the ranks of the Valgardian Rangers, where he saw many hardships of the Slave population so abused by his kinsmen. Over time, the once unfailingly loyal ranger began to empathise with the slaves, coming to the realisation that his own life was like a voluntary slavery – his masters gave their orders, he had to do them or face the final judgement of an uncaring aristocracy. He began to aid slaves, slipping them portions of his rations, and helping them escape, until one day he was unknowingly observed by one of his superiors in the midst of breaking open a chain, and thrown before the court to be sentenced to death. As penance for his 'crimes', he was exiled to the northern isles.

However, his slow change in loyalties left plenty of time for the Three Lanterns to discover his existence, and he was provided with the necessities to survive smuggled into the possessions he was allowed.When his hidden supporters arrived, he had managed to survive using the tools he had been given to catch and cook one of the local seal-like creatures, and fashioned himself an oilskin cloak.

Upon his return, he acquired a russian-style fur hat and quickly joined a group of Red Lighters, who were engaged in attacks on slave convoys. On one occasion, the Crimson Arrows discovered a convoy of slaves freshly caught on one of the slaving raids, and fell upon it in an enthusiastic attempt at freeing its occupants. Every member was killed in the fray, the more highly trained mercenaries outfighting the ex-slaves of the Crimson Arrows. However, in the end, through the ex-Ranger's skill and the recently enslaved wild elves (many of whom were already warriors in their own right) the convoy was destroyed and its prisoners released.

Having nowhere to go home to, Audeius led the Eranor Wild Elves back to their village, using his knowledge from long years of service to elude their would-be captors and fighting off those who discovered them. Upon the ragtag band's arrival, there was a great celebration to hail their rescuer, naming him 'Hero of the Eranor'. Audeius was gifted with a golden bow, sacred relic of their tribe, and the village craftsmen created a beautiful darkwood breastplate, etched with brilliant emerald designs, and light as a mithral shirt but as strong as the finest of ebony plate.

A month later, the Eranor began to pack up and leave, planning to travel to the safer east, and gave Audeius a hero's goodbye, each giving him a firm hug. The village's chief was the last to leave, finally presenting Audeius with his knife, carved from the tooth of a great jungle predator and enchanted with potent magics by the shaman of the village.

When Audeius returned to Valgard, his name had spread, and he was approached by the then fledgling Vismar Vindicators, who had been making a name for themselves in the region. He has remained with them ever since.

Appearance: Audeius is somewhat tall for a Valgardian, and wears most noticably a russian-style furry hat and an oilskin cloak, under which he wears a suit of padded leather armour and his darkwood breastplate. On his left side is a goldish looking sword with intricate designs in green volcanic glass on it, and across his chest on a bandolier is a knife carved from the tooth of a jungle predator. On his left side is a quiver of assorted arrows, along with a number of normal ones.

Equipment
Starsong: A relic of the Eranor wild elf tribe, Starsong is best described as a Sword-Bow, a longsword with the capacity to magically shift into a compound bow at a command. Starsong was the bow of Thalidor, the first great warrior of the Eranor, who used it to fight off the Great Adversary, a malevolent spirit who had been stealing away the Eranor's food and driving away the game. Thadilor fought his way to the lair of the Great Adversary, and did battle with him, using his sword and bow. As he battled, he found his weapons could do no harm against the Adversary, but bravely battled on against the terrible magic of the Adversary. The Protector saw Thadilor's courage, and fused Thadilor's bow and sword together into Starsong, weapon of the Protector. Raising Starsong, Thadilor fired a single, golden arrow at the Adversary, and the Adversary was destroyed, banished into the realms from which he came.

Arrows fired from Starsong have been known to veer subtly towards their targets, and pierce through the incorporeal forms of ghosts. Additionally, Audeius can fire up to five arrows made of pure light, which pierce through all armour to strike at the essence of their target.

As a sacred relic, Starsong will not grant its powers to one who is not a recognised Hero of the Eranor.

Darkwood Breastplate: Audeius' breastplate is a fine construction of darkwood, carved lovingly to guard his torso, and treated with alchemical tinctures and fortified with magic, becoming as strong as the toughest Ebony cuirass and as light as a mithral shirt.

Kagouti Tusk knife: This knife was once the property of the chief of the Eranor tribe, and was given to Audeius as a final farewell gift from the tribal leader. The polished ivory is etched with runes, and is magically fortified to a strength surpassing the hardened adamantine edges of Liberator Keys. Having given his own Liberator Key to the Chief in exchange, Audeius has had the knife additionally enchanted to act as a Liberator Key, in addition to its almost impossible hardness and unnaturally sharp edge.

Magical Abilities
Brilliant Arrows: Up to five times per day Audeius can fire a single arrow of pure light, which pierces through all armour and strikes at the target directly, completely bypassing whatever protection they have. As well, any undead struck by one of these arrows is instantaneously banished into the realm of the dead.

Frost Bolt: Audeius can cast a bolt of frost from his hands, causing damage through localised chilling. He has also been known to use this magic to break open locks, freezing the mechanism before breaking it to pieces.

Frost Shield: A spell taught to him by an ex-mage slave he had freed while a ranger, the ability to both protect himself from bodily harm and the effects of freezing cold were significant contributing factors to his survival. He still uses this regularly today, especially when facing the undead.
Hakurabi
15-06-2007, 09:29
Red-Eye
Lizardfolk Investigator, The Bloodhound
Red-Eye: Convicted In Absentio of Impeding the Course of Justice, twelve counts of murder of Valgardians, Assisting in the Escape of a Convicted Prisoner, Association with an illegal organisation, and Arson.

Long Live the Emperor,
Judge Cania Burtilius

Red-Eye was once one of the foremost investigators and trackers in the Vismar City Watch, using his fullblood swamp lizardfolk heritage to its fullest effect, tracking down criminals with ruthless abandon. During his days as a member of the Watch, he became known as 'the bloodhound', and gained great notoriety as a brilliant investigator and fighter. However, his fame also brought him enemies, those Valgardian nobles whose allies and schemes were unravelled by his relentless tracking.

During this time, he also gained no small reputation for refusing to aid in the hunting of escaped slaves – famously snubbing the commander of the watch with a “It is their moral right to seek their own freedom. If they have committed no other crime, I will not pursue them.” This too gained him additional enemies, even within his own department. However, he never failed to hunt down a murderer – even an escaped slave – and was ethically unassailable as an agent of justice.

Even the Three Lanterns, who often disagreed with his arrests of their own members, admitted a good respect for his iron sense of ethical morality. Criminals everywhere learned to fear the name of Red-Eyes, and even the strong Three Lanterns presence in Vismar was rebuked under his watch.

As the watch began to have less to do, his enemies felt safe enough to begin plotting against he Bloodhound, and their plans culminated in an attack upon his beloved wife. One evening, as Silver-Tail was in the Vismar Markets, an invisible thief planted the coinpurse of a major noble on Red-Eye's wife, and his enemies quickly led the city guard to arrest her, a bribed judge quickly sentencing the hapless lizardfolk to death. The Bloodhound was immediately thrown into a state of despair, spending every day almost in its entirety speaking with Silver-Tail while his enemies laughed and gloated.

At the same time, the Vismar Vindicators found they could not abide by this, and rallied a number of other local Three Lanterns cells together to plan the rescue of Silver-Tail. On the day of the execution, the enemies of the Bloodhound were gathered in force, to witness the downfall of the lizard, as he was forced to pull the lever on his wife, in front of his child. As he walked to the platform, head hung low, the sounds of crossbow bolts rang out, the guards on either side forcing him to kill his wife and a number of the Valgardians gathered to watch fell dead instantly with crossbow bolts erupting from their chests.

Spinning around with a firey look in his eyes, he drew his famous harpoon and dire pick, and with a swift slash of the pick cut Silver-Tail loose from the frame of the hangman's noose, who promptly scooped up his child and fled with the Three Lanterns members. Now pushed beyond his limit, Red-Eye hurled his harpoon into the chest of the noble who was at the head of the little set-up, and crushed the heart of his former watch captain, simultaneously knocking a heavily armoured knight nearby into the Vismar Docks as he swung the noble and yanked out his harpoon.

Every conspirator against him was gathered there to witness his demise, and every one of them found their own dooms that day, as the enraged Bloodhound impaled them, swung them into the ocean, and crushed their helpless bodies with his dire pick. As he stood, panting, his enemies all felled around him, he was quickly hustled off onto a ship by the Vindicators, before the city guard arrived at the scene.

Audeius quickly arranged for his wife and child to be sheltered with the Eranor Wild Elves, for their safety. Being a full-blood swamp lizardfolk herself, and often complaining of the conditions in the murky dockside surrounds of Vismar, Silver-Tail took to her new surroundings quite readily, and became an honorary wild elf quite rapidly.

Indebted to the Vismar Vindicators, Red-Eye accepted their invitation to join the Vindicators, and has been the finest sleuth the Three Lanterns have ever seen.

Appearance: Red-Eye was named for his unusually crimson eyes, and this is almost always the first thing anybody notices about him. As a full-blood swamp lizardfolk, he is also built more powerfully and has obviously tougher skin than the soft-skinned lizardmen who populate Valgard. He wears a suit of mithral chainmail over a thin leather suit infused with extracts from a rare swamp growing plant for added flexibility.

Equipment
Adamantine Dire Pick: Red-Eye's dire pick is made of exceptionally hard adamantine and a glass core and point to punch through armour. The heavy weapon is usually carried in his left hand, and he uses it to punch through tough plate mail, as well as using it as a normal weapon. The adamantine dire pick requires significant strength to wield, and was commissioned by Red-Eye to replace the cheap iron shortsword he was issued as a freeman guard.

Ebony Harpoon: In his right hand Red-Eye often uses a harpoon made almost completely of incredibly heavy ebony, with a stylised design of gold so characteristic of ebony equipment. Tied to its back is a tough rope, threaded with Ysgardian heartwire for extra strength. Red-Eye uses this as a combination ranged weapon and spear, and it serves as his primary weapon.

Susalian Chainmail Suit: Custom designed for Red-Eye, and crafted by a master armoursmith, his suit of chainmail not only provides him with exceptional flexibility – owing to its rare backing and mithral construction – but also stiffens on impact for added protection against swords and maces.

Abilities
Natural Armour: As a full blood swampfolk lizardman, Red-Eye has a tough, leathery skin which helps to protect him above and beyond the protection afforded by his armour. Incidentally, his savage roots cause him to walk slightly strangely, and it is almost impossible for him to pass himself off as a normal citizen as a result.

Amphibious: As a lizardfolk in general, he is fully capable of staying underwater for long periods of time, as well as swimming quite easily.

Expert Investigator: Through a combination of street smarts, his honed hunter's senses and just plain old experience, Red-Eye is a highly capable investigator and can generally track down anything given time – with or without anybody else's help.
Hakurabi
27-06-2007, 01:13
Jolgar Fist-Shaker
Nordic Alchemist, The Alchemic Hammer
2 measures dessicated gingko leaf
3 measures distilled fly amanita
2 roots harrada
5 measures rot scale
1 piece parchment
1 somnalius frond

Boil Harrada and Rot Scale in 2 measures water, mix thoroughly and allow to cool. Grind somnalius frond and boil in 1 measure water, cure parchment. Portion harrada solution into two flasks, bring to boil and add gingko to one and amanita to the other. Do not, under any circumstances allow the two solutions to mix.

Allow both solutions to cool – the amanita solution should be of a thicker consistency than the gingko solution. Pour amanita solution in bottle, and cover with two layers treated parchment. Add gingko solution on top, and cork bottle.

To use, shake vigorously and throw. Use within 12 weeks. If left longer, may spontaneously detonate. If old samples are found, use tongs to move to steel container, and detonate with shock.

Exercise extreme caution.

- Alchemist's Shock recipe

Jolgar Fist-Shaker was one of the foremost alchemists in Vismar, renowned particularly for his advancements in the field of alchemical warfare – most notably the recipe of Alchemist's Shock, whose highly volatile mixture of components could not only create an immense spark, but also produced a short-lived gaseous contact poison which caused paralysis and acted as a strong localised dessicant where it contacted with the skin.

His other notable achievements also include Alchemist's fire – a mixture which ignited on contact with air and resisted most cold-based spells – and Alchemist's Frost – a mixture which reacted with the air to create a very powerful localised endothermic effect. He also produces less indiscriminately damaging mixtures for use in his alchemical Lucerne Hammer, which has a special chamber allowing him to load an alchemical substance which was delivered via the prongs on the 'hammer' head on impact. Normally, this is loaded with either Alchemist's Fire, a strong acid or a contact poison, as more volatile mixtures will destroy the mechanism.

Eventually, of course, some foolish young noble tried to mix one of his recipes despite the warnings on every publication, and promptly turned himself into a statically charged cinder, at which point the unforgiving Valgardian authorities forced him into hiding, and he found his way into the Three Lanterns, who offered him safety from the nobles who would have him killed and his works burned for their own follies.

For a time, he earned his keep by training the Lanterns alchemists to create Alchemist's fire, and the better ones Alchemist's Frost and Shock, but on the whole the (mostly) stable Alchemist's fire is the only one which has caught on to any significant extent. The volatile frost and shock mixtures mostly end up in the hands of more powerful cells, who have alchemists of sufficient skill to mix the dangerous potions, rather than relying on distribution networks.

As he drifted from safehouse to safehouse, spreading his skills, he eventually found a home with the Vindicators, who were engaging in daring raids no other group was attempting (and succeeding). There his skills were needed most, and he now travels with them, providing them with the volatile concoctions and using his unique combination of alchemy and traditional warhammer combat to great effect, punching through armour with the Lucerne Hammer and burning the soft padding with alchemical fire, or electrocuting a cluster of guards with a well placed Alchemist's Shock.

Equipment
Alchemic Lucerne Hammer: Jolgar's shortened polearm is constructed of normal steel, and features a small container in the base of the hilt which sloshes any liquid inside up through a mithral tube system to the prongs of the hammer, allowing the substances inside to be splashed out on impact. The container is generally only good for maybe ten or so impacts, but Jolgar carries enough spare substances that this isn't normally an issue. The upper part of the head also has a resevoir of mercury, which flows into the head of the hammer when it is swung for extra punch.

Splinted Mail Armour: Jolgar wears a suit of chainmail on a cloth backing with steel splints, and treated against rust. His armour also features a series of leather straps and bandoliers, allowing him to carry both his lucerne hammer and a considerable number of reactants and pre-made alchemical substances, already measured out so he can quickly throw them in battle.

Alchemical Substances: Jolgar carries a surprisingly comprehensive assortment of components, allowing him to simply mix almost completely prepared alchemical frost and shock on the spot within seconds, as well as an ample supply of alchemical fire. Other substances he can create within a few moments, with base mixes on hand.

Alchemist's Fire: A mixture of oil, fire-charged elemental salts and crushed fire beetle shells, Alchemist's Fire is a self-igniting napalm resistant to attempts to put it out.

Alchemist's Frost: Alchemist's Frost is a curious concoction of two chemicals that when mixed, almost immediately create a sudden chilling cold. However, due to how immediately the frost occurs, Alchemist's Frost must be stored in two fragile glass vials, and is only carried by Jolgar and a few other master alchemists.

Alchemist's Shock: Possibly the most magical of them all, Alchemist's Shock is a volatile pair of semiviscous substances that detonate, creating an enormous electrical spark a few seconds after being mixed, and not only electrocutes its victims, but also temporarily paralyses them.