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Hidina; Solar Dominion, Inner Region
Topic Started: Apr 22 2012, 01:57 PM (85 Views)
James the Storyteller
Administrator
Hidina
A loose collection of towns and villages Hidina is somewhere between the Southern coast and the centre of the South. It is a heavily mercantile community focused on supplying nearby dominions and trading their wares to one another.

Magnitude 4
Military 1; Government 3; Culture 3; Economy 12
Supernatural Military 1; Supernatural Government 3; Supernatural Culture 3
Total Military 2; Total Government 6; Total Culture 6; Total Economy 12
Awareness 2; Bureaucracy 3; Craft 3; Integrity 2: Investigation 2: Occult 2: Performance 3; Presence 3; Stealth 3; War 1
Compassion 4 (flawed); Conviction 2; Temperance 3; Valour 2
Willpower 7
Difficulty to Control 11
Bonus Points: Abilities (20)
Artisans College x2, Bureaucrats School x2, Church x1, Dragon-Blooded Gens x2, Golden Children x1, Martial Arts Dojo x1, Sorcerers Academy x2, Thaumaturge Academy x3, University x2, Gunzosha Barracks x1

Ruler
Jadus, the Coin-Holder, Solar Exalt, Eclipse Caste: Exalted a hundred years after the Primordial War, Jadus swiftly got a reputation as being an expert in making money. He served in the Deliberative as it’s Minister of Jade before being dismissed on corruption charges.
Gain Audience: Petition 3; Bureaucracy 7; Deception 10; Violence 12. Appearance 4
Compel: Request 11; Manipulate 11; Intimidate 23. Appearance 6
Act: Awareness 5; Bureaucracy 7; Craft 4; Integrity 6: Investigation 5: Occult 4: Performance 7; Presence 7; Stealth 5; War 3
Jadus rolls 10 dice to control the Dominion, against a difficulty of 0.
Jadus can double the dice pool of any Dominion action taken.

Officials
Hulam, Lunar Exalt, No Moon Caste: Hulam is much younger than Jadus but the two are as close as brothers. Whilst Jadus is an expert at making money, Hulam is a master at making it safe; he builds safes and hires soldiers, building an army to protect Jadus’ financial empire.
Gain Audience: Petition 5; Bureaucracy 4; Deception 6; Violence 9. Appearance 1
Compel: Request 9; Manipulate 9; Intimidate 22. Appearance 3
Act: Awareness 4; Bureaucracy 4; Craft 5; Integrity 5: Investigation 5: Occult 4: Performance 3; Presence 3; Stealth 4; War 3
Hulam rolls 9 dice to control the Dominion, against a difficulty of 0.
Hulam can add 5 dice to any Dominion action taken.
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