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23:51, 26th April 2024 (GMT+0)

House Rules and Setting Information.

Posted by DMFor group 0
DM
GM, 2 posts
Wed 12 Jul 2017
at 16:50
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House Rules and Setting Information

I try not to make broad system-defining house rules, but there are a few that make sense to me and so;

Intelligent creatures that have an immunity to mind-affecting things due to their type (Undead, Plant, etc) instead gain a bonus against mind-affecting things. If you can think, you can be frightened/tricked/etc, unless there is something specifically about what you are that renders you immune to fear/illusions/etc.

Somewhat related; Plants are not immune to Poison, but receive a bonus against humanoid-specific toxins, et al.

Alignment restrictions on classes and prestige classes are waived in favor of 'flavorful limitations'. So if you want to be a NG paladin, that is excellent, you'll just need a code of conduct that fits both NG and whatever divine power is behind you. Same thing for a LN assassin, etc, etc.

Mundane Crafting has received an overhaul, the full details of which I'll put on the wiki or link here later. TL;DR: Takes a lot less time than before in general, scales much further with your skill.

Magical Crafting. Always with the crafting. For this game we'll be utilizing the Dynamic Magic Item Creation rules set for all non one-use magic items. Furthermore in general magical crafting requires regents rather than gold, though regents may be available for purchase in specified quantities at certain times and places, just not generally.

At 4th level and every 4 levels thereafter, instead of choosing +1 to any ability score, choose a physical and a mental ability score and add +1 to each.

I wont be using the piecemeal armor rules; if you want to get something thematic, we can work something out of course.

Jhoikians are short. This isn't a house-rule exactly, but keep in mind that the average male citizen of the Empire is 5'6", extreme heights are indicative of mixed or foreign blood, not always a bad thing, but usually noteworthy and enough to affect your social standing at times.

Magic is still rare. Again, not exactly a house-rule, but the PCs are some of the most magical beings on the continent, even the Fighters [You learn at an unbelievable speed]; its taking a great deal of effort for most people to adjust to magic being real, even with demonstrations once every few months if they keep their eyes open.
This message was last edited by the GM at 20:44, Sun 23 July 2017.
DM
GM, 5 posts
Thu 13 Jul 2017
at 18:05
  • msg #2

Rumors and Setting Information

A Heroic Origin

The age of null-magic that gripped the Jhoikian continent ended around ten years ago. This coincided with several events, because the Jhoikian Empire is anything but a dull place as Royal and Noble houses constantly scheme against one another; to say nothing of the religious conflicts between Yassir and Ish-Bin Akar or even the slightly more mundane concerns of the various Guilds who constantly strive to break into Noble-controlled markets. Oh and lest we forget, the nearly eternal war of expansion to the West that has been ongoing for essentially as long as the empire has existed. The Empire keeps winning of course, so the maps keep getting updated every year. But how long exactly will that last?

Ten years ago, technological innovation created two things of interest to certain dissidents and schemers. Cheap mass-produced crossbows with the penetration capability to defeat standard light shields and mail. And a new compound for Alchemist Fire that made it massively affordable compared to old methods. These new firebombs could be brewed by the barrel and took but a week to mature. So armed, our dissidents began fomenting a rebellion amongst the peasants and workers of Mennin. When their initial audacious attacks went unanswered by a thoroughly corrupt and bribed city guard, the fever of a 'New Democracy' swept through the city like a storm.

You were still a child then, but you still remember suddenly having to move from your nice big house to the stuffy over-full fortress that was the Imperial castle. You remember the disappearance of several servants who just stopped showing up to work and the tense hushed conversations of your parents and their peers. The worried looks your mother gave you. The grim determination behind your father's eyes. You know now, that many nobles simply fled, but your family was not one of them. Instead, you rallied to defend the Imperial estate against the revolution. Your family would rather sacrifice themselves and you, then accept such a sweeping social change. Not that there was likely to be any way to live on the other side of a revolution unless you were responsible for it anyways.

And perhaps that might have been the last days of your life; except that the magic came back. And it came to the Nobles and Royals first. Ancient martial techniques from forgotten elven masters suddenly had a potency that had been thought mythical. Scholars emerged from their libraries to fend off peasant hordes; not with words and recriminations, but with bouts of their own flame and magical servants. The alchemists of Crocein who had accidentally arranged for their own downfall revealed new discoveries that could douse the flames of lesser works and heal the body perforated by a crossbow's bolt. The magnificent edifice's of House Tower's works were coaxed to life by desperate Royals calling on pacts described in vaults long sealed. And what use is wood and fire against wrathful stone?

The Revolution was born by the fruits of science and ingenuity. It died beneath supernaturally fast blades and magical anger. Your parents were at the heart of it too, empowered scions wielding powers the like of which had never been believed by modern men. Afterwards, your status as a Noble was worth more than it had ever been. It was assumed you'd inherit the magic; so it seemed like everyone wanted to be your friend. No one of lesser status would even meet your eyes, though such deference was traditionally only given to members of the Imperial line. And in time, your own magic did come to you in your own unique way. Whether it is a mastery of weapons that rivals heroes of old or something truly magnificent to behold, you are a Scion of this new age of Heroes and it feels completely natural. It is after all, your Right.

As a Noble with powers, you were enrolled in the best school regardless of your aptitudes and graduated with honors as well as the specific honor of membership in the Order of Roses, which elevates your family as much as it does you. Your military service was deferred in light of your talents; so while you hold a rank in the Army, you have no commission, nor an expectation to actually ride out west and fight on the front lines. Or at least, you didn't, until you received a summons from the Grand Marshall of the Order of Roses, Illyana Fairchild. It seems likely that this thing called responsibility shall for the first time in your life, make a demand of you. All that remains to be seen, is if you can satisfy it.

Tone and Setting

The setting of Mennin is a heavily intrigue-driven one, with lots of things going on, plots and counter-plots and big sweeping events and scrambling to end up on top afterwards. I'm no Martin, but hopefully you'll get the same feeling from the world. This also means that you have more options and ways to interact with your objectives than you might normally in your standard Pathfinder or D&D campaign. The main storyline that I have setup has plenty of opportunities for traditional activities, like venturing into ancient ruins and retrieving objects of import. But if you feel more like a Skyrim esque exploration of all the subplots and locales between you and the foozle on the horizon, you wont run out of things to do. So I ask that you, as players keep your minds open to the multiplicity of choices you have when problem solving. Nothing wrong with a hammer, but the world has more things than nails in it.

Information and Rumors:

The following are things that everyone knows; or thinks they know. Not all of it is true, but everyone who doesn't know better certainly thinks that it is. All of this information is assumed to be known by the player characters without any particular backgrounds or knowledge checks.

The Court

The current Emperor is Hassan Mennin of the Yellow Robes.
History of Hassan
Hassan was the third son of Boris Wyvernslayer and succeeded in outliving all of his siblings and ascending to the throne by the time he was twenty five. The first fifteen years of his rule were marked by great expansive wars. Once all his neighbors were conquered or delivering tribute to ensure the peace, he turned to diplomacy and trade, establishing Jhoik as the center of the world (or so the Jhoikian’s think). Now, in the twilight years of the fourth decade of his rule, his attention has turned to his heirs and his capital city, with much the wealth of his empire being invested in his palace and it’s surroundings.
He has had three wives, the first Yolinda, bore him two sons, Xavier and Kililk, whom she died giving birth to. The elven princess Morgana was sent to him as part of a diplomatic truce with the elves of Reinwild, she has born him a single daughter and though she is his eldest living wife, she seems to currently be out of favor. The most recent wife was elevated to that position from his harem, having formerly been a concubine who schemed to successfully carry the emperor’s child (Hassan the 2nd, who is currently seventeen) to term.
The five heirs from eldest to youngest are; Xavier (Brother to Kilik), Sasha (Only child of an elven princess Morgana, Hassan’s second wife), Kilik (Younger brother to Xavier), George (An adopted foreigner, no one knows why the emperor elevated him to the status of blood; and heir no less!) and Hassan the 2nd (A bastard who has been formerly recognized out of respect for his concubine mother’s cunning in managing to deliver him without being killed by the other heirs).
Xavier, the Eldest Heir
Xavier is known for his pride and his paranoia. Being the first son of the emperor, he is in a unique position to ascend after his father dies; rather than having to kill or depose those closer in the line of succession, all he has to do is stay alive. To this effect he is a great sponsor of various mercenary groups throughout Jhoik. Rare is the warband greater than five dozen in strength that has not received a gift of gold from the Eldest Prince of Jhoik.
Sasha, the Half-Blood
Sasha is, unsurprisingly, a unique beauty amongst the court of Mennin, possessing much of her mother’s fair features, mixed with a dark intrigue laden mind that surely must come from her father. The young men of the court have a hard time distancing themselves from the Princess, but at the same time, the dire fate of those who willingly become her puppets has played out far too many times for anyone to underestimate her. The fact that through Sasha, a claim to the elven lands could also be made has recently reinvigorated the drama that surrounds her and her suitors or would be opponents.
Kilik, the Good
Kilik, not being in direct line to the throne without the slaying of his own true brother and his half-sister has concentrated on matters completely separate from the court (or tried to). Shaping himself to be a younger image of his father, he has voraciously studied the arts of war, personal combat, economics and diplomacy. Free with his money without favoring one group over another, he is well-liked throughout most of the ‘neutrals’ amongst the court, while those who follow one his siblings of course dislike him.
George, the Demon
An enigma. A gaunt albino nearing seven feet in height, it’s almost easier for the average 5’6" Jhoikian to consider George something other than human. But the emperor has declared him not only human, welcome within Mennin; but of his own blood and of higher rank than his new son, a source of endless conflict with his youngest wife.
In the rare times when he can be drawn into conversation, George claims to possess powers given to him by an ‘inner demon’, such as flight or the transmutation of compounds without resorting to the alchemist’s tools. Depending on who you listen too, these claims are pure nonsense or merely inklings of his dread power as a conjurer and sorcerer.
Hassan the 2nd
At seventeen years old, Hassan has yet to show an ounce of the focus or self-awareness that defines his siblings. Self-gratification and novelty are his chief interests, though there has been some murmurs that his latest tutor has kindled the spark of Magic within the boy. Still most of the intrigues around the boy concern themselves more with his mother, Jade.
Morgana, the Elven Princess
Sent to the court as part of a pact with the elves of Reinwild, no one expected the seemingly true love that sprung up between this ethereal creature and Emperor Hassan, but the truth and witness to their union can be seen walking the world, so surely it must be so. Her tastes have never bent to the human standards of Mennin and she demands much from her homeland, creating a niche market for traders and caravans south that exist to satisfy her and those who curry her favor by echoing her actions themselves. No man has seriously tried to woo her, though the evident cooling of Hassan's passion for her has allowed rumors of lovers and trysts with the elven maiden to blossom in its wake. When asked of the future, she has made it clear that once a new emperor is throned, she will depart back to the Reinwild.
Jade Mennin, the Whore Empress
The fact that Jade successfully became pregnant at all is a minor miracle, given the infertility drugs given to Hassan's harem and if you listen to the cruder gossip, his own preferences and habits in the bed are not conducive to siring. Having therefore defeated the alchemists drug; her subsequent achievement of evading the eyes of those who would use her pregnancy as grounds for her death is a greater miracle still. Giving birth to Hassan II and making her way deep within the Court to present him to his father without being stopped was no miracle but proof of her cunning and political acumen. Though she now bears the Emperor's name, her moniker of 'Whore Empress' has lead many to underestimate her in the last seventeen years. The fact that she and her son still both live and that the pool of those who call her 'Whore Empress' and live continues to dwindle every day has not escaped the eyes of those who are shrewd.
Royal and Noble Houses

The houses of Tower, Ba’arnath and Valencia claim lineage to the great Mennin, though not as direct as the House of Mennin, of course.
Tower
The house of Tower was created when Menin’s second son married a daughter of a master architect rather than vie with his brother and sister for the throne of their father. The house of Tower has prided itself on it’s impenetrable defense of all it’s holdings and has more frequently created, manned and defended the border fortresses of the empire than any other house or group aside from the Army itself. Most castles and fortresses are still held as property by Tower and are merely leased to whomsoever occupies them. It said that only half of the Noble houses have bothered actually purchasing their ancestral homes at the exorbitant rates Tower charges and instead are technically just the current tenants.
Ba’arnath
Claiming lineage from the only daughter of Menin and named after her, the House of Ba’arnath is the most concerned with maintaining the dignity, splendor and majesty of the royal family and itself. A strong patron of artists, it has emptied it’s coffers more than once in redecorating an entire city, or multiple blocks of Mennin. How exactly it keeps refilling it’s coffers isn’t easily understood and speaks to the cunning and shrewdness of it’s patriarchies and matriarchies throughout the years. Their hold on the cultural skew of the empire came into question during the attempted Revolution and they have in the last decade redoubled their efforts to instill in all the nearly divine status of the Nobility and Royalty as attested to by the ease with which the old powers come to those of Blood.
Valencia
A later addition to the royal houses, Valencia was accidentally spawned by the second Emperor rather than the first; several of the maidens who lived in the rural farming village near his ‘retreat’ castle became pregnant without any suitors (naturally, who could compete with the Emperor?) and their families, rather than fighting amongst each-other, came together and with their new-found influence, purchased every farm or rural resource they could get their hands on. Modern Valencian royals are master exploiters and spend much of their time in the neighboring kingdoms and remote portions of the empire, scouting for something that isn’t appropriately valued by the natives.
The Seventeen Noble Houses

The seventeen other houses claim lineage from various nobles raised to their position by the Mighty Mennin or his eldest son and the second Emperor, Diaculius.
Grant, Fairchild and Rathbone, the Emblematic Houses.
These three houses are fairly unique in that by speaking of one of them, you speak of the other two as well. Actually one contiguous family, the choice of house allegiance is decided during adolescence as each scion finishes their military training. Those who excel with the Sword or Dagger are children of Fairchild. Those who favor the Axe or Hammer are more strongly influenced by Grant. And finally, those who take up the Spear/Lance and often the horse, are Rathbones.
Despite this three-way split in the family, each branch is easily larger than any other minor house, especially when you take into account that nearly every single living member is an officer in the Jhoikian Army or Navy and commands the loyalty of at least two dozen (usually more) men at arms, they are not lightly trifled with on a large scale.
Crocein
On the cutting edge of many things, Crocein lays claim to many master alchemists and even more patrons of master alchemists. Their creations and machinations slowly move Jhoik, firebomb by firebomb, into a new world. Crocein House has comparatively gained more power in the last decade than any other house. Their scholarly abodes have produced more magically powered individuals than any other house. And generally quite loyal to boot. They freelance for other houses, but will not reveal the secrets of their own.
Anrolon
Founded by a terrifying beastmaster who rode gigantic tigers into battle, modern Anrolon’s were once more likely to mount a circusmaster’s pedestal than ride into battle. Their more martial tradition has been revived by the resurgence of exotic beasts in the wild to be tamed and brought back as living trophies. Tangling with this house is always an adventure in the unexpected and primal. Their traditional practices of husbandry and grooming of animals in Jhoik has only improved from impressive to at times unbelievable, as they raise generations of horses that are reputed to be able to run for days at a time and hold a more heavily armored knight than thought possible before.
Perielle
More than a little strange, Perielle takes a very large cue from Ba’arnath and supports them in all things, devoting itself slavishly to fashion. Their servants are the barbers, the seamstresses, the cobblers and the tanners. Promiscuity is their by-word and unlike many houses, they view bastards in a generally neutral light.
Mousegrave, Bil’Ith, Goldberg
These three houses have shown themselves to be remarkably unambitious, content to live off the peasants that work on their country estates, nothing of particular note has emerged from these houses in over four hundred years. Any exceptional individuals to spring from them have been flashes in the frying pan of history, quickly forgotten. Yet, it is a new age and Heroes can come from the most unlikely of places, surely.
Aquis
Great spiritualists, Aquis House was the primary agent responsible for the introduction and promotion of Ish-Bin-Akar. In a business sense, they own most of the wells in Mennin and make a tidy profit maintaining Oasis amidst the various deserts that dot Jhoik. They also receive tithes from most of the followers of Ish-Bin-Akar, serving a defacto base for his religion and its various itinerant priests.
Klarich
Close behind Crocein house lies the slowly unwinding juggernaut of Klarich. Rather than approach things from the transmutive angle, the mechanists of Klarich have very slowly established basic ‘machines’ which are capable of multiplying human force. The innovation of chain-mounted drawbridges has earned them more than a little military respect and there was a sense of anticipation surrounding the house in the years leading up to the Return. For years now they've been quite secretive on what new wonders they are preparing to unveil, but scholars predict that if any house can master some sort of amalgamation of human and dwarven technology with would be House Klarich.
Ironspike
Despite it’s gruesome name, House Ironspike is one of the more peaceable, being based primarily in the north, it has managed to establish and maintain good relations with a number of barbarian tribes as well as the dwarven merchants of Tiring Goth, some of whom it is rumored, have even married into the noble house. Soft-spoken and polite, the negotiators of Ironspike pride themselves on impartiality and precision. As such they are frequently called upon as arbitrators and many of the house serve the Empire officially in similiar capacities.
Smith
Also merchants, the Smiths are not centralized and are instead ubiquitous. Their close involvement with ‘general’ merchants has made them one of the least prestigious Houses of Jhoik, especially when combined with their tendency to ‘adopt’ wealthy merchants who make large donations to the house coffers. On the flipside, if a merchant isn’t directly working for a rival house, chances are good that his last name is Smith.
Dinier
House Dinier is extremely small, but has managed to established a stranglehold on a economic necessity. As the tides of other Houses ebb and flow, Dinier remains eternal for they operate the only Bank outside of the Royal Treasury. The other houses have avoided competition with Dinier; mostly because they all owe them a lesser or greater amount of money. One of the physical quirks of the house is their hair tends to turn to gray and white extremely fast, sometimes even before adulthood!
Unknown, Unknown and Unknown (Part of the idea of Jhoik was the idea that any player could add large swatches to the lore if they wished, to that end, three of the houses are undetailed to give space for just such a thing!)
These houses are mysterious, unknowable, but destined to be revealed, some day.

The Merchant Guilds

Iris Crane speaks for the Blacksmiths, Carpenters and Seamstress guilds. Her pointed ears suggest non-human descent.
The Beggar’s guild is represented by John Wellsbottom, a bastard son of the house of Valencia.
Horvald Redeye is the unofficial master of the non-organized Sailor’s guild by way of owning three quarters of the cities merchant ships.

The Army

The Four Winds are generals who are technically equal in rank, but follow the lead of Yasha Tankou, an aged crone whose tactical genius has increased the size of the empire by nearly half it’s former size during her lifetime.

The Eastern Wind Academy takes its name from Yasha Tankou's title and is the most prestigious military academy in the land, devoted to training the younglings of the various Houses to prepare them for military command.

The Order of Roses is a semi-secret organization within the army, comprised exclusively of elite officers and up-and-coming elites. The Four Winds were all former members of the Order but were expelled for undisclosed reasons.


The Temple of Ish-Bin-Akar

Low Oracle Simon is known to often have the ear of the Emperor in religious matters.

Religions

The two main gods of Jhoik are Yassir (older, but less ambitious) and Ish-Bin-Akar (newer, but more popular with those in power). Their faiths overlap on a great deal of points, including general morality and the inherent superiority of Jhoik over all others, but disagree on more esoteric and obscure things, like the proper conduct for courting, which foods are goodly to eat, so forth and so on.
Though both religions are more powerful when focused than any one house aside from the Mennin’s, they have a hard time actively thwarting the nobles from anything they really want and thus are a lesser power in the land compared to even the Merchant guilds.

Gender Roles

True equality is impossible without lack of differentiation, but different yet comparable is certainly a good description of the male-female dynamic in Jhoik as a whole. The courting rituals are weighted towards the female end, while various sporting events (like J’kar, a stick dueling game where the onlookers are encouraged to throw things at the combatants) are nearly exclusively male. But the important things, like power, wealth and respect; they are shared.
On Half-Breeds

The elves of Reinwild are ostensibly allies, but their culture and lands are a black hole where the great majority of Jhoikians are concerned. Elves travel freely (though not exactly unmolested) through Jhoik and some have permanently or temporarily settled amongst the humans. As such, half-elves are not unheard of, and they are not held in the same mysterious light as their non-human parents. There are no currently known half-elves who were raised in or have found welcome in Reinwild and then returned or ventured to human lands.
Most other half-breeds are very exotic indeed and attract attention much as a human from beyond the sea or the barbarian tribes/Redding would receive. Curiosity and the assumption of inferiority, but not much in the way of actualized (law-enforced) marginalization.
Foreign Lands

The South:
Though it is distant from Mennin, the southern border of Jhoik is defined by the Kilonan Mountains, beyond which are the elven lands of Reinwild. Reinwild has publicly allied itself with Jhoik and will make a gesture of token fealty once per human generation. The last such gesture was the sending of Morgana to the royal court. The marriage was not part of the gesture.
Reinwild is defined by swamps, vast lakes and ethereal elven cities that tenuously exist within them. Military strategists look askance at the mere idea of invading the land as it would be nearly impossible to traverse with any group large than a band of six or so.
Beyond Reinwild lies the Iscarian Sea which is dotted with islands both inhabitable and not. Little is known about this region, the elves have not freely shared what if anything they know of it.

The West:
The western border is Jhoik’s most expansive and liquid, when it comes to map-making. The kingdom of Redding has played a slowly losing game of conquest with Jhoikian generals for the last three hundred years. Many of their pale-skinned subjects now rightfully bow to a true ruler; a Jhoikian ruler.
The land is defined by vales, plains and rolling hills. Cooler than Jhoik, it enjoys an extremely fertile farming land, though difficult to work in large swathes due to the uneven terrain. It’s mineral wealth is also extensive, various mines dot the countryside and produce the weapons, armor, strong sons and skillful daughters that fuel the endless war with Jhoik, though lately they are fighting more often with the recruited conscripts they are related to than true Jhoikian cavalry and such.
Beyond Redding lay the realms of Aborea and Icatia, barbarian lands, rumored to be filled with religious zealots who would kill with poison as quick as a civilized man would barter for a price.

The East:
The Jhoikian empire extends all the way to the shores of Thisledore and Jamok. Once independent kingdoms, they long ago saw the wisdom of peacefully surrendering to Diaculius. Or so the sages say, though every now and then a digger in these realms will find evidence of a great bloody battle. The lands are similar to the heartland of Jhoik itself, hot, humid, marked by areas of lush fertility surrounded by deserts and stark mountains. Many forgotten secrets can be found, secreted away in mountain fortresses or swallowed by a verdant forest or jungle. Trade is predictable and steady along paved roads that run from the coastal cities to the Capital.

The North:
The other variable border, first one must brave the scorching wastes of Yilissa, the northern most province of Jhoik, then the lands of the wild Green Tigers and other various barbarian tribes. Beyond them there supposedly lays a great dwarven realm called Tiring Goth that is permanently locked in battle with an orc empire and too busy to pay attention to it’s human neighbors to the south.

Rumors and Recent Events


Mennin:
Last week, Hassan interceded with his Adjudicator to personally save over one hundred condemned prisoners. Is the Emperor growing merciful in his old age?

Riots in the docks resulted in several destroyed buildings before the City Watch was able to successfully intervene. I heard that charming building with the griffin’s head; you know the one? Yes, I heard it’s been burned down to the foundations.

Outrunners from a large dwarven caravan have announced that this coming merchant is unlike all others before him. Apparently, he is sanctioned by the Tiring Goth government to make permanent trade negotiations.

I heard that one of the Klarich’s largest outposts has been deserted of late. I wonder what could have happened?

Ursula Perielle was seen yesterday selling dresses to commoners! How can a noble stoop so low to personally interact with the filth? Not even merchants either, but dark-skinned laborers, from the sound of it.

Hassan the 2nd hasn’t been seen for three days. But his mother Jade is out and about, looking unconcerned.

Kilik and Sasha got into a fight this morning. Apparently, the half-breed doesn’t like being called a soulless… well, you know those women with red feet? Yeah, one of those.

Jhoik:
Droughts continue on the southern border, but the relief caravans are only a few weeks away.
The death of Yasha Tankou has dealt our military a mighty blow. This is the third time we've retreated from the West this month! When will the emperor put a stop to the Four Wind's cowardice?
A 'dragon' was reportedly sighted near the Bil’Ith Sapphirerose Manse. Some people will say anything to get attention.
The barbarians have been quiet in the north of late, usually their raids are escalating during the summer as their seasonal watering holes dry up.
The Great Circus of Anrolon is supposed to start soon, it starts in Menin, circles out through every single village in Jhoik and then returns to the capital. Last time, it took five years to complete. As the empire as grown quite a bit since then, it could be a decade before this one comes to an end.

Foreign Waters:

The continual 'Starfall' in the Reinwild over the last decade has had some question if there is a connection to this celestial bombardment and the return of Magic to the continent. The elves aren't saying anything either way, of course.
A ship claiming to be from the “Dread Imperium” attacked a dwarven battlebarge off the coast of Redding. Evidently, none of the "Dread Imperium" sailors survived the conflict, so little could be learned about these visitors aside from their bloodlust.

The Powers of Jhoik:

The Great Gods of Humanity have many faces, and many Champions.

Name: Yassir / Erokisan / All Spirit
Symbol: A knotwork square with alternating red and black bands.
Alignment: N/A
Portfolio: Jhoikians, Humans, Spirits, Peace, Law
Worshippers: Rural Jhoikians, Humans, Intelligent Undead.
Cleric Alignments: Any.
Domains: Any other than Racial or Chaotic.
Favored Weapon: Flail
History/Relationships: Yassir was born when several ‘location deities’ merged with the tribal god Erokisan, who was the personal deity of Mennin’s tribe. His dominance has spread with the ever increasing power and size of Jhoik. Highly regimented with multiple sects and orders who all minister to different ethnic groups as is most appropriate (at the time), Yassir suffers from a lack of cohesion that has resulted in the loss of some of his Portfolio. Namely, the nobles and city-dwellers of Jhoik have recently (in the last two hundred years) converted over to a similar god, Ish-Bin-Akar.
Dogma: Jhoik is a blessed land, truly favored above all others. To share this blessing is our divine requirement. We must make all lands into Jhoik, so as to be in sublime concordance. All must be done in accordance with the proper methods. Experimentation is inherently dangerous and should be attempted only under careful guidance. All things are alive and must be respected as such. (There is much more, some of it contradictory)
Clergy and Temples:
Yassir’s shepherds are arranged along ‘separate but equal’ orders of devotees, who learn a slightly different holy message depending on the focus of the order. In the wilderness, they tend toward spiritualism and functional religion that does not interfere with rough living. Other places are more esoteric. Buildings erected to Yassir are always influenced by the order that raises them. Hokilians raise great multi-colored spires filled with glass windows, whereas Taldeans create squat square buildings with an eye for minimalism and spartan styles.

Name: Ish-Bin-Akar ‘The Final Prophet’
Symbol: A pyramid composed of marbles.
Alignment: N/A
Portfolio: Prophecy, Change, Technology, Wealth
Worshipers: Noble Jhoikians, Alchemists, Mechanists, City Jhoikians
Cleric Alignments: Any other than True Neutral.
Domains: Any other than Racial or Magic.
Favored Weapon: Alchemist Fire/Unarmed Strike
History/Relationship: Ish-Bin-Akar was a devote member of House Aquis that was prone to visions. Violent, apocalyptic visions of change, destruction and renewal. Rather than approach those more senior than he, he turned to those below him, giving long sermons to other acolytes and laymen who wandered within ear-shot. His charisma and passion was unbelievable and he was quickly labeled a ‘Prophet’ of Yassir.

The church of Yassir did not take kindly to the firebrands message and had him killed. So they had dealt with others before him. But this time, it did not work. As Ish-Bin-Akar was prophesying his own assassination and ascent to the heavens to help guide his ‘children’ into the new era, the assassin struck. The mis-timing of the deed had a backlash of divine proportions as half the city of Mennin were converted from one heart-beat to the next. Those that didn’t see the event for themselves amongst the Noble cast began to systematically reject Yassir; they had never been too keen on sharing their power over the masses with a bunch of unwashed men with yellow-stained beards and here was an opportunity to do away with them entirely…

So it was, nearly two hundred years ago. Since then, Ish-Bin-Akar’s ascent to power at the expense of Yassir has slowed, but the time nears when the two will be equal in power. Yassir has stayed his hand so far, lest he inadvertently give away more of his portfolio to the upstart.

Dogma: Like that of Yassir, the followers of Ish-Bin-Akar alter their ideology depending on whom they are preaching to. To the alchemists, philosophers, scientists and other intelligentsia and the masses, they speak of apocalyptic change and the equality of all men. To the nobles they discuss how the Final Prophet himself was from the noble cast and the inherent spark of divinity burning within each soul that will light aflame forever as the soul joins Ish-Bin-Akar in the heavens.

Clergy/Temples: The preachers of Ish-Bin-Akar travel the cities, often breaking into a sermon while in the middle of a crowd and demanding attention with their sheer charisma and delivery. The more sedimentary members cluster in great edifices built like fortresses ‘to deter the unbelievers’.

Uminas, Warrior-Smith
Symbol: An anvil.
Alignment: Lawful Neutral
Portfolio: Fire, War, Weaponry, Loyalty
Worshipers: Smiths, Warriors, Laborers, Companions to the Same
Cleric Alignments: Any.
Domains: Artifice [Construct, Industry], Fire [Smoke], Glory [Heroism, Honor], Strength [Resolve]
Favored Weapon: Warhammer.
History/Relationship: Though absorbed into Jhoikian culture, the Jamokian Pantheon did not disappear and Uminas is one of the divine luminaries to survive the long centuries relatively unchanged. Sister to Yilith, she holds the fire of all forges in one hand, wielding a mighty sledgehammer in the other, purportedly equally suited to creating artifacts as it is to breaking bodies. Just one member of a storied genealogy of deities that once watched over the Jamokian people, she still possesses proper temples in the East and shrines everywhere else; afforded her due by any who wish the strength of arm to strike a foe or an anvil.
Dogma: Uminas favors those who shape the lives and exteriors of others; any one who leaves no mark of creation on the world throughout their life has failed to exert their innate strength. Glory to the Smith who keeps the Warrior armed and the horse shod. Glory to the Warrior who keeps the Empire large and well-ordered. Glory to the laborer who sets stone to stone and raises forth something permanent.

Yilith, the Ocean, Sailor’s Love
Symbol: A trident rising from three waves.
Alignment: Chaotic Neutral
Portfolio: Water (Fresh and Salt), Earthquakes, Horses
Worshippers: Thisledorian and Jamokian coastal cities, Sailors, Horse tamers and riders.
Cleric Alignments: Any non-lawful.
Domains: Water [Flotsam, Flowing, Oceans, Rivers], Travel [Exploration], Weather [Storms], Earth [Caves]
Favored Weapon: Trident.
History/Relationship: Like Uminas, Yilith is a survivor of ancient Jamokian origin, though she was also revered amongst Thisledore as well, commanding Waters of all natures, ceding the deep earth and the high sky to her brothers but sharing the land with them. Whimsical and frequently angered, she could destroy cities and ships with a single strike of her trident, which would rise up disasters of all nature. So too did she pierce the ground and provide clear fresh-water springs and calm rivers, creating lakes and islands for those she found pleasing to enjoy. The mistress of horses, she drove them from the sea to serve Man on land, though she keeps some of them for herself and is always present in that spark of wildness to be found in an equine heart.
Dogma: Give sacrifice, give word, give respect to Ocean Mother Yilith! Cast tokens of her servants and her works back to her and take not her gifts foregranted! Beg for her love O' Sailor! Braid the hair of your herd in her honor O' horseman! No man need be reminded of her anger and so we thank her every calm day and beseech her in every storm!

Westra, Mother Sun
Symbol: A golden disk with rays emanating from it.
Portfolio: The Sun, Warmth, Visions, Secrets
Worshippers: Recently converted Jhoikian lands to the west of Menning.
Clerics Alignment: Any other than CE.
Domains: Sun [Day, Light, Revelation], Protection [Purity], Community [Cooperation], Knowledge [Espionage]
Favored Weapon: Mace.
History/Relationship: One of the few deities to be tolerated amongst the newly conquered lands of Western Jhoik, Westra's worship has flourished in popularity due to its focus on non-violent solutions to the common problems of everday life. In truth, Westra has absorbed many deities behind her shining golden face and answers a host of prayers to the conquered populace now; and not all of her commands are as meek as the Jhoikians would expect.
Dogma: Ever overhead, Westra sees us all and in her gaze we are warmed. She sees the best that we could be and will guide your steps always to this highest of goals. To falter in the dark is to shame yourself before her; keep your eyes high and your way brightly lit and she shall safeguard you.

Redd, Freedom's Knight
Symbol: A heap of farming tools with knightly weapons underneath.
Portfolio: Freedom, Equality, Unity, Self-Governance
Worshippers: Inhabitants of Redding, cults in Western Jhoik (secretly)
Clerics Alignment: Any.
Domains: Liberation [Freedom, Revolution], Law [Judgement], Chaos [Riot], Nobility [Leadership]
Favored Weapon: Sickle and Sword [any]
History/Relationship: Said to have been born a mortal man and peasant to boot, Redd served as a squire to an aging but distinguished knight. When his master perished before a grand tournament, Redd donned his armor and masqueraded as the elder knight for many years before being revealed. Refusing to quietly accept his punishment from complacent nobles, he became an outlaw knight and roamed the entire Kingdom, drawing in peasant and disaffected men at arms and knights behind him as a torch draws moths from the forest. With each city and town freed from the oppressive yoke of a noble, he set upon them one command; to govern themselves as was best for themselves and permit no son of a lord to be a lord in turn. In a mere five years he destroyed the kingdom and extinguished every noble bloodline, creating the thirty provinces of Redding in their place. The churches on the whole sided with the nobles in opposing him and they too were put to the torch, their ancient relics destroyed and the names of their gods systematically erased from the world, found now only in ancient tomes which were outside of the kingdom when this happened. Even the name of the old kingdom itself became taboo and few in the modern age could hazard a guess as to what it was. But all know the name Redd.
Dogma: Power is to be wielded for the good of all! Where one make works for himself, good is created. Where two men work for the good of one, evil festers. Let no man rest in shackles while he may move his hands for the people. If a man may not be trusted to move his hands, he may not be trusted to draw breath. Tolerate no tyranny; if your lord judges a man unfairly, judge him yourself with more than words.

Tartarus, the Final Embrace
Symbol: A crack in the earth.
Portfolio: Punishment in the Afterlife, Music, Darkness, Murder
Worshippers: Madmen, cultists, obscure Yassirian orders, suicidal individuals
Clerics Alignment: Any non-good.
Domains: Darkness [Loss], Madness [Insanity, Nightmare], Void [Dark Tapestry, Isolation], Death [Murder]
Favored Weapon: Dagger
History/Relationship: Tartarus should be more properly a place than a being, as it is the land where those cast out from the gaze of the All-spirit shall find no rest, forever swallowed by the tight embrace of earth and darkness. As an malediction, (Tartarus take you!) he awoke and sang a seductive song, praising death and promising an eternal stillness and freedom from pain. Now like rot he festers, an infection within Yassir that few can see much less attempt to heal. He speaks to powers from the Dark Beyond and mimics them with his music, driving mortals to madness and murder; for those murdered in his name and by his will, cannot reach their eternal reward and come to lie in his realm instead, where they are incubators for horrors that have never been seen in the mortal realm... yet.

Adephagia
Symbol: A cornucopia that is overflowing with grains and food.
Portfolio: Farming, Overabundance, Overindulgence
Worshipers: Farmers, Artists, Dilettantes
Clerics Alignment: Any Chaotic
Domains: Plant [Growth], Madness [Truth], Chaos [Revelry], Charm [Lust]
Favored Weapon: Shovel and Pen
History/Relationship: A strange western deity that avoided being absorbed into Westra by infiltrating the intellectual class of Jhoik, Adephagia's cult concerns themselves with excesses not only of food and bountiful harvest, but also knowledge and lust. Though an orgy in a recently harvested corn field and deep in the bowels of Mennin would bear little resemblance to one another, both are likely to be held in the honor of this grinning mysterious Deity. The Yassirian church has begun to take measures to preach against Adephagia, but have not been successful in shaming the young and old dilettantes who have taken up her seductive beliefs.
Dogma: It is when we have more than we need that we can truly express ourselves. Grow more than you will eat and sell it to your neighbor, or use it to create wonderful foodstuffs that a more restrained man might never eat. One partner is not enough, take three or four, at the same time. It is not enough to know that one and one is two, we must know all things and hold them in the light of our vision at the same time. To give away, throw away or reduce yourself to avoid excess is the deepest self-harm that you can do. The only truth is More.

Lloth, Spider Queen: A taboo Goddess amongst the elves, she has nonetheless claimed a great many human followers in this realm.

Moradin, The All-Father: A dwarven deity who has seemingly accidentally absorbed the better part of the Yilisian pantheon, who are now nominally Jhoikian, and have the most experience interacting with the dwarves.

Isis and Nasus, The Twins of Icatia: They share everything but their heads, one being a cat and the other a dog, but betwixt them they guide with wisdom and loyalty.

Renekton, Uncaring Judgement: Once a mere Judge amongst the afterlife, he had the chance to Judge his betters and found them wanting. Now he leads the pantheon of Arborea with a crocodiles smile.

Languages



Common
The language of Mennin, spoken throughout the Empire with various dialects.
Dialects: Military Jargon, Imperial Address, Merchant Mangle

Old Common
The language of Mennin the Great, not unlike latin, used in Yassirian religious rites and historical texts, technically a dead language.
Dialects: Unknown

Jamokian
The language of the East before it was part of the Empire, still holds on, all these years distant, but Common is definitely the dominate language there.
Dialects: Thisledorian

Redding
The barbarous tongue of the enemy! Also the language spoken by the vast majority of the Western holdings that have become part of the Empire over the last five decades. If you want your servants to obey you while you are on campaign, this is a good language to pick up.
Dialects: Near [Lands that have been conquered for hundreds of years], Far [more recent and still contested lands], Ancient

Elven
The beautiful tongue of our eldest queen and our most mysterious of allies, the Reinwild elves. Excellent for poetry and seduction, anything sounds sexy if you say it in elven, or so the saying goes.
Dialects: Lunar, Solar

Dwarven
A much less common tongue in the Empire than those before it, sages amongst Ironspike are its principal sources, or the truly rare Dwarf living amongst that self-same house. There has recently been interest in scrounging up courtiers with this exotic talent, given the rumored arrival of a Trade Diplomat from Tiring Goth.
Dialects: Unknown

Courtier's Cant
A nonverbal mode of communication comprised of specific sequences of courtly actions, like drinking tea with the third finger on your left hand crooked out and then adjusting a yellow flower behind your left ear. Generally not a very quick way to convey a message, it has the advantage of being indecipherable to most of lower station or political acumen.
Dialects: Royal Cant, Noble Cant

Icatian
A violent language with lots of spitting, ascribed to a realm beyond Redding. Some of the newer subjects of the empire are fluent in this tongue, but few enough on this side of the Rivers.
Dialects: Unknown

Arobean
Spoken in a land even more distant, sibilant and tends to remind listeners of snakes about to fight.
Dialects: Unknown


Time and Reckoning

Jhoik operates on a calendar counting from the founding of their capitol and their empire, it is currently 992 MF. The year is 336 days, separated into twelve months of 28 days each. No leap day is observed. The previous calendar used in the region was Thisledorian, which used the same length of the year and months, but started in Midsummer, which MF changed to Spring. 0 MF coincided with 3623 T.
This message was last edited by the GM at 15:14, Mon 28 Aug 2017.
DM
GM, 28 posts
Thu 27 Jul 2017
at 01:20
  • msg #3

New Houses

As a testament to the creativity of my players, the public information for their Houses shall be recorded herein, considered canon for this campaign. Remember that these are just public opinions and 'truths', while many believe them to be fact, do not lower yourself to such assumptions.

HOUSE LURVENA

Lurvena is both the name of the house and the region where grapes are grown and wine is pressed. As a House they prefer an "under the radar" approach, always in the background acting as advisers but never the face of power. Their surfs are among the best treated in all the land, many of whom fled with them and act as personal servants now. Their house crest is a bunch of grapes going into a wine press, some say it looks frighteningly similar to people's heads going into a wine press. Preferring now to be called d'Lurvena, as much a show of solidarity with the merchants who sell their wines as with the commoners who work the fields, the clan retains it's holdings, monopoly on wine production, and it's wealth.

HISTORY

The history of Lurvena stretches back to the first Emperor. Legend has it his wine steward insisted the Emperor try his family's wine. The Emperor scoffed but the steward insisted, and finally the Emperor agreed but there would be a price. If he did not think it the best he had ever tasted the Steward would be beheaded as would his entire family. Being a gambling man the steward raised the stakes. If it was the best, then his family must be elevated to Noble status, and be granted by imperial edict all land on which grapes now grew. Since the family controls those lands it should be no surprise how the bet turned out. The Emperor gave the Lurvena family a monopoly on all wine production so long as he was given each year's first bottle. The tradition remains to this day.

Lurvena are shrewd at business and have slowly come to dominate the market on all libations. They either grow the crop, control the fermentation process, or control the merchants who sell. It is rare among houses that merchants are so loyal as those of Lurvena, but there is a reason. First is money, the house pays a salary plus an annual bonus based on volume of sales to all it's merchants. Young merchants who want to make their name go out beyond the empire's borders to sell to new groups, sometimes bringing back new libations and new processes. Often as not they are responsible for innovations, such as Champagne, a relatively new introduction but one well received. Although not known as diplomats it is rare that an Imperial Diplomat tries to negotiate with new peoples without the aid of a Lurvena translator, as their merchants are usually among the first to learn new languages. Second is the real reward; merchants who are able can buy marriage to a house scion, elevating them to noble status. In this way the House views the bonuses as a double investment, first it motivates sales and second it comes back to them in 15 or so years when the merchant looks to retire. This tradition has stymied their ascent to high society on a few occasions and they have the unflattering nickname 'Wine Smiths' in certain royal circles.

Current Status

The House of Wine and Grape is more aptly called the house of libations, for it is rare that any imbibing liquid does not originate in some way with Lurvena. For this reason alone they are among the wealthiest of noble houses. Even with the drain on their resources to defend their holdings they still contribute a far greater share of tax revenue, charitable giving, and not to mention they throw the best parties. In the intricate web of noble favors it is unheard of to snub a Lurvena. Doing so will almost guarantee a meager portion of that year's product as well as having their invitations to Lurvena Galas lost somehow, only to be found once the offender properly grovels. Outside of Imperial Galas, Lurvena events are the most highly sought after since everyone wants to attend their wine tastings or a party to show off some new concoction. Whenever a new territory is claimed you can bet there will already be taverns selling Lurvena product.

Given their immense wealth and the status of their parties is seems odd juxtaposition that they are "only" the house of libations, but this is by design. Lurvena has thrived for centuries by staying low to the ground and by catering to their niche. Magic, though, has graced them with both power and ambition. Even those among the family who have no other magic bear the gifts of their diluted fey blood. Their crops grow better now than ever before and they are among the most fair of feature in all the land. While their features are vaguely elfen they do not possess the pointed ears or long faces of their elfen cousins, instead it is as if the best human characteristics are magnified among the Lurvena clan.
This message was last edited by the GM at 15:40, Mon 28 Aug 2017.
DM
GM, 46 posts
Mon 7 Aug 2017
at 05:26
  • msg #4

Class and Mobility therein

Class


There are a number of officially recognized and unrecognized classes in Jhoikian Society; the following is listed in descending fashion.


Imperial
The Imperial family, this class contains everyone that has a direct line of succession to the Throne of the Emperor. This class is understandably the smallest and also has on average the shortest life expectancy of any class in the Empire; but it also holds the most power. This class is also the easiest to move in and out of; if the Emperor says you are blood, you are blood. If you marry the Emperor, you are blood and so are any progeny you might have thereafter.

The maximum population of this class historically is around a dozen, any more than that and a purge is likely within a decade as the Imperial Family settles to in-fighting and power struggles. Aside from the obvious means of disqualification, ancillary members of this class move out of it anytime the Emperor changes; anyone who is not the Emperor's direct progeny is moved out of the Imperial family technically as soon as he has any progeny. These individuals have historically founded Royal Houses, married into Royal Houses, or renounced their bloodline's claim to the throne as part of joining a religious Order.

There are no limitations on the Emperor's ability to elevate people into this class; commoners, barbarians and even non-humans have been declared Imperial under the current Emperor, not just in distant stories.

Legally, only the Emperor has the power to command the Empire, but all Emperor's have distributed their power amongst their family, countermanded only by themselves. Thus, the Imperial Family is answerable only to the Emperor or each-other. If two non-Emperor members of the Family issue conflicting orders, the legal expectation is for the original order to take precedent if clarification from the Emperor is not possible and both orders are otherwise legal in all ways. For example, a treasonous command still has to be obeyed, but if another member of the Imperial Family tells you not to commit treason since it is illegal, you no longer are obligated to do so. Despite this, few Imperials have had luck commanding their assassins to not kill them; something about the mindset of those who would try in the first place.


Royal
These Houses are in theory positioned to become the Imperial House if the bloodline should be extinguished for some reason. More practically, they have the most resources, servants and influence with the Imperial House, positioning them as the gatekeepers of all sorts of kind of power for anyone who wants to advance their position, chances are you'll have to make it worth while to a Royal House to make that happen.

Because there is very limited access to climbing into the Imperial Family and no real incentive for descending into the Noble Houses, the Royal families are quite large and generally only get larger generation after generation as they absorb the few survivors from past Imperial families and ambitious Noble's marry up into their ranks.

That being said, access to this class is quite limited; unlike the Imperial Family, the Royal Houses have reliable standards and a commoner or merchant simply will never be able to marry into their ranks. Only the most prestigious and successful nobles are considers for courtship; or other Royals.

Legally, these Houses are not distinguished from the other Nobles aside from the complicated laws governing succession should the direct line perish. The social and economic pressure of their standing is more than adequate and no attempts to change this legality has been made.


Noble
These Houses were originally formed from loyal servants and allies to the original and second Emperors, but have had their ranks bolstered throughout the years for all manner of reasons. Royals marrying outside of the line of succession find their status reduced, but tend to keep their personal and economic influence and thus a new House is born. Or a citizen performs a great deed that a reward is due, but they are not quite worthy of Imperial Blood and so, a House is formed. The details are myriad and some are lost to time, but each House has at least one tale of its own formation.

There are seventeen Great Houses currently recognized and many more minor or subsidiary Houses. The distinction is social and economic rather than legal in this case.

Nobles are legally required respect and deference, but not obedience from Citizens whom they do not employ or have binding contracts with. Thus, a merchant need not give over his wares to a penniless Noble, but neither is he likely to get away with kicking the self-same out of his shop.

Access to Nobility has never been easier than in Modern Jhoik. The Smiths have a standard contract for adoption and terms for monthly tithing to the 'House' coffers and there are hundreds of Nobles with more titles and history than coins. A decade ago, the situation was much the same, but this easy access to the Class through money had a corroding effect on the status of the class in general, a contributor to the attempted rebellion, or so many sages say.

These days, its hard to ignore the fact that there are more Nobles, Royals and Imperials with Power than everyone else added together. The line of Great Mennin and his allies has proved potent even nearly a thousand years from its inception and this specific fate has kept the Empire together, for now.


Merchant
Not a legally recognized class, but in common use nonetheless. Generally defined as any citizen with enough money and position to make money by the labor of others rather than themselves. Typically a merchant also has connections to a Guild or House who protects and looks out for their interests on the political and legal stage.

Given the success and swelling numbers in House Smith, this class is much smaller than you might think, since any Merchant good enough to stick around for awhile is likely to be offered a name that comes with some legal rights. Those that don't take it either have a grudge with the Smiths or loyalty to an opposing House.


Citizen
The lowest legally recognized class in the Empire, it forms the foundation of everything, quite naturally. Due the protection of the Emperor's armies and the shelter of the Emperor's walls, the use of the Emperor's roads, so forth and so on. And taxed to make all of those things possible. Bound to obey the Emperor and those that work on his behalf or in his stead with approval thereof.

On a day to day basis, these rights are exercised liberally and the requirements are called upon rarely. Very few Emperors have been anything close to what you might call a Tyrant and those that were tended to be distracted by wars or deadly relatives. (Actually, almost all Emperors are distracted by deadly relatives and wars, but its not polite to say that about the popular ones)

Importantly, Citizens have access to the Emperor's Justice and all that this entails; they are not likely to be able to leverage this Justice against anyone who is not also a Citizen, but that in and of itself is enough to keep things running smoothly. Or so everyone thought eleven years ago. After the viciously thorough put-down of the attempted rebellion, reform on behalf of the Citizen has been glacial to say the least. But it hasn't disappeared entirely.



Barbarian
Not legally recognized but still used in official documents anyways, this class extends to all humans who are not Citizens of the Empire. Religious Dogma holds that these individuals should be given the opportunity to become Citizens as soon and as thoroughly as possible. So thorough should these opportunities be in fact, that those who don't take advantage of them no longer exist. Thisledore and Jamok were once 'barbarous' lands; as was the expanse of Eastern Redding, now known as Western Jhoik.

A Barbarian who wishes to become a Citizen need merely take the oaths of Citizenship in the witness of the Emperor's Justice and pay a small fee for the Justice's time. It is common for visiting diplomats and merchants to become official Citizens to gain legal standing to enforce contracts and sell goods.
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