ENVOY (#10/30, #315/365) [POT]
STAMINA : 6
ATTACKS: 1
WEAPON: Sword
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Towns, Plains, Ruins
NUMBER ENCOUNTERED: 1
TYPE: Humanoid
REACTION: Friendly-Neutral
INTELLIGENCE: High
Also known as the ambassador, the consul, the diplomat, the emissary and the legate, the ENVOY is the representative of a foreign power residing in a town or city far far away from their homeland, in order to curry favour with local rulers, oversee trade and commerce obligations, and gather intelligence for private or state use. An Envoy may be a direct appointment from within the bureaucracy or other state apparatus, a career diplomat with skills in foreign languages, law and etiquette. Or, they may be a locally appointed individual, a best fit given current and possibly changing circumstances.
To determine the origin of an Envoy, roll on the table below. (Note: the table has been constructed from a north-western Allansian perspective; you may wish to change it if it is not appropriate for your campaign):
First Roll Second Roll Distant Land
1-2 "The Old World"
1 Analand
2 Brice
3 Femphrey
4 Gallantaria
5 Lendleland
6 Ruddlestone
3-4 "Allansia"
1 Arantis
2 City-state of the Glimmering Sea (Roll: 1 Agra, 2 Alkemis, 3 Bei-Han, 4-5 Kallamehr, 6 Merluk)
3 Frostholm
4 Sardath
5 Shabak
6 Vymorna
5-6 "Khul"
1 Hachiman
2 City-state of the Inland Sea (Roll: 1 Assur/Calah, 2 Kirkuk/Kish, 3 Lagash 4 Marad 5 Shurrupak 6 Tak)
3 City of the North (Roll: 1-2 Arion, 3 Ashkyos, 4 Corda, 5 Gundobad, 6 Kalagar/Kalamdar
4 Offshore (Roll: 1-3 Arrowhead Archipelago, 4-6 Isles of the Dawn)
5 Southern Lands (Roll: 1-2 Kazan, 3-4 Gorak, 5 Zagoula, 6 Zamarra)
6 Ximoran Protectorate
Envoys wear fine clothing from either their own homeland or the host country, depending on what is appropriate, and all possess their Diplomatic Papers. These take many forms, from the elaborate vellum scrolls used in the Old World diplomatic services, to the engraved wooden plaques born by the ambassadors of Hachiman that are virtually works of art in their own right (and frequently coveted as such). The Envoy usually has a Sword or Rapier to defend themselves with basic combat skills, and will have 2-7 further accoutrements as determined by rolling on the table below (and reroll any duplicates):
First Roll Second Roll Extras
1-3 1 A nice Hat
1-3 2 A vice (Roll: 1-2 bottle of Special Brew, 3-4 Smoking Weed, 5-6 dried Purple Lotus)
1-3 3 A Flintlock Pistol
1-3 4 An exotic pet (Roll: 1 Black Lion, 2 Jaguar, 3 Cheetah, 4 Krell, 5 Mungie, 6 Goldcrest Eagle)
1-3 5 An Exotic Visitor (see p. XX) companion from their homeland
1-3 6 A weird steed (Roll: 1 Pterodactyl, 2 Drake, 3 Hippogriff, 4 Selurin, 5 Pegasus, 6 Griffon)
4-6 1 Transport: (Roll: 1-2 A Coach with four Riding Horses and a Coachperson, a Sedan Chair with four Bearers, 5-6 a Palanquin with four Bearers).
4-6 2 A keepsake (Roll: 1-2 Rare Book, 3-4 Treasure Map. 5-6 Brass Telescope)
4-6 3 An entourage of 2-7 Courtiers
4-6 4 An entourage of 1-3 Bodyguards
4-6 5 A spiritual advisor of an appropriate god (Roll: 1 Friar, 2 Priest, 3 Agitator, 4 Templar, 5 Missionary, 6 Healer)
4-6 6 A loremaster (Roll: 1 Sage, 2 Scholar, 3 Mage, 4 Wizard, 5 Sorcerer, 6 Seer)
In addition to the above, the Envoy will have a residence at their posted settlement that likely also doubles as their nation's embassy, or is at least attached to it. To determine the size of the residence and embassy, and the number of staff employed there, roll on the table below:
Roll Embassy Size Grade Staff numbers
1 Cottage 1 1
2 House 2 2
3-4 Large House 4 5
5 Hall 6 10
6 Guild House 8 20
The employment of Envoys generally depends on the power, standing and motivations of a nation or its rulers. Port Blacksand, for example, appoints no Envoys under the auspices of its tyrannical ruler Lord Azzur, but, owing to the city's importance, other states such as Fang or Salamonis, do have Envoys in Port Blacksand, whether public or otherwise. At the other end of the scale are the kingdoms of the Old World, all of whom (except for Kakhabad and the principalities of Mauristatia) have their own ambassadors present at the capitals of all the other nations, ostensibly for cultural goodwill, but in reality for gathering information about their hosts.
Noted examples of Envoys from Titan include the roving Ambassador Keiko of the usually more-reclusive hermit kingdom of Hachiman, whose travelling exploits across Khul, the Isles of the Dawn, and the Arrowhead Archipelago have been extensively documented in the many volumes of her Journals. In addition, Dwarf realms such as Fangthane or Warpstone, have been known to send Envoys as representatives of their mercantile interests to human cities including Vynheim, Sardath and Salamonis. However, in most cases a human settlement will have several informal consuls for Dwarfs and Elves as needed, and vice versa for humans residing in non-human regions.
No comments:
Post a Comment