The Rise of The Foot Clan

The Taking of Trilloman

Your story started in Kristophan. You were all members of the Thieves’ Guild of Kristophan (TGoK) and reported to Belgos, a minor captain. While things had been running smoothly, you’d all grown restless and bored, as your position in the guild never changed. Belgos suggested taking a small crew to a neighboring town within the kingdom to start your own operation. You all accepted, and your path led to a small farm town called Trilloman.

Trilloman was once a thriving river city. The mages of Trilloman were legendary. They created powerful gems that surrounded the city like a circuit. They cast enchantments into the stones, which then amplified and spread the enchantments across the other stones in the circuit. These enchantments caused the fields to grow, fish to spawn, and livestock to become larger and more fertile. Trilloman was able to harvest four times per year and its population grew exponentially.

With the fall of The Star, and the resulting chaos, the city collapsed. The mages that were not killed vanished, along with the gems. Starvation set in and several small groups even turned to cannibalism. Order was eventually restored, but the city was nearly destroyed. Bands of bandits, orcs, and other raiders hit Trilloman again and again. Walls were erected from the rubble pulling the former city into an area 1/8th the size of its former glory.

The only remaining powers in the town were two rival thieves guilds. They set aside their differences and agreed upon territory. They were vital to the towns ability to recover and rebuild. Their truce endured for many years until about a year ago when a young upstart was able to destabilize things and somehow take control. He had the leaders of both guilds killed by setting them against each other using lies and deceit or just had them assassinated outright.

You came into town, were lured into what he felt was a trap, and annihilated them all. You gained a spiffy cliff face/cave/river hideout, complete with a library and what appeared to be a former mage guild vault. You fended off several assassins of Zehir, sent by the TGoK, and also took over the town’s mage tower. You’ve successfully taken control of most of the town, aside from the state-run militia-only buisnesses. You’ve opened a large casino/brothel/bath house, and are beginning to reap significant monthly profit.

You’ve made a strategic alliance with the former Captain of the Militia, sucessfully placing him into power as mayor to further your goals. He has helped you, and you he.

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The Begining

The story started in Kristophan, the capital city of a large kingdom in a long forgotten plane of existence. You were all born in or near this kingdom, and know the basics of its history.

Two hundred years or so ago the kingdom was ruled by a royal bloodline and was a generally rich and prosperous nation. Wars waged off and on with their neighbors to the north, but always ended with a northern defeat and shaky truce. Each of the kings of the different ages refused to invade the north, insisting on diplomacy and peace instead of conquest and colonization. The royal families eventually died off due to some strange curse. A mystery which was never solved. The women of the families simply stopped being able to bear children, and the men became sterile. When the last of the true royalty died, there were several violent grasps for power. Small civil skirmishes broke out between rival factions vying for power, and the northern Emperor attempted to take advantage of the situation and attack. News spread quickly of the pending invasion and a cooperative between the mage and fighter’s guilds was born. They called themselves The Star, using a five pointed star to represent each of the five major cities of the kingdom. The northern Emperor, being a poor tactician, was quickly and easily routed. Another shaky truce has remained in place since. The two kingdoms still consider each other enemies, and no trade or cohabitation exists.

The leaders of The Star became the new ruling class. The mage and fighter’s guilds of the five cities flourished. They became the backbone of the kingdom’s economy. The kingdom enjoyed over a century of peace and prosperity. Then, one fine spring morning, the kingdom awoke to a scandal. Many prominent members of The Star turned up dead and the coffers of each city were empty. Powerful artifacts and magic items gone. Chaos ensued.

With the demise of The Star, the economy crashed. With the crash came riots, looting, burning. Years passed and poverty and famine ravaged the kingdom. Nearly half the population died or fled to other kingdoms. Those few remaining that had money and influence retreated to Kristophan and walled themselves into a small city within the city. A small private army holding the walls and keeping the undesirables at bay. Seeing an opportunity, The Thieves’ Guild of Kristophan made a successful play for power. They quickly took control of the rest of Kristophan and milked its residents by successfully keeping the peace. Their influence spread to the other four cities soon afterward, and things stabilized for a time.

You heard rumors of unrest from the outlying four cities, but no one seemed to know what, exactly, was happening.

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