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The Galatos Family
Commorancy for Children
In a place like Ravok, there is a home for everyone. That includes the orphans of those who gave their lives to defend and protect the sanctity of the noble city as well as those whose family members simply disappeared. After all, Mizahar is a world of magic and wonder so sometimes people behave in strange ways that are beyond understanding. The Black Sun sought a solution for in years past, it fell to the organization to house, feed and raise those who were cast off or left behind. This meant that resources dedicated to the propagation of Rhysol's message and the supplying of his army was forced to divert funds to deal with the problem. It would never serve the Lord of Chaos to have poverty-stricken and unfortunate children plaguing his city's streets and canals.
In 320 AV, the Galatos family stepped in to lift the burden. They claimed that it was the duty of the people of Ravok to look after their own. The affluent household purchased an entire block of stores in the Merchant’s Ring and leveled them to the very pylons and floating foundations that created the base for all of Ravok’s structures. Over the next five years, the Galatos brood funneled money into the project from its families other endeavors and created a large, singular structure with the sole purpose of providing for the needs of the constantly growing population of orphans. Most of the building is three stories but the central third harbors a sub-level and the large dome which points towards the Temple of the Black Sun adds two more under its roof. Outside of the City Center, it is the tallest structure in all of Ravok. The roof is in slight disrepair and the brick facade is not as nice as something in the Noble District but it seems to fit well nestled amidst shops and warehouses. It is neither overly rundown nor does the building outclass the nearby structures. It seems to be a perfect fit.
The layout is a mix of what one might expect from a school, a hospital and a business. There are many classrooms but also dormitories divided up by age. There is a gymnasium and a fenced in playground as well as an infirmary, a pharmacy and ward for the officers and apartments of those who care for the children or manage the affairs of the Commorancy.
The institution has developed quite a system for education and assessment over the years. The younger children are treated on primarily a group level where the basic values of life and courtesy are explained as well as rudimentary knowledge of mathematics, reading, writing and history. As the children age, tests are given to determine strengths and weaknesses which slowly begin to influence what subjects receive focus and which skills are nurtured. To make this process more efficient, older students have smaller class sizes and more personalized attention. Outstanding pupils with the right skill sets have even been drafted into the Institute for Higher Learning or the Vitrax for positions in the city’s noble organizations. When the children make that transition from youth to young adult, many are drafted by local businesses or the Ravokian families through employment fairs or walkthroughs by individuals of influence.
The Galatos family is very proud of their home for the lost or forgotten and many of the faces one might see in Ravok could have come from the Commorancy. It is a sad truth of the world that there are situations that leave children alone to fend for themselves. Thankfully, in the blessed city of Rhysol, there is a sanctuary for the young and vulnerable.
:::Layout:::
:::OOC::: ***If you wish to include this as part of your backstory, please discuss it with the ST first.***
:::Playing an Orphan:::
- You are the property of the Galatos family and thus a slave. You earn no income but pay no expenses.
- You cannot be older than 16.
- You cannot have any living family in Ravok.
- You have no starting money. Your 100 GM will be held until you ‘graduate’ from the orphanage.
- You must choose one of the three career paths; Order, Family or Business (See below).
- You must post two (2) job threads that relate to your chosen path every season to remain in the orphanage.
- All orphan PCs must have ST approval prior to posting.
- No wards under 13 ever leave the grounds unless through some kind of event (Calendar event, etc).
- Wards 14-16 may leave the Commorancy only to participate in an internship and must be accompanied by a chaperone.
- All wards get one day per week to take a field trip with a group provided they don't cause problems.*
- Once you have chosen your Path, please submit the completed form provided below to an ST for approval and so that it may be added to your SS thread.
*This is so orphans aren't confined solely to one building. Plots (personal or citywide) may affect this and an ST may interfere or overrule certain things at any time without warning. PM your ST with questions.
Order
Some people are born to serve and sacrifice. The strong, the brave and the powerful find places among Ebonstryfe and the City Guard while the clever and the righteous choose the Temple above the sword. This path is filled with courses that revolve around Rhysol, Ravok and the requirements that the triumvirate of organizations which rule the city require. While being popular and always full of fresh faces, this choice has the highest rate of failure. Family
The oldest tales of Ravok are spun by the wealthiest and most influential people in the city; Ravok's families. They employ the majority of the population outside of the Black Sun and Ebonstryfe while also funding most of the city's functions including the City Guard. Trade, business and culture are all signs of their power. The Ravokian families have their collective hands in almost everything that happens within the sphere of Ravok's influence. To serve one is a great honor and it is the hardest path to gain admittance. The Galatos family gains many wards from their school but they pick and choose which ones to place inside the homes of their peers. The courses vary greatly in this area based solely upon which family a student is pursuing. Business
The final path an orphan may choose is that of business. It is the most successful and most diverse set of courses offered in the Commorancy. When the services of the facility become inadequate, master tradesman and craftsmen are sought out to provide internships where they receive free labor and the child gains valuable knowledge of skills and the business that surrounds their chosen occupation. Many of these children end up becoming wards of their masters until such a time when they can strike out on their own. The Galatos encourage all business owners to take part in supporting the unfortunate youths for they believe that everyone in Ravok profits when the city thrives.
Orphan Starting Package:
- 2 sets of uniforms (including undergarments and shoes): these are clean clothes but not fancy or comfortable since the fabric is so cheap.
- 1 set of toiletries: soap, comb, brush, cup
- 1 small duffel bag
- 2 notebooks
- 2 pencils
- grey jacket
- Heirloom
Once an orphan graduates, that PC will receive the 100 GM starting money, standard housing within the city, and the orphan package will be exchanged for the standard in-game equipment.
:::NPCs:::
Anna
Name: Anna Renown: Queen of the Runts Race: Human DOB: Fall 33, 502 AV POB: Ravok Skills: Acrobatics: 52, Persuasion: 34, Leadership: 31, Subterfuge: 29, Intelligence: 21 Indentifiers: Big, watery brown eyes and a headband that seems to hold her hair perfectly in place. Description: Anna has been in the care of the Commorancy since she was four. Her father served as a member of the Ebonstryfe and was killed while patrolling the Wildlands. Her mother was reminded of the husband she lost by the little girl and turned her over to be raised and cared for by the Galatos family. The woman was never seen again. Anna loves to tumble and perform physical feats of grace but she enjoys the power of a manipulating people into doing her bidding much more. There's not a whole lot that goes on within the orphanage that she doesn't know about when it comes to the kids. She also has developed the right relationships to keep herself in a a position of power which all of the other girls and most of the boys must respect. If one wishes to upset the balance of the dorms or the playground, Anna is a force to be considered. Overlooking the self-appointed queen is a good way to make a lot of enemies. Helena
Name: Helena Renown: The Reader Race: Human DOB: Spring 7, 508 AV POB: Ravok Skills: Auristics: 33, Observation: 31, Investigation: 23, Interrogation: 21 Indentifiers: One green and one blue eye. The Lormar symbol marked into the back of her left hand. Description: Helena has been at the Commorancy for quite a few years. She is quiet and typically shy but for one reason or another the girl has always seen the truth of things. Anna picked up on this and sheltered the young lass from bullies. By providing the younger girl an ally, the queen added a most useful tool in her arsenal. When Helena was eight, she was blessed by Eyris with the gift to reveal the truth of an object In a place were truth and lies make all the difference, the ability to separate the two has not only kept the small, frail child safe but it has made her important. Perhaps, that was the goddess's wish. Bri
Name: Bri Renown: The Outcast Race: Human DOB: Summer 72, 504 AV POB: Ravok Skills: Endurance: 45, Intelligence: 40, Braiding: 32, Investigation: 27, Unarmed Combat: 19 Indentifiers: Freckles, pale skin, red hair and an innocent epression. Description: Bri is the anti-pop. She keeps to herself and handles being the butt of many- joke and prank with grace and humility. She's tougher than she looks and very good about knowing what's going on even though she's typically far removed from the action. Bri will not hesitate to stand up in between the 'in' crowd and a solitary child who has fallen under the knife. Anna knows the redhead very well and allows her to play the part of pariah and martyr. After all, every hero needs a villain. Miss Sonja
Name: Sonja Galatos Alias: Miss Sonja Race: Human DOB: Fall 72, 474 POB: Ravok Skills: Intimidation: 63, Medicine: 55, Rhetoric: 48, Organization: 44, Interrogation: 41, Persuasion: 37, Philtering: 32, Herbalism: 28 Indentifiers: Stoic and proper; deep & cold lavender eyes Description: A blooded member of the Galatos family, Sonja is very dedicated to her work. The woman loves to see a neat and orderly facility and when it's not- well, be somewhere else. Her knowledge in medicine is high but her tolerance for children is low. Like all in her line of work, she strives for perfection. However, as an elitist in Ravok, she tends to blame her failures on others. This woman has a temper and few brave the storms that she can summon from her rage. Deep down, she wants the children to do well but being deprived of a normal childhood prevents her from fully transferring that desire to the orphans. NPC
Name: Coming Alias: Soon Race: DOB: POB: Skills: Indentifiers: Description: Words.
All NPCs are free for unmoderated use unless otherwise specified. Please play them according to their descriptions. Abuse will not be tolerated. |
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