Daravic Expedition to Dagrun [Plot Line]

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Hugo Abreo
Posts: 66
Joined: Tue Jun 28, 2022 11:55 am
Character Sheet: viewtopic.php?t=2064
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Thu Dec 08, 2022 3:39 pm

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General Plot (under-construction)

OOC information:
Plot length: 1-2 seasons.

Origin:
World event post: Dagrun Ho


Quick Description: A Daravic Dry-goods merchant managed to get word of a new material that has become known as Neo-Dunarium. A metal that is more workable by blacksmiths and which seems to have magical properties of some sort. Though one which is also often defended by beasts which have mutated due to the influence of the mineral to have gained some magical abilities. News of this has caused rumors and excitement surrounding Dagrun.


The North Daravin Trading Company:

Formation:
Having received news of the new mineral in Dagrun, Hugo recognizes the opportunity it presents. Lorien and Grisic are far away from Dagrun whilst the Great Nobles (Trevyn and higher) of Daravin often don't wish to upset the balance of power or can't act without causing their rivals to act against them. All of this combined means that if a company was to invest in Dagrun at this moment, acted swiftly and began exploiting and mining this new mineral they would have a headstart on the new market that might be created. As a result, Hugo organizes a large meeting of 9 'politically neutral', merchants and trade-oriented Veir. Here he will pitch the idea of creating a company where each of the gathered guests only has to invest a comparatively small amount of money to help start the company. In return will get a large share of the profits as well as a seat on an executive committee which helps make decisions.

Trade deal:
The pitched amount will be 4000df each (including Hugo) which means that the company will have an initial starting fund 40k DF where each shareholder has 10% of the shares, with Hugo having 10,1 % of the shares which makes him the head of the company. This also means that Hugo will have to sell his house to help finance the company as well as all of his savings.
Hugo will head to Dagrun and act as the face of the company and lead local operations there as well as negotiate with local partners and make concessions. If this venture succeeds Hugo and the company could stand to make a great profit as well as increase Daravic influence in Dagrun. However, if he fails Hugo will lose the vast majority of the money he possesses and essentially destroys his reputation as a Veir as well as cause embarrassment for Daravin on the international stage. A course of events which will cause powerful forces to perhaps begin to plot the young Veir's death. He better not fail then.

Projected investment:

Personnel costs:
-8 'indentured servants ' (slaves) (4k df)
- 2 ponies (400df)
- 5 mercenaries (3640 df)
- Tondin (1k df)
- Phillipe (1kdf)
Total: 10040 df

Construction/equipment cost:
- 8 'miners kit' (1600df) (200df per 'kit')
- Tents and basecamp (2000df)
- Pickaxes, minecarts, rail construction, misc. mining equipment (15kdf)
Total:18,6k df

Total expenses: 28,64k df
Net remaining funds: 11,36k df

Stages:
Stage 1, arrival in Dagrun
- Recruit local help/mining expert
- Get the required permit for mining and establish a headquarters
- Begin hiring personnel

Stage 2, the initial forays:
- Setting up the infrastructure required to traverse towards the mining location and transport Neo-Duranium
- Have some encounters with the beings which live near Neo-Dunarium.
- Handle the legality of mining in Dagrun and interact with the personnel that make up the expedition.

Stage 3, first profits
- Begin mining some of the first veins of Neo-Duranium
- Sell the acquired Neo-Dunarium to locals or foreigners
- Hire/contact people to begin researching the Neo-Dunarium and quantifying its effects
- Battle with some of the creatures which live in the caves, keep the personnel safe and deal with rising discontent.

NPC's

Tondin
Age: 60
Race: Gnome
Sex: Male
Height: 3 foot, 9 inches; 1,14 meters
Weight: 110 pounds; 49,9kg

Occupation: Mining expert
Title: 'Chief (mining expert)'
NPC Type: Plot NPC

Skills
Mining-75 (Expert)
Logistics-50 (Journeyman)
Engineering- 30 (Apprentice)
Appraisal-25 (Apprentice)
Survival-25 (Apprentice)
etc

Description: (Please include a description of the NPC's physical appearance, a summary of their life history to this point, notable entanglement
Tondin is what most would call, a very unlucky gnome. By pure chance whenever he had any good luck in his life it ended shortly after. The time when young Tondin was the happiest was when he was still a child. He grew up with a father who himself was an overseer in a mine, whilst his mother was a researcher at the university. From a young age he, like many other gnomes, was filled with immense curiosity about the deep tunnels that dug into the earth. Tondin dreamed about hidden treasures, old mineshaft and crags unexplored by any gnomes before him. Thus encouraged by two enthusiastic parents Tondin focused on his studies and did quite well until the age of 14. That is when tragedy struck. Tondin's father, whilst inspecting a mineshaft, was buried under a ton of rocks after a badly timed earthquake dislodged some of the support beams in a tunnel. The loss of Tondin's father caused his mother severe grief. As a way to process/ignore her grief, Tondin's mother focused even further on her research. In the process, Tondin himself was neglected of much parental attention, though at 14 he was generally able to take care of himself.
However, this generally caused Tondin to be quite unhappy and begin hanging around with more of the 'wrong crowd'. Not bad people per se but those gnomes that were generally rowdier and less productive.
He graduated with decent enough marks
After his graduation Tondin went on to work for a prominent mining company and slowly began rising in status and rank in the company. Whilst he was working for the company, Tondin also fell in love with Iske, another employee who worked in the mining company. This lasted for several years, until Iske and Tondin had to compete for a position as overseer. In order to gain the position Iske secretly leaked some of the information of what Tondin had done in his troublesome years. As a result she gained the position as manager whilst Tondin stayed as an expert. This caused a fierce rivalry with Tondin who felt a deep resentment and sense of betrayal. This started a long competition between the two of them, with eventually Tondin managing to win out due to having a small edge in expertise. Thus Tondin ascended to the upper ranks of the mining company. Only for the mining company to go bankrupt not a year later.
This set Tondin's life into turmoil once more, as the company he had worked in for so much of his life ceased to exist and for him to lose his job security. He tried to find several other jobs but did not manage to find any that fit the rank and position he had earlier. All of the bad luck that he had and a loss of hope caused Tondin to resort to drinking and gambling as a form of escapism but which simply made everything worse. He held several minor positions in other mining companies but partially due to his bad habits was quickly kicked out. He is willing to do more darker stuff than most gnomes due to his current circumstances.
He will be hired by the North Daravin trading company as local expert to help facilitate the mining of Neo-Duranium.

In terms of appearance Tondin is an average sized gnome with brown eyes. He is bald but has a set of black/grey eyebrows as well as a slowly greying goatee. He has two replacement arms after a mining accident loss, but which allow him to lift a great amount of force.

Phillipe
Age: 36
Race: Human
Sex: Male
Height: 1,8 meters
Weight: 80kg

Occupation: Soldier/Mercenary
Title: 'Captain'
NPC Type: Plot NPC

Skills
Polearms-75 (Expert)
Leadership- 50 (Journeyman)
Tactics- 50 (Journeyman)
Blunt Weaponry-50 (Journeyman)
Blades - 25 (Apprentice)
Shields- 25 (Apprentice)
Tracking- 25 (Apprentice)

Description:
Phillipe was born as the son of one of the many members of Halamire. His father was a soldier whilst his mother was a camp follower who helped maintain his father's gear and equipment, wash his clothing, etc. In his earliest years, he was mostly raised by his mother, with his father taking a greater part in his education as he grew older. From a young age, Phillipe became accustomed to death and the toil of military life. Not as fully as a soldier, but even as one of many camp followers the presence of death was impossible to miss. Especially in the form of disease, something which spread frequently through camp and often resulted in a great deal of casualties. However, as he was used to it from a young age and saw it as his only way to fortune Phillipe dutifully learnt how to be a good soldier. Thus he began to learn how to use various forms of weaponry from a young age, as well as learning some amount of leadership and maintenance skills. Eventually, at 17 years old, Phillipe joined the Halamire as a Halamveir serving under his father. This continued on for a decade at least with Phillipe fighting in numerous skirmishes between the Entente noble he nominally served under. Eventually at 29, after proving himself in several battles, Phillipe was promoted to a Zaldunire. However, several years after his promotion his fortune began to turn.
On a specific occasion, Phillipe had a feeling that his soldiers and the rest of a unit under the command of a Korrivant were about to enter into an ambush and advised his commander to halt and scout out the area ahead of him. This advice was ignored and Phillipe was decried as paranoid and cowardly. Of course, his warning proved to be true and the entire unit suffered severe casualties and was forced to retreat. In order to save his skin the Korrivant in charge of the situation used Phillipe as a scapegoat and portrayed him as both deceitful and incompetent. Phillipe could have tried to defend himself to the Veir that he was ultimately in service to, but he had a feeling that such a thing would not work out well. Thus in the dead of night, Phillipe fled Eastwards, to the nearest safe place where he could not be hunted. As a result, he arrived in Dagrun where he has for several years done minor mercenary/bodyguarding work. Looking for a job where he could once more command troops but not wishing to return to his native Daravin without a way to guarantee his safety.
He will be commanding the mercenary retinue that will be in charge of protecting the miners of the company.


Other Factions:
Of course, where this opportunity arises, others might come. (For potential NPC factions or players who have their own concept).



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word count: 1846
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Mimi Pidders
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Posts: 168
Joined: Tue Mar 08, 2022 7:57 pm

Wed Jan 04, 2023 10:05 pm

From a plotting perspective, the expedition is conditionally approved. If Hugo wishes to be the face of this company (and claim a stake of its profits), I'd like to see a Business Application as he progresses through the plot. Until then, I'd consider this a venture which may or may not pan out.

I'd also like to know (approximately) how much time Hugo will be devoting to this, and if there are opportunities for other players to join, planned modded threads, etc. As well, how much do you propose that Hugo stands to materially gain here?

Good eye for detail and realistic structure to the venture so far. Keep it up.
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Hugo Abreo
Posts: 66
Joined: Tue Jun 28, 2022 11:55 am
Character Sheet: viewtopic.php?t=2064
Character Secrets: viewtopic.php?f=20&t=2075

Thu Jan 05, 2023 10:55 am

Alright, I'll post a business application as the plot progresses. Though the company Hugo founds is not one that functions via the previously established system of manufactories and warehouses.
Hugo will be devoting at least 1 season to this venture, potentially 2 seasons since the company will probably only begin getting profit in the second season. There will be a minimum of 8 posts for this season. 1 for convincing the board to approve, 1 for travelling to Dagrun, 4 for all of the various preparations and set up for an operation and 2 for the first 'expedition'.

If interested there will be opportunities for players to join in any of the 3-4 week long expeditions for mining Neo-Duranium, during which they could encounter any manner of inconvenience.
Players can also interact with the company by doing research on some of the gathered Neo-Duranium and helping in support operations. Rn there aren't any modded threads being planned but it is a possibility that if players join any of the expeditions they could encounter any number of dangerous monsters which can be modded by either an official mod or by me.
I was thinking that the mods in general judge how successful the company is, based on the number of threads and the actions undertaken by Hugo. But considering the fact that the company will effectively have a temporary monopoly on the production of Neo-Duranium I expect the value of the company to at least double. So effectively when he shares his shares he could get a profit of 4000 df.
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Mimi Pidders
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Sun Jan 08, 2023 8:59 pm

Approved. Post your threads to the #dagrun channel in Discord, and invite people to the open ones. There may or may not be some mod bombs, too. Looks like a great plot. Well done!
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