Visage

We Are All Liars

"So you’ve come to Visage, not sure if that’s the best choice. But then again I never loved people who had a good conscious of making well thought out choices. You’ll do well here. Welcome to my home, the barren wastelands. Visage.

## **History**

They say Visage is home to the death place of a Deity, one who graced the lands with terrible creatures and magic so unlike the rest. Void magic. Legends say this Deity made the island a maze, so filled with hardships that only those willing to sacrifice it all could live in this utopia. Many had tried to travel to the island to make a new life for themselves, and many had died without achieving their goals. Still, few were able to make Visage their homeland, living with their Deity and crafting the magic of the Void; but the Void is not so generous and takes far more than it gives.

And as such, it drew the eye of The Capitol. A warning was sent but it angered the Deity, so they left with their followers to the middle of the island. The Deity worked tirelessly, taking more from the desert wildlife, making it a wasteland surrounding them, until it seemed something terrible was brewing. The Capitol watched and with practiced ease, struck down the Deity and their followers alike in a swift and blinding attack. Whatever was brewing seemed to swallow everything there and at that moment the eye of the behemoth was born. The Eye an unmistakable sepulcher of what would become of all and a warning for the others to tread with care.

But this is all myth and rumor. Even a child knows fables passed down through generations can go astray. Especially when the only survivor is the victor.

As for what came after, it’s all rather simple. Many tried to control the island, take it for what it was - untapped, unknown power. They swore if they unlocked the secrets of this desert world they would be granted powers beyond imagination. Each ruler that tried brought in new laws and practices and each ruler died soon after their enactment. Soon, the desert became land of war. Blood mixed with sand and pirates roamed the land. Only the strong survived, roguish inhabitants fighting each other as much as the beasts that roamed the sands. All fragments of civilized government were gone, rapidly devolving into a dog eat dog world. Chaos reigned supreme, so much so that it snuffed out even the memory of those that had once lived here.

Hundreds of years passed, leaving the island alone and untamed. But magic has a way of calling out - sending a message to those willing to listen. A crew of wayward pirates eventually made their home on the island, building enchanted ships that sailed through the sand as if it was water. They took back the island, and while they tried to form some sort of government once more. The attempt failed miserably. It was as if the magic that haunted the land detested the idea of authority. In the end, these pirates realized only the strong would survive. Only those clever enough to walk hand in hand with death could ever hope to lay down the law.

So these pirates did what they could, eventually allowing one equine to rule in the loosest sense of the word - to help ensure that they remained on this island and reap it to its core as the void itself had once done. Their search for the power and the resting place of the Deity rumored to have died there became their mission. Thus they created their own sense of madness, an endless hunt based off of dead words and shifting sands.

### **Currently Happening**

The Pirates still run with chaos, searching for something that even they do not know on this island. Maybe just a sense that all of this isn’t for naught. Leaders are more or less a Sacrifice. A glorified scapegoat to take the fall if things go wrong. If anything was to happen that the pirates did not like, well at least it was easy to cast blame. Many did not expect Sindalamar to do exceptionally well in this role, nor to open trade with other factions and allow in more wealth and treasure, as this happened within the past 10 years in Sindalamars reign. But with Sindalamar ushering in all this change, even the Eye of Behemoth seems to notice. It seems to be growing. It’s tendrils expanding into the sand and sending tendrils of concern into all inhabitants. A dread is building - one that cannot be smoked or drank away. A scapegoat won’t save them much longer.

## **Culture**

### **Religion and The Deity**

Not everyone in Visage is religious. Some wonder why pray to a Deity that has died. If one has died, what’s to stop another from doing the same? Others pray to the Eye of Behemoth thinking it too was a Deity working at the behest of The Capitol. But as always, it’s all rumors, but that won’t stop some from holding onto their ideas. For who wouldn’t want a Deity that can hear their pleas and give them the power they crave?

**The Deity - Alluvion**

* The Deity was one that blessed the world with Void magic and made Visage its homeland. Why they carry no true name, many have taken to naming this Deity Alluvion. Perhaps a name would give the Deity more power and chance to find its tomb. After all, it’s always been said names have power.
* To Worship this Deity many have given up a personal sacrifice to the Deity Alluvion, From offering up their best treasure, or some offer up a prisoner. Whatever it is, they offer it freely without remorse and will burn the offering. Its known to bring good and help ensure a unity between them all. Nothing lasts forever.

**The Eye of the Behemoth**

* If one does not worship or pray to the Deity, many have taken to worshiping the Eye of the Behemoth, the one that swallowed a God. Many pray to it in hopes it’ll grant safe travel, to not be taken from the island itself, or that it will spit out a bone or treasure from the Deity.
* To Worship many must travel to the Eye of the Behemoth, past the Jagged Teeth Mountains. It's there they offer living sacrifices, tossing life into the swirling, jagged sinkhole. It’s a long journey just to snuff out a life, so some have taken to drowning to recreate the sacrifice without physically going to the void. A sacrifice is a sacrifice after all.
* Rumor has it that some have been given treasure from sacrificing to The Eye or that they’re brought good luck. Some even receive wardings from monsters be it beast or equine. But then again, some say it does nothing but waste a good life.

### **Society**

Hard to have much of Society when each one has crumbled before the wake of Visage. Yet the mongrel pirates were able to claw out some footholds on the island. Settlements are almost always built on pre-existing ruins that function as stationary hearts of societies. Nothing lasts forever is a motto they know all too well. Something will destroy what has been built, be it raiders, beasts, or nature. Thus, generations of ruins are stacked on top of each other forming a unique society. With this they learn and are able to adapt and change to this world, and fight back with nails and teeth with structures built to last. Despite their chaotic nature there is some order here in their world, something that has not allowed them to fall in the animalistic ways of the beasts.

**Family**

* Families are tied closely to a ship crew then actual blood ties as many children will separate from their parents in search of their own ship, a name for themselves, or to join a crew that better suits them. The crew on a ship is tight knit and takes a betrayal to one as a betrayal to the whole ship. Nothing is more grievous than to purposely harm their ship, and the price of betrayal is almost always death.
* While each ship is a family, each family answers to a certain Pirate Lord, and each Pirate Lord still follows the rules of the Pirate King knowing its best for them all. This order only works because they all have the same goal. Glory. Glory propels each ship family wants to achieve their own goal, and each goal achieved adds to the glory of their Lord. And the King sits on high, protecting the island with their life so all on it can find their own goal. This order does not interfere with the quest of many, but helps ensure they continue to live, thrive, and achieve their glory on this island.
* Children are quite sacred, but are not to be brought about in access. Two children is the unspoken limit, as it's hard to feed everyone in this land, and they prefer not to see starvation. Afterall, it’s better for a child to die quickly than to slowly waste away. Those that wish for more children can easily adopt those that have lost their parents or children that need a crew to feed and care for them.

**Weddings**

* Any excuse for some wild party is great for these scoundrels. Many will gather for a wedding, brought about by the excess of ale, food, tales, and the chance to boast with those who at any other time would be their rivals. Regardless of who or how many are married and tied in union, it counts as a win for them. It's a firm reminder that they have and will survive this world that seems destined to kill them. Plus they do love to get together to drink and tell tales.
* Divorce is not a common practice as it’s thought to be easier to just marry someone new. After all, there’s no real legal system or record of marriages besides word of mouth if you’re outside of the Pirate Lords, but even then it’s rather slack

**Funerals**

* Death is a common thing here within Visage. With that being said, Funerals are not much of a thing, as half the time there is no body to be found. If there is a body, they take it on their ship and set sail, saying a few words and dropping them into the water. Allowing the sea creature an easy meal in hopes for safe passage at the time.

**Money and Trade**

* Trade happens mainly outside of the faction with others thanks to Sindalamar. Before, pirates were as likely to barter with each other as they were to fight for it or steal it. While visiting other factions they offer up trades such as creatures and treasure alike.
* Money is measured in treasure, prestige, and whatever is hardest to come by. An equine of many years is inherently wealthy, since most don’t live to be too old here. Most of simple trade with other ships on the island in a mutual barter system. But still it's hard for Pirates to trade off their treasure, especially at a fair price.

**Education**

* Education is not something they fully pride themselves in. While they all know basic letters and numbers, these folks survive on trade of their work. Each equine seems to specialize in something instead of everyone having the same skill. That said, they all have a good working knowledge of math, as no one wants to be swindled out of any profit.
* Most children, often called scabs, will start an apprentice at the age of 10, following under someone with a job they think they will enjoy. But it's up to the mentor to see if they are worthy of learning the craft. Each scab has a year to apprentice and if their mentor thinks they are worthy they join the crew and that rank. If not? Well they must find a different mentor and start the process over again.

**Technology**

* Technology is something seen as slightly frivolous. If it makes a ship go faster, helps you find water quicker, or gets you out of trouble, it’s seen as useful, but you’re better off if you don’t have to rely on some piece of equipment. If you can’t do it yourself, do you really deserve to be able to do it?
* What the lack in technology they make up with their enchanted ships. Made to sail in both water and sand, they are quick and battle ready. While they focus on battling the monsters on their land, they have no issue with taking down other ships for treasure.

**Values**

* Strength, Charisma, Quick Wits, Ship Sailing, Fighting, Staying alive
* The Crew one belongs to is more important then actual blood ties

**Beauty**

* Those with vibrant colors tend to be highly favored. The more ones look like treasure the more power it seems that have. Because of this gold trinkets and gaudy jewelry is always the current style.
* Scars and battle wounds are considered a must between the Pirates. If someone lacks a wound or scar that are called Leeches, which is continued a dire insult. The richest, often Pirate Lords, are known to gild their scars to better show their rank.

**Common Phrases and Terms**

* “We’ll pay the price of blood and gold, but we never said it’d be our own” - A common thing said between Pirates before they leave and separate to their own ships and crew mates.
* “Nothing Lasts Forever” - Spoken a lot when things are bad, others die and in any grievous situation. A hard lesson they must continue to relearn
* "Leeches" - A low term to those that take and feed off of each other without helping out their own kind. Is a grave insult and tends to end with a brawl.

### **Rituals and Traditions**

**Blood Rite**

* When those outside of the faction wish to join their ranks, they must partake in this ritual of offering up their blood to the group. A simple cut somewhere on their body to show they are willing to sow their blood for the faction for the cause. Its there Pirate Lords will offer up their ship as a place to stay and see if they can earn their worth. Most will be treated like Scabs until they earn their worth.

**The Cleansing**

* A ritual where each crew goes out to take down large creatures/monsters that terrorize the lands. They use this as training and practice to ensure ships can handle it, as well as crew members. Pirates work together to take down a larger monster of choice, a right of passage to this barbaric land, once the beast is slain, they take what they want, picking over the carcass like vultures. Many add bones and teeth to their ship, others use meat as a way to feed the white sea beasts that live in the ocean to ensure safe passage.

**The Yaeghe**

* The Yaeghe. A new phenomenon has claimed a name of its own in the recent years. During the Yaeghe, the Eye of the Behemoth grows and sends tremors throughout the island. Creatures become more hostile and new and ancient horrors rise from the sands. Many have tried to brave this as a challenge, others bunker down in safeguards, waiting for the shaking to pass. This seems to happen twice a year, each one more frightening than the last. Many now gather in the safest points of the island and bunker down till it passes. Only after the ground has quieted and the unearthly groan of the Eye has ceased does it become safe to leave

### **Laws of The Land**

* **The Pirate King has the Final Say**  thus the Pirates King's word is law. While there are little to no laws, if matters are brought to the king or lords they will deal with them. That said, they will not settle petty grievances.
* **Harming a Sphinx is punishable by death**. They not to be given to other faction for experiments or other things. Are all treasured here regardless if they attack first. Next time don't piss them off.
* **Abide by the Crew** - Follow the rules of crew mates, and Pirate Lords. The bond between the crew and ship is something to be treasured and trusted
* **Families are only allowed to birth two children**. If they would like more they are welcome to adopt children who lost their parents or have no one.
* **Killing Monsters is a necessity** Everyone must work to take down monsters that dwell in the island. It's a way to pull their own weight in the herd, to ensure safety for those that do not wish to sail out or cannot.
* **The Scurvy and Korove are Safe Zones** While fights happen from time to time, its promised to try and not kill each other.

## **Ranks**

**The Chaos Elitists**

* Pirate King - The King
* Pirate Lords - Council of Scoundrels
* DarkVault - Void Worshippers

**The Blood Sworn**

* Death Ward- Swordsmen/Fighters
* Veinstitch - Healers
* Omens - Messengers between Pirate Lords
* Flayed Shield - Defenders
* Hexes - Spell casters

**The Ferals**

* Sirens - Monster Bait
* The Horde - Common Folk
* Scabs - Babies and children

## **Ancestral Talent**

**Shadow Incarnation**

**Level 1:** You are able to move your own shadow, it is even able to reach out and touch things. The touch is chilling and frigid despite the temperature. Able to bite and scratch as others and the users commands

**Level 2:** The shadow is able to come up from its dimension and acts like a scout and body double when needed. The shadow is able to attack fully, able to use the users weapon in shadow for if they have it on them when being called forth. Odd noises seem to escape their essence

**Level 3:** Not only can you call forth your own shadow, but 4 shadows of others around you, your own little battle fiend when needed. They are able to attack and defend at need, but if the users shadow gets harmed, the user will take a hit themselves, though not as grave, wounds and bruises will show, cracked bones can happen, but as long as the user remains focused they can keep in command of their shadow liege.

With this power can be wonderful, but beware the precautions of this, users who do this for too long not only take on wounds, but have a darkness settle on them, it seems even their shadow with hunger and take bits of the user. It always hungers anything from the Void does.

## **Homeland**

### **Landscape**

* A desert wasteland, that has been shaped by equine hands. The land tends to have left over junk from the other fractions, dropped off at the coastal Scurvy. While there is only one true Scurvy, there are several illegal dumps often used by other fractions. On top of that, old ship wreckage and ruins are everywhere, as it’s a kill or be killed world. One way or another, every critter is out to kill.

The basic makeup is desert, but the desert land has variety. The coastline is rocky and the main area to receive rain. Daily, heavy fogs flow in from the sea and leave a thick dew, which along with rain water is collected for daily use or collected to be stored on ships. The coastline has the most foliage, but as the soil isn’t the richest plant lifes must be sturdy and are often short and stumpy.

Moving from the coast, the land is a hot, arid desert. The sands are red and shifting, with pockets of oases where civilization thrive. Here, ships can dock for goods to be exchanged and water and food restocked. Not to mention it gives crews “shore time” where they can indulge in a bit of hedonistic tendencies.

The closer to the center of the island, the more things become dangerous with barren wastelands. Not only does the land seem to lose its color, with red sands turning slowly to white grey, but the temperature drops too. The desert turns cold and wildlife becomes more frightening. Mountains rise cold and rocky near the center of the island. These mountains are known as The Jagged Teeth and look much like their name suggests. The mountain range holds back the most dangerous part of the island - The Eye of The Behemoth. The resting place of a dead god.

### **Landmarks**

* **The Scurvy**: Welcome to the junkyard where other herds drop off their ‘spoiled goods’ this is a great place to get scrap metal for ships, armor or weapons, or add something to your collection. This is not a place of thieving, but a place to better oneself. This place is a sanctuary to get what's needed, with an unspoken law there is to be no fights here. It’s first come, first served. That said, there are “mishaps” that may seriously injure people and the items they had found are suddenly lost again. But if you’re caught, crews are allowed to drag you out of The Scurvy and dispense justice.
* **The Needle**: A lighthouse for those that set sail within the sands. It’s a strong point that has been unharmed by the dangers that lurk in the loose sand. The Needle is also imbued with a special kind of magic that allows compasses to point towards it like how normal compasses point towards north. Many take small ships called sandblazers to travel to The Needle, ensuring those at sail can come back home safely.
* **Jagged Teeth:** The mountains known to protect the area around the Eye of The Behemoth. The mountains are tough to adventure up, and even navigate through with ships. It takes quick wits to be able to get through this area. Beware many creatures have taken this place to be their home.
* **Eye of the Behemoth:** In the Center of the main island is the resting place where The Capitol had struck down the Deity Alluvion. Here in its wake, something sinister grew and seemed to swallow the remains of the Deity. It looks like a large sand pit that constantly swallows anything that falls into this black hole. Once something is set onto its steep banks, it will never be able to crawl out again. The Eye has been constantly growing with the rim of the crater constantly expanding. Worshipers have even seen sides collapse inward. Even more worryingly are the biyearly shakes and bursts of wild magic that seem to irrupt from The Eye. Many are unsure what to do, but with its cry it leaves a wake of madness.
* **City of Korove:** The Capital of Visage was the first place to be taken back. It hangs along the coast of the main island. Built like many colonized areas, it is a jigsaw of past ruins. You can see the history of the island’s settlers in this single city by peeling back the layers of architecture. Overall, homes are built into the rock face, allowing a cool, almost temperature controlled living environment. Skylights are often used to bring light in and also function as “water traps” for households to collect supplies or freshwater. Deep staircases and walkways connect the homes, forming neighborhoods. In shaded areas between rock features, where the sun is not so harsh, crops are grown in fields tended by families.  Korove is the one place outsiders are regularly allowed. It is not just done for outsiders safety, as the city is the safest place in the fractions, but also for secrecy. None of the Pirates Lords want their crews treasures stolen from them. Sure, they’ll trade treasures with other fractions, but those fractions don’t have to know where those treasures come from. Korove is the one place outsiders are regularly allowed. It is not just done for outsiders safety, as the city is the safest place in the fractions, but also for secrecy. None of the Pirates Lords want their crews treasures stolen from them. Sure, they’ll trade treasures with other fractions, but those fractions don’t have to know where those treasures come from.

### **The Bestiary**

Faction Based Animals

* Sphinx - The symbol of the Visage, with a monkey like face, and cat like body and wings. They speak the language between animals and common tongue. Able to mimic voices of others. They are well respected and they know it
* Desert Griffin - Lacking wings, they make up for in speed, body built like cheetah but the size of a bear, they are quick and not easy to obtain as they are not quite trusting. But once they are familiar to one, are quiet loyal

Other Creatures

* Dragons - Every captain and crew fears a run in with a dragon. They grow fat and haughty in the desert sun. Their scales are polished to a shine by the sand and they float on the thermals in the sky for days on end, conserving energy. They come in a variety of colors, blue being the most common. There’s no need for stealth when you’re top of the food chain. Young dragons are the only ones to come in muted colors, as they are known to be preyed upon by their older counterparts. Thankfully, dragons after stay in the deepest, hottest parts of the desert and only venture out if provoked or starving.
* Basilisk - Everyone says a basilisk’s eyes will turn you to stone, but it’s really the mouth you need to watch out for. A cousin of the dragon, they release a thin, airborne toxin that paralyzes those who inhale it. You normally notice you’ve been caught in it’s poison when it comes into your vision, helping give rise to the idea that it’s eyes paralyze you. Long, with six staut limbs and heavily armored bodies, these creatures are more likely to lie in wait for prey than to hunt for them.

Common Creatures

* Snakes
* Scorpions
* Fenix Fox
* Hares
* Jackalopes
* Pygmy Dragons
* Lizards

## **Faction Relations**

### **Cosmos**

* Trade: The common thing that is traded between these two are monsters and creatures from Visage to gain an assortment of things. Though it's been clear over several years the bigger the beasts the better the rewards. From navigational equipment, pretty and exquisite weaponry, experimental magic weapons, minerals and of course... Drugs.
* The two seem to have become quite close an unexpected alley in this world. Each shipment is a celebration so much so it has become a party to which no pirate cant argue with and many fight for a chance to go there with a shipment. This has been used a reward system from the Pirate Lord, a way to reward those that have done good. Sin has happily been trading with Cosmos for the past 5yrs