Alternative Medicine (EVENT)
Apr 29, 2018 14:12:27 GMT -7
Post by Deleted on Apr 29, 2018 14:12:27 GMT -7
Alternative Medicine
By: Snowflake
Rank: B Rank By: Snowflake
Plot:
Mission background:
With the sudden illness of the current Kazekage Amira. The village is sparing no expense at trying to find a cure of the mysterious illness that has overtaken her. Shiki Senri has found a lead from one of his old connections that there is a mysterious Tamari settlement on the south eastern seas of Sunagakure that have some sort of reported miracle drug that has allowed the citizens to live in that area free from disease, death and hardship with the daily intake of a single pill. The village needs a team to travel to this town, investigate the rumors and try and procure this medication to cure their leader. While Ninja from Sunagakure will have preference for this mission, anyone of worth may be considered by the Jounin Commander.
Background:
Tamarian's can best be defined as ambitious, paranoid and power hungry. The one fundamental rule of house Tamari is that there are no rules. If you were to steal an object of value and avoid capture or death from it's owner then clearly you deserve what you stole. Murdering your opponents and rivals with magic and guile has always been how this house has solved it's problems. If you win, clearly your argument has more merit.
Traditionally isolationists, The wizard lords of house Tamari pursue wisdom and mastery in solitude. But ambitious Wizards, their retainers, and their clients have entered whole-heartedly into the competition to control and exploit the land of wind's resources, by building towers and bases all along the eastern sands. While not exactly a reaching political organization with centralized consolidated power. The fickle wizard lords of house Tamari band together when the single power of one cannot achieve their desired goals. To a Tamarian unlocking the secrets to magic confers power to the wizard and power confers the right to rule.
Tamarians have little respect for anyone other than themselves, including other members of House Tamari. Living in massive branching, living towers made of tree's or mushrooms devoid of stairs or traditional means of climbing. This not only gives them more seclusion, but acts as a sort of test to see if their visitors are worthy. A person who is unable to mold chakra, bend the power of their soul into energies or someone too reliant on physical strength would find themselves mocked, ignored and uninvited into house Telmari.
Many Tamari are known to be necromancers using their vast wealth and slaves to perform powerful blood magic. In times of war Tamarian streets run crimson as rivers of blood are spilled to provide power to their wizard lords, in the form of powerful spells while their bodies are used to create undead armies. The dark magics of necromancy have driven many a Telmarian mad with the practice, and their retainers are often involved in illicit activity, making House Tamari unpopular among other Houses, although most Tamri do not care. House Tamari is the main source of business for the slave trade in the land of wind, although their slaves are not truly necessary for work, many slaves are kept as serfs until they are needed for their blood or bodies. Many if not most of the oldest Tamarian wizards living on the furthest eastern deserts of the land of wind are thought to be either Vampires or Liches.
In totality, House Tamari is quite obscenely wealthy. Some accounts claim that as a whole, the House has a net worth rivaling the riches of the entire countries. In this way, it is very fortunate that Tamarians typically, have very little regard for material prosperity. Much of this financial resource is greatly hindered by the fact that most Tamarians exhaust their resources with ceaseless bickering and infighting. It is not uncommon for cities to change hands between the ownership of one, two or perhaps even three Tamarian wizard lords over the course of several months over minuscule arguments and disagreements between the mage lords. These quasi wars sometimes continue on for centuries with acts of subterfuge and posturing eventually escalating into full blown blood wars.
Often, the citizens of Tamarian cities do not care much for or even notice the contentious internal politics of the Temarian wizard lords, as abstract petty vendettas between wealthy, never-seen plutocrats and their armies of paid agents rarely interrupt the lives of the common serf. A few notable exceptions have broken the silence of recent times. Often when a rival wizard lord see's another gaining too much power it is not uncommon for them to order the full massacre of their agents to stunt their powers.
"Needless to say, convincing the wizard lords of this particular settlement of Tam Korre is going to be difficult and will probably require a ton of political leverage and a litany of political favors. Many of which will most likely be life threatening. Glad I'm not doing this one. Tamrian's have a tendency to piss me off." - Shiki
Location:
Tam Korre is a Tamrian settlement on the south eastern coast of the land of wind. The population of the coastal town is close to 350 thousand people. The city is a massive sprawling mega complex of towering mushroom towers and activity.
Rules:
All aura's, items, traits, traits and augments need to be stated upon entering the thread.
All Npcs will be controlled by the Gm.
No posting order will be set unless combat is started
All rounds of posting need to be at least 2 paragraphs long
Due to the nature of this mission only Sunagakure ninja may go on this event.
IIC Length: 3 days of ooc and your party can vote to skip you (majority rules), 5 days and you are automatically skipped. Missing the iic deadline several times or missing posting in the event for more than 2 weeks will result in your immediate ejection/death from the event.
Prize(s): 150k per ninja and one alchemical item of equal value.
NPC's of note:
Alvoth Korre
Bloodlimit: Kedoin
Height: 5'11
Weight: 191
Age: 486
Gender: Male
Alignment: Neutral Evil
Birth Country: Land of Wind
Village: N/A
Special: Ancient and Powerful scientist and wizard
Character Depth
Personality-
Alvoth Korre, like most Telmarian wizards is old beyond the standard reaches of most humans. With that comes a disregard for most human life as he finds it short and typically unmeaning unless someone has achieved something great with their lives. Ambitious, cunning and intelligent Alvoth Korre has been the primary ruling wizard of Tam Korre since the cities inception almost 400 years ago.
Abilities and Powers:
S Class Genmaster
(bio information removed to prevent metagaming)