05-04-2022, 04:42 PM
Retracting my application for personal reasons; however, I'd still be glad to lend Zjarr for any plots revolving around trade.
Spoiler:
Throwing in Zjarr for this position! Even if Zjarr is not picked for Luminary, I would be more than happy to plot with the new Luminary for any trade-based ideas, as Zjarr is an arms dealer that would love to strike a deal with all of Tanglewood.
Character bio: https://beastsofbeyond.com/index.php?topic=1560.0
Motive: An opportunistic blacksmith, Zjarr began siphoning materials and precious metals from the Tanglewood's junkyard for his own craft ever since he received a tip from one of his clients. After an altercation with a ghostly resident of his family's forge, he came to Tanglewood with his three adoptive children as he knew of nowhere else to go and wanted to maintain an easy access to the supplies he has been taking from the junkyard. Zjarr could see the lack of a Luminary as an opportunity to feed his power-hungry tendencies as well as firmly secure his material supply, and he could even see himself expanding his arms-dealing business throughout the clan, as well as other trades.
Plots:
- Trading society: Zjarr has a salesman-esque flair about him and, seeing as he is a trader himself, will push for a merchant-based society. Tanglers will be encouraged to adopt different crafts and offer their wares to allied clans, neutral groups, and loners alike. Zjarr will forge alliances with other clans and mend relations on the basis of mutual benefit, as he believes that everything and anything can be negotiated with a silver tongue and the right items to offer.
- New divisions: Different sub-groups/titles can be made depending on a member's prowess. Tanglers who specialize in any trade/craft would be in one group, and another group would represent those who prefer combat, hunting, even mercenary work, as not all members may be interested in becoming merchants but may still have something to offer to the clan.
- Neutral/allied visitation: He will eventually call for the construction of a market as Tanglewood trades rise, which may be in a new location beyond Tanglewood's town or can take place along the town's mossy square. Merchants and native Tanglers can peddle wares and neutral/allied groups can visit Tanglewood peacefully, even taking shelter for the night at an inn-like structure. For the security of the main camp and its inhabitants, this inn is situated away from the camp (though still physically protected via fence/wall), and guards may be enlisted to patrol this section of the territory to avoid issues. A separate, secure floor at the Deathly Hound Tavern is also an alternative to the construction of new locations.
- Military strength: Zjarr refuses to live in a clan he deems "weak", and so he will put a great emphasis on strengthening the clan and its members. Mass trainings will be hosted more frequently, Tanglers learn to craft armor from junkyard/forest materials, and reinforced physical obstructions (walls, fences, etc.) will be formed around the territory with lookout points as necessary to better defend the clan's territory. In addition, Tanglers will receive first-aid medical training in order to understand basic healing practices in the case of medical emergencies with no healer around.
>> Tanglewood may adopt a military-style hierarchy following this, though still remaining close to the basic hierarchy that Tanglewood currently has.
- Celebrations and mischief: As a man who loves parties, Zjarr is likely to encourage all sorts of festivals. Weddings and other major personal events will be accompanied with immense celebrations at the town square or tavern and are up to the jurisdiction of the individual, so long as they have notified a Luminary beforehand that they will be using the square/pub. In addition, Zjarr will stay true to Tanglewood's mischievous nature, reinforcing the Monthly Prank Target tradition and promoting it each month.
- Neurotic king: Zjarr is notably an emotional, headstrong person, and his personality may often leak into his leadership and his decisions as Tanglewood's Luminary, especially his unhealthy one-sided relationship with the ghost Flamey that resides within his Forge. This may cause tensions with members/other groups, though it is rare that he breaks his much more commonly businesslike persona.
Character bio: https://beastsofbeyond.com/index.php?topic=1560.0
Motive: An opportunistic blacksmith, Zjarr began siphoning materials and precious metals from the Tanglewood's junkyard for his own craft ever since he received a tip from one of his clients. After an altercation with a ghostly resident of his family's forge, he came to Tanglewood with his three adoptive children as he knew of nowhere else to go and wanted to maintain an easy access to the supplies he has been taking from the junkyard. Zjarr could see the lack of a Luminary as an opportunity to feed his power-hungry tendencies as well as firmly secure his material supply, and he could even see himself expanding his arms-dealing business throughout the clan, as well as other trades.
Plots:
- Trading society: Zjarr has a salesman-esque flair about him and, seeing as he is a trader himself, will push for a merchant-based society. Tanglers will be encouraged to adopt different crafts and offer their wares to allied clans, neutral groups, and loners alike. Zjarr will forge alliances with other clans and mend relations on the basis of mutual benefit, as he believes that everything and anything can be negotiated with a silver tongue and the right items to offer.
- New divisions: Different sub-groups/titles can be made depending on a member's prowess. Tanglers who specialize in any trade/craft would be in one group, and another group would represent those who prefer combat, hunting, even mercenary work, as not all members may be interested in becoming merchants but may still have something to offer to the clan.
- Neutral/allied visitation: He will eventually call for the construction of a market as Tanglewood trades rise, which may be in a new location beyond Tanglewood's town or can take place along the town's mossy square. Merchants and native Tanglers can peddle wares and neutral/allied groups can visit Tanglewood peacefully, even taking shelter for the night at an inn-like structure. For the security of the main camp and its inhabitants, this inn is situated away from the camp (though still physically protected via fence/wall), and guards may be enlisted to patrol this section of the territory to avoid issues. A separate, secure floor at the Deathly Hound Tavern is also an alternative to the construction of new locations.
- Military strength: Zjarr refuses to live in a clan he deems "weak", and so he will put a great emphasis on strengthening the clan and its members. Mass trainings will be hosted more frequently, Tanglers learn to craft armor from junkyard/forest materials, and reinforced physical obstructions (walls, fences, etc.) will be formed around the territory with lookout points as necessary to better defend the clan's territory. In addition, Tanglers will receive first-aid medical training in order to understand basic healing practices in the case of medical emergencies with no healer around.
>> Tanglewood may adopt a military-style hierarchy following this, though still remaining close to the basic hierarchy that Tanglewood currently has.
- Celebrations and mischief: As a man who loves parties, Zjarr is likely to encourage all sorts of festivals. Weddings and other major personal events will be accompanied with immense celebrations at the town square or tavern and are up to the jurisdiction of the individual, so long as they have notified a Luminary beforehand that they will be using the square/pub. In addition, Zjarr will stay true to Tanglewood's mischievous nature, reinforcing the Monthly Prank Target tradition and promoting it each month.
- Neurotic king: Zjarr is notably an emotional, headstrong person, and his personality may often leak into his leadership and his decisions as Tanglewood's Luminary, especially his unhealthy one-sided relationship with the ghost Flamey that resides within his Forge. This may cause tensions with members/other groups, though it is rare that he breaks his much more commonly businesslike persona.
jay — characters