The Dahlgaard Clan
Rank: Family Rank 0 to
3.
In Charge: Carstan
(Scout) and his wife Lisbet (Agent).
In the Ranks: Agents,
apprentices, archers, brutes, cutpurses, initiates, native guides, and
non-adventuring people.
On the Payroll: Laborers,
servants, and non-adventuring people.
Influencing the AR: Merchant.
The Dahlgaards are a new family of furriers in Alnwich who moved
up from the Arafon to capitalize on the booming fur trade. Devious, determined,
and unafraid to play dirty, the clan is actively absorbing smaller fur
companies in an attempt to gain enough market share to challenge the Holts and
Eklunds while working with the RMS to undermine those families business,
reputation, political power, and social standing anywhere possible.
The clan is headed by Carstan, who personally leads the trapping
operation while his wife, Lisbet, runs the business side of the operation. With
the help of all but one of their children, they oversea the family business
directly. Unlike the other families, they also maintain a tannery on the
outskirts of Alnwich where they prepare many of their furs in house to reduce
costs.
The black sheep of the family is Thora, the redheaded daughter of
Carstan and Lisbet. Upon her first blood, she discovered a natural talent for
the magical arts and sought out Hella Winter’s Coven, where she now studies
under the tutelage of Hella, herself. While not ostracized from the family, she
still remains a disappointment to the clan for not following in the family trade.
What the Dahlgaard Clan Wants
The Dahlgaards are out for profit, and they are willing to do
anything to get it. They see the acquisition of money as central to their
ultimate goal of acquiring political power. As such, they are actively searching
out better trapping grounds and trying to absorb other, smaller companies so
they can compete with incumbent furrier clans, like the Eklunds and the Holts.
They are also doing whatever they can to fuel the feud between those two
families in an attempt to weaken their grip on the market.
For the Dahlgaards, money is a means to political power. Part of
their plan to gain that power is by dominating control of the fur trade. They
believe that if they can get a strangle hold on Alnwich’s most valuable market,
they can leverage that for a seat in the town council as Alderman, or maybe
even a lordship from the Earl. As such, they are extremely vocal in town
meetings and quick to lay blame at the two predominant trapper families.
Moreover, they are quick to help the RMS bring pressure against the Eklunds and
Holts to lower prices and produce more furs. It is their hope that the families
will collapse under the weight of Usking pressure.
And while they are quick to work the political scene to their
advantage, they too are amply willing to employ those of dubious morals against
their business foes. The Dahlgaards are more than happy to hire adventurers to
mete out misfortune against those who stand between themselves and a seat at
the table of power. Job may range from stealing goods to sabotage to inciting violence
between the clans. They aren’t even against contracting for murder, but that
takes a particularly unscrupulous adventurer to abide.
What the Dahlgaard Clan Can Provide
The Dahlgaard Clan can provide training in Outdoorsman 1-4, Animal
Handling (Dogs) (IQ/A), Area Knowledge (Dunweald) (IQ/A), Camouflage (IQ/E),
Hiking (HT/A), Naturalist (IQ/H), Navigation (Land) (IQ/A), Survival
(Woodlands) (Per/A), Teamster (Dogs) (IQ/A), Tracking (Per/A), Traps (IQ/A),
and Weather Sense (Per/A).
In addition to this, the Dahlgaards can provide animal traps,
dogs, leather, rope, salted or smoked meats, skis, and sledges.
- Accommodations. The clan maintains a large household and can usually find a place to put up a few adventurers for a short period of time.
- Backup. The Dahlgaards are prone to violence and will show up in force if a there’s prospect of a fight. This can cause more harm than good, depending on the situation. +3 to ARs, and add Rank x 2 to the number of people who show up. The Dahlgaards can also provide wilderness guides.
- Maps. These are of the wilderness surrounding Alnwich.
- Mounts & Vehicles.
- Provisions. The Dahlgaard Clan always has cured meats and wild berries in their stores. +2 to AR.
- Transportation. The Dahlgaard Clan can provide guides with Navigation (Land)-13 and Survival (Woodlands)-13 to any destination near Alnwich. The AR is at -1 per week past the first in travel time.
Other ARs are at -3 or worse.
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