Rebel Fellowship

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This is a PBP game of Fellowship using the In Rebellion supplement. The Fellowship is trying to overthrow the tyrannical Council of Truth.

Recruitment | OOC | IC | map


  • The Dragon played by Atlictoatl
  • Acanthi the Spider played by Caiphon
  • The Dwarf played by Elfwine
  • The Exile played by DannyK
  • The Harbinger played by thenorm42
  • The Pair played by Hyena_Creative


Bond Chart - Bond Direction goes from Column to Row
Fëanor's Bonds Acanthi's Bonds Petra's Bonds Karbash's Bonds Kithran's Bonds Ace's Bonds Jac's Bonds
With Fëanor I like to wait and see what Fëanor does - they're the one person I can't predict perfectly. Fëanor is a part of my people. I think Daybringer may personify the Sun's Truth in his strength and independence.
With Acanthi She Who Stole Night's Heart once helped me with a hunt, and I know we shall hunt again. Though I shall have to take care that it is not the secrets I hold that are hunted. Acanthi's forefathers and mine knew one another I will never forget what Acanthi has done for me. I deeply admire Acanthi's subtlety and cunning.
With Petra Petra brought me out of my home - and here we are now. I think we'd both prefer to be underground. I feel responsible for Petra.
With Karbash I have absolute faith in Karbash the Cunning's abilities, but I do not trust his motives. I'll never catch Karbash in my web, but it's fun to keep trying.
With Kithran I deeply admire Kithran's power, though he puts too much stock in that which can be known. Kithran believes in me, even when I lie - I hope to repay their trust in me.
With Ace Ace and I have shared in glorious victory. He shares my burning passion! Ace punched a cop for me.
With Jac


Force: 2/6 | Intel 2/12 | Health 2/6
Agenda: Unionize

  • Put the people in charge of their own futures.

What Is The Rebellion? Insurgents and Insiders

  • Your rebellion is made up of the Empire's own troops and workers. The rebels have a maximum Intel of 12. When they would gain Intel, they gain twice as much Intel. In addition, you can spend 3 Intel to have an enemy working for the Empire or the Overlord reveal their true allegiance as part of your Rebellion, immediately betraying their allies for your sake.

Base of Operations - Beacon:

  • It is a port town, at the juncture of the sea and a river that heads inland towards the heart of the empire. [Atlictoatl]
  • The port is fairly close to the merfolk territories, though merfolk visitors are still rare. [thenorm42]
  • The working class in the port is made up primarily of people the empire has displaced or reorganized, who often find work (or are put to work) in the imperial shipyards there. A significant portion of these dispossessed are Goblins, Orcs, and Kobolds. [Caiphon]
  • It's home to a massive criminal organization, the Lacertae, with ties to Black Lizard Island, that controls a lot of the smuggling and other illegal activities. Unfortunately, it's made its arrangements with the Council and isn't much interested in joining the Rebellion, though it will help out for a fee. In fact, it might interfere with arms smuggling, etc. under the principle that smuggling is their business, whether it's for profit or politics. [DannyK]
  • Although the next city over isn’t very far away, it takes a while to travel there overland because of a thick forest between the two. People think the forest is haunted… [Hyena_Creative]
  • Gnolls are also populous in the port, and are from the surrounding lands. [Elfwine]


Imperial Impacts

  • As the Council of Truth stamps out the passions of the peoples of the land, the dragons are weakened, their slumber lengthened. They find it harder to speak through their dreams, as the passions that anchor them are fading. Thankfully, the Rebellion stokes passion, so the Empire's advance is not absolute.
  • After the disappearance of Sren Ksasch, the Spiders fear the Empire aims to conquer Spider settlements. Hoping to preempt an attack, the Spiders have shut down all contact and communication to try and appear as unthreatening as possible. In addition, the Parliament of the Spiders' homeworld has cut the silver thread connecting the two worlds.
  • The Dwarves have gunpowder. The Empire - especially Admiral Kova - want it. The Dwarves don't want the Empire to have it. Many dwarves have died over this disagreement
  • Doctor Cacophony has sent out hunters to seek out Exiles like Karbash — the troops are of no account, but they are accompanied by summoned creatures or strange mercenaries who are more dangerous. Some of them chase after us, some stay in one place and offer bait to lure in the unsuspecting.
  • The Empire cleared vast swathes of the Coral Shallows. After news of this reached the deep Merfolk, the Elder Council decided, after much deliberation and consultation of the prophecies, to do nothing. This was a major factor in Kithran becoming disillusioned with the council and the prophecies.
  • Organization impact:


Rebellion Home Beacon

Imperial Locations of Note

  • The Drowning is a marshland not too far from you. It contains the source of the Empire's ability to detect all magic within its borders.
  • Doctor Cacophony is building a laboratory on the western coast. When complete, it will grant him the ability to create terrible monsters for the Empire.
  • Alabaster ("The White City") is the capital of the Empire. Strangely, none of you seem able to agree where it is actually located.
  • Fort Irongate is the base of naval operations and keeps an eye on the Merfolk and other potential threats from the sea.
  • The northern city of Gale is a noted home of craftsmen and engineers.
  • Harmony was reported to have a high degree of unrest, but that seems to be cooling a bit.
  • Harvest is the center of the largest argicultural area in the Empire and a key to keeping people fed.
  • Paradiso is the city often held up by the Council of Truth as a model of what it provides - wealth, comfort, taste, and luxury.
  • Tremblor Keep keeps watch against threats from the north that might come through the pass in the Titan's Reach mountains.

Of Interest to the Empire

  • The Empire is looking for Sfhaug Terrekanilll, a famed hoard of the Dragons rumored to be reached through a cave mouth in the Jumbled Hills. Should they control the hoard, their troops will have command over fire. (Improved Armory)
  • Sren Ksasch, the lone aboveground Spider settlement. Among the more minor settlements in size, but important mainly for visibility and cross-cultural relations - If anyone's ever been to Spider territory, most likely they went to Sren Ksasch. It's close to Dwarven lands. It's in a jungle biome, and the Spiders (that were) living there are more tarantula like (bigger and hairier). Sren Ksasch was "mysteriously" abandoned, and the Spiders believe that the Empire killed or captured the Spiders and other peoples living there, in order to steal Spider secrets, perhaps even the secret to create the magical silver threads to other worlds.
  • Dwarf Location:
  • There's an island offshore, a half day's sail (or less if you're using magic) from our port city, called Black Lizard Island, which is a major trading center between the Empire and other states. It's an independent state with a curious ruling system, and nobody knows why they haven't cracked down. Is it because the Black Lizardfolk have some kind of arcane weapons, or does the Empire find it helpful to have a place outside their control which is crawling with their spies? It's a strange, dangerous place but sometimes it's the only place to do business.
  • The Coral Shallows. A place of great natural beauty, home to the brightly coloured Seleth merfolk who believe in living in harmony with the sea. The Empire has cleared vast swathes of it to open up shipping lanes, expand their fishing waters and steal the iridescent coral, killing many of the Seleth in the process.
  • Organization Location:

Council of Truth

The word “Council” yields different interpretations. Does it refer to the Empire as a whole? To some Council that guides it? Just to its leaders?

But “Truth” is unmistakable. Whatever the Empire says is Truth. Any who question or contradict it find that they are quickly and thoroughly taught the foolishness of such actions. The Council alone declares what is Truth.

Naturally part of that Truth is that their rule is benevolent, desired by all, and inevitable. For a time the Empire was thought of as just a Human concern, but that time has passed, and their attention is spread far wider now. There used to be Halflings, everyone knows that - but now no one seems to see them any more. Have they been taken somewhere? Imprisoned? Transformed? Killed?

Many other similar tales are told. Any reasonable person would want to oppose the Council. But how can you? They have terrible power:

They are organized and efficient. [Power move: Command Center - I can have 3 plans active at once, and I advance them 2 at a time.]

They have a group of elite operatives at their disposal. [Power move: Band of Mercenaries - The Organization works for the Empire.]

They have some means of monitoring magic very closely, and when they detect its use, you can be sure they will move in to take it away or shut it down. [Power move: Detection Array - Whenever magic is used within the Empire’s borders, I know where it happens.]

If that weren’t enough, the Council has leaders who are each terrifying in their own right:

The final authority at present is Admiral Kova. She controls the military forces of the Empire and deploys them with ruthless efficiency. She replaced the prior leader - according to official statements, by his choice as what was best for the Empire.

Doctor Cacophony is in charge of all the magic that the Council takes away from its citizens, and is rumored to conduct monstrous experiments with whatever he finds. Those who are taken to him for “study” are said never to return.

And no one knows why an Ogre would be working with the Empire, but it’s easy to see why Greff has risen to a place of fearful respect.