He relies more on personal reputation (of the seller) and documentation that may accompany a piece than by closely examining them himself (which his colourblindness effects less than one might suppose). He also keeps tabs on major art dealings, and where important pieces are held, thus is likely to be aware if one of them was sold or stolen. If he can honestly assure a potential buyer that a painting is genuine--and back this up if needed--then Gregory doesn't really care if it's real or not.
I found this character rather fun to play, and is useful either for comedic value or as a delaying/nuisance encounter. Go to Comment
It could be interesting if he DOES purchase a forgery which inverts red for green. A rival dealer could set him up in this way (if they somehow found out his secret) in order to expose him as a purchaser of shady works. Go to Comment
In a way, I feel Like i've been there. It seems like a mix of the sleepy bayou of the French quarter mixed with the chaos of Atlanta, GA. There are 41 streets in Atlanta named Peachtree. Good luck there. I can only imagine getting lost in a place and frustrated by the slow sprawling growth of the place, surely as intimidating as a band of ogres or facing a noble swordsman in a duel. Go to Comment
I like this, and I am glad I got to read it. It is short, and has the feel of city image post on a smaller scale. I also liked that much of the was communicated by the tone of the piece and the scattered prose of the later paragraphs. This would be a fun place to lead the characters of almost any story. Go to Comment
Very cool. I like the level of description for the buildings and such. I like the flow of history. Nothing was plopped down here (Why are there gardens? People just shrug and say it has always been so). There is story here. I like that. Go to Comment
Wonderful contribution! My mind is racing with possibilities to include the Revenants in my RPG campaign. I love the justification, reasoning, and discipline that you include in their personalities. I can easily see how this "society" of assassins could coexist with priests of my God of Death, and how governments would turn a blind eye to their existence.
I only wish you had included a bit more detail on the methods of execution, and perhaps some other pre-mission rituals. But I can always develop some of my own for my game.
Conflict generates change. We have seen what war brings, usually new technologies and new ideas to give the winning side the advantage.
When two societies intersect, peacefully or militarily, the interaction will generate new ideas, new applications of old ideas, and there will be social friction. Where two societies meet, they are both changed in someway. If there is a winner, the winner will change less, but change will still occur. Eventually the winner and loser will become one, changing both.
Lets take the concept of conquering Norman Knights and men at arms trying to pick up Saxon barmaids or getting things from the peasants. This interaction generated the Norman pigeon language, English. As Normans and Saxons got cozey with each other, using English, and the distance between the English Normans and the Continental Normans kept them seperate, they developed into their own unique peoples.
When America "conquered" Japan, the Japanese adapted western cultural elements (some of which were forced upon them...). It is the marriage of their ancient culture, the drive for modernization (which brought the Military to power causing the war), and the elements of the West, developed into a unique cultural powerhouse in the world today. So much so, the Japanese managed a cultural invasion into the US/ West. The West has absorbed many uniquely Japanese elements. So while it takes time, when two cultures clash and interact, change occurs.
If invasions occur from "outside" the people's expectations things will probably change radically. The New Invaders will establish a new order, based upon their cultural expectations. Eventually this culture will "trickle down" into the conquered people. As the invaders determines the norm, the local culture will adapt to it. (Also, the Invader's culture might pick up a few elements slowly from the victims... an interesting new art form, some elements of technology that they do not have... as long as the aspect of the victim's culture has some perceived value to the invaders, then it will be absorbed).
On Arth, The Elventi have invaded lots of places unexpectedly.
When they found the Dwarventi, they gave the Dwarventi council a polite ultimatum... which they declined. They then used their seriously powerful forces to conquer the Dwarventi (12 High Elventi and a few hundred Elventi Militia conquered the 170,000 Dwarventi of the time over the course of three months). If it was not for the Dwarventi acceptance of personal surrender without dishonor (after being disarmed or knocked about), with the Elventi polite acceptance of that rule, the death toll would of been huge. The Dwarventi since then have become more militeristic (so when the Elventi come again, it will take a hundred of them several years to conquer them), more fatalistic (think Slavic/ Eastern European), and morose (they are no longer the master of their world). So now the Dwarventi must pay their tax to The Imperium, and obey certain rules. While the rules are not difficult, nor the tax really worth mentioning, the principal of being a subject of the Imperium under threat of eventual death, grates upon them.
The Dwarventi have come to accept most of the Elventi standards (distance, monies, etc), and the presence of Imperial Roads (which they find somewhat useful when going to places not directly linked by tunnels). They have found a new market for their goods, as long as they are fey embellished (Dwarven Art was simple, linear, and utilitarian), now they add engraved patterns, some additional sculptings. Dwarventi are taking to this new style, which they grudgingly admit takes a great deal of skill to perform, quite well because it takes a great deal of skill to perform and they have that skill. Elventi traders delight in Dwarventi metal and stone goods. They are even accepting the equality of races and that there is nothing to hide.
When the Elventi first sent an Imperial Army squad to new area that is now called MaskLand, they were expecting some serious conflicts. The locals were so "alien". The MaskLanders, realizing that they were not home anymore (The new biome division of their lands was a dead give away) and not knowing all the rules of the world, actually embraced The Imperium.
When the Elventi sent a squad and an ambassador to ForthLand, they were hopeful that these people would be as reasonable as the last. The coastal Lamic people, originally were aggressive. They accepted the amabassador to be polite and give their demands. They could not believe that warriors could hold such power. So, after checking that the building did not have some special historical or religious significance, one of the Squad pulled his magic sword, made a slashing motion and cut a wall in half. Then did it again three times, destroying every wall between the audience chamber and the outside street. The Leader surrendered. The squad was required to perform this and similar feats of power and prowess in every city in every biome. After that, they all surrendered. When the Elventi found there were violent primatives in the interior, they sighed and expected to do the same thing they had to do in ThirdLand... hunt them down... beat them all up... then force them to obey. The Elventi found the "barbarians" in the center of the land to actually be more civilized (in the Elventi sense) than the Lamic people. As long as the Elventi would not interfere and take their KeyStones that maintain their lands, they would peacefully and joyfully be part of their union.
The most important invasion in the History of the Known World was not military. The Bronze and Stone Aged Humanti of SecondLand were being attacked by the Zenophobic Wapti and their animal armies. Many of these people fled into the sea, finding their way to FirstLand. (And after finding good land, sent messangers back to have others come).
The FirstLand Elventi initially did not know what to do about these smelly invaders, but eventually accepted them as guests of sorts. However, there was no reason for Guests to be rude, so they took to the process of "uplifting" (civilizing) them. Humans found a place in Elventi society as servants and workers. Humanti developed a lesser reflection of Elventi society as their own.
Eventually, when their numbers became so great, they were taught the way of wars and sent back to SecondLand to retake it. (The Elventi thought it would be both rude and demeaning if they conquered SecondLand and gave it back to the Humanti as a gift). With a few military advisors along for the ride, the Humanti retook SecondLand and set up their civilization there. They too got to uplift the Left Behinds (HighLanders). Since then Humanti has become the primary members of the Imperium. They have helped colonized new places, civilizing and uplifting various peoples there (with limited success with the Plainsmen of ThirdLand), and working for and with the Elventi.
The Elventi gave Humanti civilization. The Humanti did manage to impact Elventi society. They taught the Elventi about Domestication (an unheard of concept) and SeaCraft (which the Elventi had no skill in). Those skills have been limitedly added to Elventi culture.
A new cultural invasion is brewing. The technological revolution found in Antioch (Impressors) is begining to change the way in Antioch. Even given the conservativism of the Ways in other biomes, it will impact them. Go to Comment