[X] Dark-Land-Water
On the docks, you rose before the sun graced the land so the sailors could catch the morning currents out into the deep water. Which was why getting from a den to the docks proper was often an ache-pain as everyone did the same. It was a rare day that the jostling escalated to shoving so Strong Claw managed to flow with the rest of the den onto the streets, down the incline toward the river, and shimmy through the crowd to get to the door to the workshop in good time.
After a discreet contest of strength while waiting in line Strong Claw and the rest hung up their hats on the provided rack to show who was in and who wasn't.
"Thick-cling-sludge?" He complained but accepted the pail and brush without pause from the small female in charge of handing them out.
"Tar keeps the water out." The youngling, betrayed by her small talons, shrugged helplessly in response. No one liked the... Stink-thick-cling-sludge, it stank while wet and was difficult to remove from between scales once it set up. Yet the tar was the easiest and fastest way to waterproof wooden planks and so that is what he did. After the chip crew removed any fouling from the boards of the fishing boats it was his group that followed to apply another layer of gunk to prevent rot.
Once all the late arrivals had been processed and sent on their way the building quickly emptied as workers went to take first meal. Strong Claw personally preferred the Rogue Wave eatery through a mix of pragmatism (it was built in a location to serve the workers of the docks) and the rub they used on their roasts. Dark Water as a whole slowed down as the biggest meal of the day began to be digested.
With the morning surge finished the pace of work also slackened. Workers repaired nets and sails, Strong Claw lead a party of the foolish as the most foolish of them (but also the victor) in a jump course of defunct pier pilings, and the metal workers delivered whatever it was that had been put on order. As the day waned the fishing boats began to return with their catches and Strong Claw helped with the unloading and processing of the creatures that would be eaten the next day.
Long after the sun had hidden its face, with tardy fishers still returning due to damage or navigation errors, the work crews filtered back to their dens to rest for the next day.
[Lore: Dromaeid don't use a word like "very" but rather stack similar adjectives in order to increase the "weight" on a word or term. The hats mentioned are mostly meant to protect the eyes from the sun or weather, consisting of a short bill, a somewhat formless sack, and a few pieces of string to tie under the jaw so as to not lose it while moving or looking.]
=====
In Dark-Land-Water official power was in the hands of a figure above the guilds. While the guilds looked after the interests of themselves and their members the governor's duty was to direct them in positive directions while patching over any differences between the Fishers and Blacksmiths, or their component parts. The last governor, a female named Long Legs, had been the one to push development and expansion of the fishing fleet by tightening the connections between the guilds and expanding the docks. Having performed in accordance with the charter she had helped write during the Founding meant there were no overt concerns in continuing the experiment.
To step into her tracks and take the Dromaeid boldly into the future would take an individual of uncommon vision and ability.
Player Character Generation
Out of respect for the prior game and promoting simplicity the base mechanic for measuring characters will be the CKII system. However, rather than measuring individual points the system will instead track the level of capability of an individual. Stats scale from Terrible-Very Poor-Poor-Fair-Good-Very Good-Excellent during generation, with higher and lower possible during gameplay.
Traits are bought with the same pool of points but do not give direct stat increases. Instead, they expand the character's knowledge or other capacity in that field which will in turn modify the results of the action in failure and success when that character is directly in charge of that action. As the player character is in a position of leadership full skill and trait bonuses will apply to a category when taking the Personal action to do so. If you have a subordinate managing the category, then the Traits of both and the better Skill(s) will apply.
The Skills are Diplomacy, Learning, Intrigue, Stewardship, Martial, and Prowess. At the start of chargen all Skills start at 0 (Terrible) and points are added up to the limit of 6 (Excellent). Modifiers for stats range from -15 a Terrible to +15 at Excellent for direct supervision, or -6 to +6 passively as the overall leader.
By comparison, Traits are much more freeform, ranging from spectrums such as Frail to Herculean to acknowledgements of capabilities such as mastery of other languages. Regardless of the number of steps in each track, each one still costs one point. Some examples of Traits include Fluency (Zebrican) as a single stage option, Sailor as a multi-stage option, and the aforementioned spectrum of body condition. Negative versions of Traits do provide points in exchange for complicating matters.
You have 22 points to spend. Voting is by plan.
Mandatory discussion period of six hours so I can help with Traits.