Here's my last Grail fief, originally written for FS3 but adapted for FSR. This one was written specifically to be weird and unusual, and although it shows what strangeness there is room for in Fading Suns, it might not be as useful/usable as a on-the-spot location in your average game. Well, at least I hope it is interesting
(Also, it is rather long...)
Overview: The Khree’Khree Barony is a rare House Keddah fief in that the Lord of the Realm is an Etyri – Baron Kite. Baron Kite was adopted into House Keddah in 4995 in recognition for his extraordinary service to that house the year prior (ultimately in service of House Keddah’s patron, House Decados), during the Final Battle of Byzantium Secundus. To mark his initiation into the ranks of Mankind (so to speak), he changed his name from his birth name Khree’Khree to Kite, an Urthish loanword he thought suited his character well. The arrangement has not been without its critics however, but nor is it without precedence. The newly ennobled Lord Kite was granted a fief in the Chirikiti Archipelagoes, a common hiding place for outcasts, pirates, and other societal dropouts fleeing Keddah rule. It is hoped that by establishing a domain in the heart of the archipelagoes, law and order might be restored here. Another incentive was to use the Khree’Khree Barony as a foothold on the archipelagos from which to establish further fiefs in the near future, thereby swelling the tax revenues of the House Keddah.
Relations: Lord Kite is now vassal to the continental Markiz (Marquis), who operates out of the Sangreal court of Sheikh Haroun Keddah, and the baron takes care to run his barony according to Human standards and traditions. The Khree’Khree Barony is a rich in natural bounty, heavily invested in the local fishing industry, and employing several tribes of maritime Etyri freemen to collect the bounty of the sea. No less than seven fishing communities (populated by Etyri freemen) dot the coastlines of the barony’s three islands, but that is not the extent of Baron Kite’s fishing empire. The realm’s darkest secret is the that the Lord keeps a tribe of flightless Tua’tahi Etyri (i.e. anthropomorphic penguin analogue) in bondage, using them to harvest the deeper oceans. The baron has established strong trade connections with neighboring fiefs on the continent. Baron Kite’s four sons, Caracara, Falco, Osprey, and Harrier, are receiving a military education on Malignatius, while his daughter, Aquila, is currently receiving courtly education on Severus. There is much pressure on the eldest of the nest-siblings, ne-Baron Osprey, to apply for acceptance into the ranks of the Questing Knights, for although this would disqualify him from inheriting the Khree’Khree barony, it would bring much prestige to his family as he would be the first Etyri knight to hold that office. To placate the Universal Church, Baron Kite has constructed a small chapel to St. Lextius on a hill near his manor, and hired a young Sanctuary Aeon priest, Mother Yemaja Orisha d’Togo, to run the parish. The Musters Guild has vested interest in the Khree’Khree Barony, being in charge of the fief security, the packing and transporting the fish harvests, and the Tua’tahi slave ring.
Description: Khree’Khree Barony lies in a temperate weather zone where life is pleasant and resources plentiful. The realm stretches across three mountainous jungle islands. The largest island, called Khree’Khree after the barony, houses the baron’s manor and four fishing communities. The second largest island is Ara’Kakt, about 1/3 the size of the Khree’Khree island and home the remaining three fishing communities. The smallest island is Tuk’Alit, which is officially uninhabited although the Musters’ Guild has established a base of operations for their soldiers here in addition to their slave ring. The baronial manor, as well as the largest fisher settlement (I’arahi), is located in a small fjord. A large and ugly pre-fab fish-processing factory is located in another fjord further south on Khree’Khree Island, to which the fish harvests are brought for packing and prepared for transportation. The island of Tuk’Alit is over-grown with jungle, but hides the high security Musters base and Tua’tahi slave camp in a deep unassuming fjord. The slave camp is concealed from the air by heavy foliage, although the hovercraft landing pad, communications masts, the hydropower facility to harness tidal currents, and the outer security fences are easy enough to spot from above. A continuous squawker message is broadcasted, proclaiming on all channels that: “You are now trespassing on Musters’ Guild property, bestowed by Baron Kite Keddah and governed by League law. Turn away immediately or risk injury or forfeiture of freedom.”
History: Up until 4995, the fief did not exist and constituted unclaimed land, often used by pirates and outlaws as temporary refuges. Since being assimilated into House Keddah, the Khree’Khree lands have suffered frequent raids by these groups. The baron has received some aid in dealing with this threat in the form of tax dispensation from House Keddah, allowing him to hire mercenaries from the Muster to counter these attacks. The migratory routes of many Etyri also pass through the archipelago, causing frictions with the Human interests that the Khree’Khree Barony represents. Neighboring Etyri aristocrats have begun arming themselves in case the humanized Baron Kite embrace that too familiar of humanity’s endeavors, conquest. Since Lord Kite’s ennobling into House Keddah, the Chirikiti Archipelagoes has become a very busy place. The fishing industry is booming, and outside investors adds to the development of these once pristine reserves. The Muster Guild operatives established their permanent operations here in 4998, while the slave camp was set up in 5000. Within a year, the Chainers filled the camp to capacity with hundreds of Tua’tahi slaves brought up from the south, and modest exports of these slaves to off-world markets began last year.
Baron Kite Keddah de Khree’Khree (born 4958): Baron Kite is a Huar’raughq (eagle-like) Etyri, tall and powerful in stature. After his adoption into House Keddah, Kite has made measures to humanize himself and his household, and has taken to wearing conservative noble attire and speaking with an overdone Keddah accent. Like many converts, Baron Kite has adopted Human philosophies and conduct with such passion that he has become more ‘human’ than most true Humans. He has even adopted some less celebrated human qualities and is now strongly critical of non-Etyri aliens whom he regards as lazy and inferior. Baron Kite is vocal in his critique of House Juandaastas and their pro-alien ways. Assuming Human ambition, he is looking into all manner of business models and endeavors, with the aim to expand his realm.
Baroness Ravna de Khree’Khree – Lady of the Seeing (born 4957): Ravna is Baron Kite’s life-mate, and like her ‘husband’ she has taken an Urthish loanword as a name. Her given name was A’heeyah-yah-yee, and her adopted name means Raven in some Urthish dialects. That she is subservient to her husband is quite rare for an Etyri couple, for Etyri society is highly matriarchal. But it suits Ravna fine that her husband rules the fief, for that gives her time to focus on her true calling, Oberiomancy (or ‘Death Gaze’). Lady Ravna is beginning to suspect that joining House Keddah was a mistake however, as she finds her prophetic counsel increasingly shunned by her husband’s subjects. Many Khree’Khree serfs strive for humanization just like their baron, and consequently the Universal Faith is gaining ground on the traditional Etyri religious practices, objecting to Ravna’s work in entrails of the dead.
Mother Yemaja Orisha d’Togo (born 4983): Mother Yemaja is a young ebony beauty who looks out-of-place in her priestly garbs. She completed her seminary just last year and was very grateful when her superiors assigned her a Keddah parish of her own to administer shortly after graduation. A great opportunity to be sure! Now, she is not so sure, for although the Etyri are polite and respectful, most do not attend her services and she feels ignored. Mother Yemaja also suspects that something is amiss in the barony. She can’t quite put her finger to it, but there are strange people and wares passing through the fief, and a veil of secrecy hangs over it. The Muster Captain Vaclav is pleasant enough though, but she is convinced that some unwholesome business is going on between the guilders and the baron. Mother Yemaja also objects to the vile goings-on up in the manor, where the Lady of the Seeing practices her deathly ceremonies, with her pet skells scavenger birds by her side. Yemaja increasingly fear that the rumors about the baroness being an antinomist could be true. The young Mother Yemaja, her flock consisting of a handful of faithful converts, has taken up spying as a hobby, hoping to piece together what is going on in Barony Khree’Khree. It has become her focus and her calling to aright the wrongs in Khree’Khree.
Captain Vaclav Svoboda of Gwynneth (born 4974): Vaclav is a career Muster, following in the footsteps of more ancestors than he could care to count. He is tall and handsome, with masculine features and a pale complexion, and he looks striking in his uniform. Growing up on Gwynneth, in a Muster security franchise colony, but received his training on Bannockburn, upon graduationVaclav sought to travel the Phoenix Empire and took any job that would bring him to a new planet. When the Musters Guild sought to establish an operation in the Khree’Khree Barony in 1998, Vaclav, then a newly promoted Captain, traveled to Grail to establish himself in this burgeoning economy. He soon took over the operations in the Khree’Khree barony from the former Captain Deek De Smet, who sought to retire from active service. Vaclav quickly found his place here and has since improved and expanded the operations considerably. But lately things have not been so easy, for Captain Vaclav has a secret weakness. Much against his wishes, he has found himself infatuated by the young Mother Yemaja, his perhaps most dangerous adversary in the Khree’Khree Barony. Vaclav has cautiously approached Yemaja a couple of times and found her easy to talk to, even though she is suspicious of the guild’s operations within her parish. In time she might come to appreciate him and his work more, especially if something were to threaten the Barony. And if she refuse to come around? Well, there are other ways to acquire the girl’s company…
Asset: Khree’Khree generates an annual 3000 firebirds surplus.
Men-at-Arms (8 Etyri + 45 Musters soldiers): Baron Kite has only eight Etyri soldiers on his payroll, called the AirGuard, most of them veterans of the Emperor Wars. They wear specially fitted, very expensive Synthsilk fatigues for armor – light enough that it doesn’t interfere with flight, and the Keddah heraldry proudly displayed in bold colors. The AirGuard used to carry rather plain Manfeed Hunting Rifles, but last year Baron Kite invested a year’s worth of profit to buying a case of ten Veteran model Imperial Rifles for his force, as well as a dozen Phoenix Handguns, and ammunition. The AirGuard sees a fair amount of combat, conducting regular aerial patrols to safeguard the fief against raids by pirates and outlaws. For the most part, however, security in the barony is contracted to the Musters’. The AirGuard respects the Musters, and they are aware of the “labor colony” to the south but care little about the primitive Tua’tahi savages? The Musters soldiers are very well equipped, sporting Muster Rover Autofeed rifles, Krosler Dunehound Medium Autofeed pistols, Vibro-daggers, Flash-bang grenades, Polymer knit armors, Camouflage Ponchos (+2 Sneak), Low-Light goggles, squawkers, MedPacks, Muster Chains, and an assortment of personal gear.
Using Baron Kite as a patron: Baron Kite has his fingers in a great many pies, and he is always on the lookout for competent helpers and bold investors. He is toying with the idea of forming a treasure hunting team to investigate the ruins of Grail, or forming a hunting party to bring down some of the world’s more spectacular wildlife. In time, his eldest son Osprey might need a capable retinue, and Baron Kite is always thinking ahead. Captain Vaclav and his Muster guilders slowly expand their influence on his realm, and although Baron Kite appreciates the work they do for him, hiring someone to keep an eye on them and their businesses can’t do any harm. And finally, his Etyri neighbors are now shunning Lord Kite, and some of them are even arming themselves above and beyond what is needed to protect their fiefs. The baron would very much like to know what is happening on the mainland, to gather intelligence in case he needs to strike first to prevent his former allies rising up against him.
Using Baron Kite as an adversary: Success breeds suspicion and contempt, and Baron Kite’s mounting wealth and rapid financial expansion has left some to wonder just what is going on in the Khree’Khree Barony. Reeves financiers are starting to ask questions, and would like to send agents to investigate the barony – preferably outsiders whom they can wash their hands of should dirt be unearthed. Also, Sanctuary Aeon authorities are growing curious over the resident parish priest, Mother Yemaja, rambling reports. Perhaps the young priestess is just lonely, but it might be worth investigating, especially the incredible claims that an “alien antinomist is at work in the Khree’Khree Barony”. And finally, some traditionalist Keddah nobles are complaining about the house allowing an alien to rule a Keddah fief, especially one so prosperous. Perhaps it would be better for all involved if a proper Keddah landowner took over the fief, through political maneuvering and/or martial force? In any case, political support must be raised for such a venture, and military intelligence acquired through overt or covert means, or both.