Our story begins in the most derelict neighborhood, in the the Darkest part of the city, where a community of occult, mystical weirdos resides. After a mass Exodus from their fairy-tale homelands, all manner of magical creatures, princesses and monsters all moved into the Dark City, hiding from whatever catastrophe befell their world. This saga began in the year 2001 and certainly did not bode well for the humans or the fables. The city itself is facing a multitude of other inconvenient issues including: economic corruption, gang warfare, a freak Summer heat-wave and, of course, the citizens.Will you take control before control is taken from you?
Will you kill or be killed?
Will you steal or be stolen from?
Please Fill the following section out and add it to your Character Sheet.
Structures: (100 SP)
SP: Structure Points (Everyone starts off with [100 SP])
(Required 1)
1 --Medium Empire: 250,000 Population -15 SP)
2 --Small Empire: 100,000 Population (-5 SP)
3 --Large Empire: 400,000 Population (-25 SP)
1 --Capital Building (15 SP): All great empires need a central hub of information exchange and strategic planning. (Required: 1)
2 --Fortification (35 SP): Sometimes the best offense is a sturdy defense. What better way to protect your [Neighborhood] than with Fortified Walls? You'll be able to keep the enemy at bay for a certain period of time, during which your Archers will be free to shoot at and take off the enemy one by one.
2 --Shrine (45 SP): Good fortune may fall upon your Nation if you pray before going to battle. However, not all deities condone war.
1 --Mining Camp (25 SP): Iron, Coal and other ores necessary to produce weapons and armor can be found here. Although only 1 is necessary to gather materials which will produce weapons and armor, having multiple [Mining Camps] will speed up the process and quantity of Resources you gather. (Required: 1)
1 --Blacksmith (35 SP): Unless you're preparing for War in the immediate future, not too many of these are needed since Blacksmiths can continuously produce items. However, having multiple armories can give you a chance of creating stronger/sturdier products on occasion. (Required: 1)Resource Gathering: (100 Resource Point -RP)
1 --Lumberjack (65 RP): Gather Primary Import at a faster rate, with more efficient production and on occasion, better quality.
1 --Surplus (70 RP): You will receive a daily bonus to any Resource Gathering traits your Nation has. You will also produce higher quality items of the corresponding Resource Trait.
1 --Idol Worship (35 RP): Worshipping the various wooden and golden idols may provide unexpected periodic gifts to your empire, as well as increasing the popularity of their [Hood Religion] everywhere. Sends [Missionaries] to another Neighborhood of your choosing. This converts a certain percentage of their population, leading to a variety of bizarre effects for the other player, including a boost to your population.
1--Book Worm (35 RP): Your Neighborhood may only produce world-renowned [Literature] if this trait is active and gains Tourism and respect from other [Gangs]. When enough Tourism is gained, Casts temporary [i][DEBUFF: [Tourism]] on any Neighborhood of player's choosing. This Tourism debuff forces a certain percentage of a [Gang's] population to visit the Capitol of your Neighborhood..
1--Gang-man (25 RP): Increases to your [Gang's Population] lead to occasional theft from your own coffers. Not all gang-members are loyal and some will steal from the hand that feeds -- you. Why anybody would want this Resource Gathering Trait is beyond me.Neighborhood Traits: (100 Neighborhood Points -NP)
1 --Missionary Style (65 BP): Neighborhoods/Gangs with at least [1 Hood Religion] gain additional [Missionaries] units to send into other neighborhoods, providing additional blessings by dieties as well as occasional boosts to national population. Atheist Neighborhoods become nearly immune to population-stealing if they have this trait.
1--Salvage (85 BP): Incur fewer [Gang Losses] after a lost [War/Campaign.] This allows you to keep more soldiers than you normally would if you lost. Of course, if you win often this may just be a waste of points.
1 --Proof-read (45 BP): The magistrate scribes/urban-activists have made a mistake and overestimated the number of casualties of your military. The actual number may actually be quite lower...if you're lucky.
1--Pool of Blood (65 BP): The more Casualties you cause, the more [Morale] your combatants have. Includes slight bonus to [Specialized Unit]Gang Points: (100 GP)
--Warrior’s Road: (50 GP) Small [% Daily Increase] in amount of [Gang Population] your active Military has.
--Bushido: (50 GP) Your Military's [Morale] stat increases.
--Training Center: (50 GP) The place where combatants go to train and [Upgrade]. Stronger units can be created with the Training Center, but if you can't inspire them with adequate Morale, it will be a waste.
--Rally to the Cause: (50 GP) When you and your Ally attack the same Neighborhood, both Militaries receive a [BUFF: [Aggression]]
In-Character/IC: [IC] Within the IC topic, the following will take place: Discussions between Warlords, Generals, politicians, citizens, soldiers, etc. Scheme, plot talk trash about other Nations, and conspire here. Discussions between [Gangs] should also be done in here. General and broad RPing will take place here such as off-duty (non-military-campaign) actions done by your characters, including all dialogue.
MC Tag: [MC] Military Campaign. The real "meat" of this RP will take place here. By placing a [MC] Tag on the top of your post, you indicate you are currently roleplaying a military or cultural campaign, during which time your Neighborhood may experience rapid/accelerated development bonuses in their empires. War and renaissance of art can quickly propel an empire into greatness. If you are in a [War], building a great piece of architecture, or attacking another Nation, every post you have will contain a [MC] Tag.
1.) You CAN Lose in this RP. How? If all your military forces are killed in battle and then your civilians are killed in turn, your nation is for all intents and purposes "dead."
2.) You CAN Win in this RP. How? If you have Conquered everyone's Nations, not including your alliances, by war or culture.
To [Declare War] you must have had [1 Neighborhood] attacked and razed by an enemy unit. Treaties may be worked out between players that place a Temporary Ban on [Declaring War] on certain neighborhoods. Breaking Treaties causes intense penalties for the offending party. It also makes you look possibly untrustworthy in the eyes of other gangs.
By posting frequently in the IC/MC topics, you are rewarded with points which you can use to further develop your gang and neighborhoods. These are the values you receive with each post:
+5 SP
+5 RP
+10 NP
+10 GP
(Additional Points may be earned through particularly prolific or intriguing IC/MC posts.)
All humans need to eat. Not considered an IC/in-character Good, but [Food] is something any empire needs. Decisions you make in the RP have consequences, some of which have the potential to greatly cut off the amount of food your empire is producing.
-Old World Magic Law: "What you cast unto others, you cast unto yourself."
-Performing Magic is illegal in Dark City, but there are those who still do.
-Magic is categorized into 3 branches: Black, White and Gray. You currently only have access to basic White Magic spells
-Each Magic Spell is used as a Plot Device, to induce wrath on another Gang.
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-Black Magic: Destructive and unholy. Things like reviving the dead (Necromancy), conjuring spirits (Conjuring) and Blessings-meant-to-harm (Hexes) all fall into this category. (Blood Magic) too, but most stay away from Blood Magic for reasons unknown.
-White: Elemental magics (Fire, Water, Earth, Wind). Beneficial blessings, the opposite of Hexes (Blessings).
-Gray Magics: Naturomancy, the control of elements beyond the scope of White Magic such as (Metal, Wood). (Telepathy) allows mental communication from one to another. (Curses) don't always have to be malicious.
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Spell List said
(Quantity: You have (1) of each Spell)
(1)-[FIRE]: Flaming embers spread like a virus from building to building. Pyromania overtakes the citizens as they panic and throw highly-combustible wood and paper to stop the hot blazes.
(1)-[WATER]: Unforgiving rapids torrent and flood the region where this spell is cast, washing out everything the caster deems impure. Tides sweep through the Neighborhood and when they recede, much is lost.
(1)-[EARTH]: A massive tremor and shaking of the earth's very foundations. Quaking and shaking that swallows buildings whole and cuts wide gashes and canyons in between buildings and people.
(1)-[WIND]: Shrieking gales that kick up dust and rubble into the air, followed by stormy day and night. Whirling twisters barrage the Neighborhood with winds strong enough to pick up people, off the ground and into the sky.
(To be announced...)
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