CS Format/Skeleton:
[color=???][b][u]Name/Alias/Title: [Name goes here, typically the one with most renown/use.] [/u][/b][/color]
[indent] [Other alias/titles go here.]
[/indent]
[color=???][b][u]Appearance:[/u][/b][/color] [i](Image required, small description can be included.)[/i]
[img]Place image here[/img]
[color=???][b][u]Quote:[/u][/b][/color] [i](Brief passage/quote/remark/or sentence)[/i]
[youtube]Character theme, put youtube URL here. Recommended, not required[/youtube]
[color=???][b][u]Age:[/u][/b][/color]
[color=???][b][u]Gender:[/u][/b][/color]
[color=???][b][u]Sexuality:[/u][/b][/color]
[color=???][b][u]Race:[/u][/b][/color] (Human or Magic-User)
[i](Only applicable to Magic-User)[/i] [color=???][b][u]Magi-Talent:[/u][/b][/color] [i](Only one. Remove this if human)[/i]
[color=???][b][u]Habits/ticks/quirks [i](etc)[/i]:[/u][/b][/color][list]
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[color=???][b][u]Skills/Talents/etc.:[/u][/b][/color][list]
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[color=???][b][u]Likes:[/u][/b][/color][list]
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[/list]
[color=???][b][u]Dislikes:[/u][/b][/color][list]
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[/list]
[color=????][b][u]Personality:[/u][/b][/color]
[indent]Place personality information here
[/indent]
[color=???][b][u]Bio/History:[/u][/b][/color]
[indent] Place background information here
[/indent]
[color=???][b][u]Equipment/Tools/Items/etc.:[/u][/b][/color][list]
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[/list]
[color=???][b][u]Other:[/u][/b][/color]
[indent] Any other information you find neccisary to cover, goes here.
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(GM) NPC CS Format/Skeleton
[hider=Character Name]
[b][u]Name/Alias/Title: [Name goes here, typically the one with most renown/use.] [/u][/b]
[indent] [Other alias/titles go here.]
[/indent]
[b][u]Appearance:[/u][/b] [i](Image required, small description can be included.)[/i]
[img]Place image here[/img]
[b][u]Quote:[/u][/b] [i](Brief passage/quote/remark/sentence from the charry)[/i]
[youtube]Character theme, put youtube URL here. Recommended, not required.[/youtube]
[b][u]Age:[/u][/b]
[b][u]Gender:[/u][/b]
[b][u]Sexuality:[/b][/u]
[b][u]Race:[/u][/b] (Human or Magic-User)
[i](Applicable only to Magic-User)[/i] [b][u]Magi-Talent:[/u][/b] [i](Only one. Remove this if human)[/i]
[b][u]Habits/ticks/quirks [i](etc)[/i]:[/u][/b][list]
[*]
[*]
[*]
[/list]
[b][u]Skills/Talents/etc.:[/u][/b][list]
[*]
[*]
[*]
[/list]
[b][u]Likes:[/u][/b][list]
[*]
[*]
[*]
[/list]
[b][u]Dislikes:[/u][/b][list]
[*]
[*]
[*]
[/list]
[b][u]Personality:[/u][/b]
[indent]Place personality information here
[/indent]
[b][u]Bio/History:[/u][/b]
[indent] Place background information here
[/indent]
[b][u]Equipment/Tools/Items/etc.:[/u][/b][list]
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[b][u]Other:[/u][/b]
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Settlements
Please note: This is where the GM's character, Jin, will start. West is the village of Moonbright. Even further North-west is Thalburn. Then, extremely far, to the east Alfheim stands.
Name: Jin's Shack/Cabin
Human or Magi Settlement: Magi
Alignment: Neutral
Population: Thorp – One (at the moment)
Government: Anarchy – Not enough people live within this small area, Jin 'upholds' the law around there, due to it being his home.
Qualities: Insular: Settlement is Isolated. Common for people to travel nearby this location without actually stumbling upon it.
Terrain: Located within a forest. This forest is located within the center or between several other civilizations. Yet traveling to said civilizations can be quite a long journey. (Except that of the village of 'Moonbright'.) A sizable lake is also located not far from the 'Shack'. Yet neither is visible from each-others location.
Dangers/Disadvantages: Distance: Located several miles from any settlement, getting outside help or resources can be a difficult or 'long' task to complete. Hunted: Wild monsters/animals commonly stumble or observe this location and use it as a hunting ground. Especially due to it's lack of people protecting it.
Imports/Exports: None, other than the services which Jin provides to passerby's as a guide or selling/trading animal goods. (Such as hides/tusks/fangs etc.)
Specialized Jobs: N/A due to size
Currency System: Barter and Trade
Notable NPCs: Jin 'Sin' Baal
Player-Character Origins: Owner of this shack is long gone/dead. So this section isn't really applicable.
Summery/Information: A decent log-cabin of sorts, located within a dense forest. The forest is typically avoided due to the harsh terrain or hazardous wild-life within. Another thing worth mentioning this forest is centering several civilizations, large and small.
Name: Jin's Shack/Cabin
Human or Magi Settlement: Magi
Alignment: Neutral
Population: Thorp – One (at the moment)
Government: Anarchy – Not enough people live within this small area, Jin 'upholds' the law around there, due to it being his home.
Qualities: Insular: Settlement is Isolated. Common for people to travel nearby this location without actually stumbling upon it.
Terrain: Located within a forest. This forest is located within the center or between several other civilizations. Yet traveling to said civilizations can be quite a long journey. (Except that of the village of 'Moonbright'.) A sizable lake is also located not far from the 'Shack'. Yet neither is visible from each-others location.
Dangers/Disadvantages: Distance: Located several miles from any settlement, getting outside help or resources can be a difficult or 'long' task to complete. Hunted: Wild monsters/animals commonly stumble or observe this location and use it as a hunting ground. Especially due to it's lack of people protecting it.
Imports/Exports: None, other than the services which Jin provides to passerby's as a guide or selling/trading animal goods. (Such as hides/tusks/fangs etc.)
Specialized Jobs: N/A due to size
Currency System: Barter and Trade
Notable NPCs: Jin 'Sin' Baal
Player-Character Origins: Owner of this shack is long gone/dead. So this section isn't really applicable.
Summery/Information: A decent log-cabin of sorts, located within a dense forest. The forest is typically avoided due to the harsh terrain or hazardous wild-life within. Another thing worth mentioning this forest is centering several civilizations, large and small.
Please note: Closest settlement/area to where the GM's character will start. (Thus, west of Jin's Shack/Cabin) North-west of this location is Thalburn. Alike all of the settlements, Alfheim exists extremely far East.
Name: Moonbright
Human or Magi settlement: Mostly Humans, Magi are typically outcasted or 'shooed away'
Alignment: Lawful-Good
Population: Est. eighty to one-hundred citizens (Village)
Government: Anarchy/the citizens rule this small settlement.
Qualities: Rumor-mongering Citizens: Settlement's citizens are nosy and gossipy by fault. -very little happens in the settlement that no one knows about.
Terrain: Rolling hills
Dangers/Disadvantages: Anarchy:Village is protected or law is enforced by the civilians, thus possesses no militia. Other than those who instructed themselves to be. Hunted: Powerful/wild beasts and some threats of magi/mankind seek to cause harm upon this settlement or use it as a hunting ground.
Imports/Exports: An inn/tavern is the most 'business' structure within the place.
Specialized Jobs: Barkeep, Maid, Server/waiter/waitress, Self-proclaimed guard/peacekeeper
Currency System: Barter and trade
Notable NPCs: Tavern-Owner/Barkeep (Ron, Neutral, Male, Magi)
Player-Character Origins:
Summery/Information: Rather small human settlement located within a set of hills. The terrain often causes people to waltz right past it, or endure difficulty discovering the location. Citizens are kind to outsiders, though if they are discovered to be a Magi or someone who wishes to live there. This kindness tends to fade. The settlement is centered by an 'inn/tavern'. The barkeep or owner of this tavern provides a lot of the protection/guidance to this place.
Name: Moonbright
Human or Magi settlement: Mostly Humans, Magi are typically outcasted or 'shooed away'
Alignment: Lawful-Good
Population: Est. eighty to one-hundred citizens (Village)
Government: Anarchy/the citizens rule this small settlement.
Qualities: Rumor-mongering Citizens: Settlement's citizens are nosy and gossipy by fault. -very little happens in the settlement that no one knows about.
Terrain: Rolling hills
Dangers/Disadvantages: Anarchy:Village is protected or law is enforced by the civilians, thus possesses no militia. Other than those who instructed themselves to be. Hunted: Powerful/wild beasts and some threats of magi/mankind seek to cause harm upon this settlement or use it as a hunting ground.
Imports/Exports: An inn/tavern is the most 'business' structure within the place.
Specialized Jobs: Barkeep, Maid, Server/waiter/waitress, Self-proclaimed guard/peacekeeper
Currency System: Barter and trade
Notable NPCs: Tavern-Owner/Barkeep (Ron, Neutral, Male, Magi)
Player-Character Origins:
Summery/Information: Rather small human settlement located within a set of hills. The terrain often causes people to waltz right past it, or endure difficulty discovering the location. Citizens are kind to outsiders, though if they are discovered to be a Magi or someone who wishes to live there. This kindness tends to fade. The settlement is centered by an 'inn/tavern'. The barkeep or owner of this tavern provides a lot of the protection/guidance to this place.
Name: Thalburn
Human or Magi Settlement: Human
Alignment: Lawful-evil
Population: Large-City: Est. 8k citizens
Government: Overlord: The community's ruler is a single individual who either seized control or inherited command of the settlement.
Qualities:
Terrain: Sitting atop a massive plain, scarce thickets of woods littered around the City. If a force of any militia of sizable number marched upon this settlement, their presence would be detailed long before their arrival.
Dangers/Disadvantages:
Imports/Exports: A fire-arm/explosive manufacturing business, Weapon-smiths/Blacksmiths, Casino/Gambling attraction employee,
Specialized Jobs: Fire-arms/Explosives craftsman, Militia, Medic/Doctor,
Currency System: Barter & Trade, Thalburn Galleon. (Coin system)
Notable NPCs: Thalburn-King (Kain, Chaotic-Evil, Male, Human),
Player-Character Origins:
Summery/Information: One could call Thalburn an 'industrial' or 'technologic' marvel, compared to other civilizations within the world. Not only is the militia which protects this settlement armed with 'cannon's, explosives, and muskets'. The civilization itself shows abundant use of indoor plumbing and electricity. Of course, due to size, magi live within the towering walls of this city. Yet the militia doesn't take kind to Magi. In reality, the militia which runs the place, are rather out of control and power-mongering/abusing. Horrific taxation runs rampant, to keep the military, hospitals/medics and etc well equiped or status. Magi are not 'banned' from living within Thalburn, they are just constantly watched and harassed. Even more so than the average civilian or passerby traveler.
Human or Magi Settlement: Human
Alignment: Lawful-evil
Population: Large-City: Est. 8k citizens
Government: Overlord: The community's ruler is a single individual who either seized control or inherited command of the settlement.
Qualities:
- Attraction: Several things invoke travelers to come from far and wide. One is the gambling/casino setups. Another would be the 'fire-arm/explosive' manufacturing business who recieves 'lax taxing' due to 'arming the military'.
- (Semi)Prosperous:Despite the harsh taxing of the militia/government, this settlement is a decent hub for trade. Merchants and wealthy live extremely well.
- Gambling: The settlement caters to vice and greed. Casinos, gaming houses, and bordellos are all common here, and serve as one of the town's major industry.
Terrain: Sitting atop a massive plain, scarce thickets of woods littered around the City. If a force of any militia of sizable number marched upon this settlement, their presence would be detailed long before their arrival.
Dangers/Disadvantages:
- Fascistic: The settlement is governed by a totalitarian regime. Sadistic and legally all-powerful soldiers walk the streets, enforcing the settlement's brutal laws. Outsiders are mistrusted and undesirables often simply disappear.
- Impoverished: Because of any number of factors, the settlement contains sections suffering great destitute.
Imports/Exports: A fire-arm/explosive manufacturing business, Weapon-smiths/Blacksmiths, Casino/Gambling attraction employee,
Specialized Jobs: Fire-arms/Explosives craftsman, Militia, Medic/Doctor,
Currency System: Barter & Trade, Thalburn Galleon. (Coin system)
Notable NPCs: Thalburn-King (Kain, Chaotic-Evil, Male, Human),
Player-Character Origins:
Summery/Information: One could call Thalburn an 'industrial' or 'technologic' marvel, compared to other civilizations within the world. Not only is the militia which protects this settlement armed with 'cannon's, explosives, and muskets'. The civilization itself shows abundant use of indoor plumbing and electricity. Of course, due to size, magi live within the towering walls of this city. Yet the militia doesn't take kind to Magi. In reality, the militia which runs the place, are rather out of control and power-mongering/abusing. Horrific taxation runs rampant, to keep the military, hospitals/medics and etc well equiped or status. Magi are not 'banned' from living within Thalburn, they are just constantly watched and harassed. Even more so than the average civilian or passerby traveler.
Notice: This settlement is located on the Outer-Rim colonisation surrounding Thalburn and all nearby major towns; more specifically, MiddleSeed is directly West of Thalburn.
Name: MiddleSeed
Human or Magi Settlement: Human and Magi, but mostly made up of Magi under the Sarkath Doctrine agreement.
Alignment: Lawful Neutral
Population: Village - 93 Individuals (Around 80% Magi, 20% Human)
Government: Incognito Syndicate - Though officially run by Spokesman Lilo Vermina, the official power he has works in coalition with the remains of the Ty' Un Resistance.
Qualities
- Abundant - The settlement has access to extraordinary natural resources: rich farmland, as well as a personal and 'Private' quarry for goods and materials.
- Artist's Colony - The settlement is renowned for the excellence of its local craftsfolk, as well as talented musical individuals.
Terrain: Much like it's major competitors, MiddleSeed sits behind a small woodland between Thalburn's smaller Western plain, sitting directly on a spot of fertile land, with a small patch of Stone fitted to a local mini-quarry for personal needs and exporting.
Dangers/Disadvantages:
- Paying the Damage - Though the damage caused by both encounters was not life changing to Thalburn's standing, it did give them a reason to bleed natural resources from the Outer-Rim Colonisations, though it does not take so harshly on those under the Sarkath Doctrine.
Imports/Exports: Large Quantities of Stone, Iron, crafted Gunpowder and Coal from the quarry are exported, along with the successful Farming industry, but in return Steel is brought to provide the tools to ensure the flow stays on track. Some of this Steel goes to another cause, though...
Specialized Jobs: Agricultural Plot Owner, Agricultural Plot Management, Inn keeper, Varied-Type Musician, Vice-Spokesman, Spokesman, Miner and A more vague role chosen only by selection...
Currency System: Barter and Trade, Thalburn Galleon (Shared Coin System of the Province)
Notable NPCs: Spokesman Lilo Vermina (Male, Lawful-Neutral, Determined and promising leader, Human), Cari Stoke (Female, Lawful-Neutral, Vague, Magi)
Player-Character Origins:
Summary/Information: MiddleSeed, despite being under the Doctrine, are one of the many refuge points of the Ty' Un Resistance remnants. A bubbling spot for the completely unknown remainders of the organisation, it provides basic manufacturing and produce to keep it going with great ease. In rooms behind lock and key, the Sarkath Doctrine was signed. An agreement that almost controls the settlement, it gained the policy title as a mock against the leader of the previous Resistance. It keeps the settlement under a routine of supplication towards the Thalburn cause, but in return is given a grantage of freedom and small share of advanced materials. Now being one of the key points for another upcoming plan, the town is known for having an incredibly large connection with keeping contact with other villages and far cities.
Name: MiddleSeed
Human or Magi Settlement: Human and Magi, but mostly made up of Magi under the Sarkath Doctrine agreement.
Alignment: Lawful Neutral
Population: Village - 93 Individuals (Around 80% Magi, 20% Human)
Government: Incognito Syndicate - Though officially run by Spokesman Lilo Vermina, the official power he has works in coalition with the remains of the Ty' Un Resistance.
Qualities
- Abundant - The settlement has access to extraordinary natural resources: rich farmland, as well as a personal and 'Private' quarry for goods and materials.
- Artist's Colony - The settlement is renowned for the excellence of its local craftsfolk, as well as talented musical individuals.
Terrain: Much like it's major competitors, MiddleSeed sits behind a small woodland between Thalburn's smaller Western plain, sitting directly on a spot of fertile land, with a small patch of Stone fitted to a local mini-quarry for personal needs and exporting.
Dangers/Disadvantages:
- Paying the Damage - Though the damage caused by both encounters was not life changing to Thalburn's standing, it did give them a reason to bleed natural resources from the Outer-Rim Colonisations, though it does not take so harshly on those under the Sarkath Doctrine.
Imports/Exports: Large Quantities of Stone, Iron, crafted Gunpowder and Coal from the quarry are exported, along with the successful Farming industry, but in return Steel is brought to provide the tools to ensure the flow stays on track. Some of this Steel goes to another cause, though...
Specialized Jobs: Agricultural Plot Owner, Agricultural Plot Management, Inn keeper, Varied-Type Musician, Vice-Spokesman, Spokesman, Miner and A more vague role chosen only by selection...
Currency System: Barter and Trade, Thalburn Galleon (Shared Coin System of the Province)
Notable NPCs: Spokesman Lilo Vermina (Male, Lawful-Neutral, Determined and promising leader, Human), Cari Stoke (Female, Lawful-Neutral, Vague, Magi)
Player-Character Origins:
Summary/Information: MiddleSeed, despite being under the Doctrine, are one of the many refuge points of the Ty' Un Resistance remnants. A bubbling spot for the completely unknown remainders of the organisation, it provides basic manufacturing and produce to keep it going with great ease. In rooms behind lock and key, the Sarkath Doctrine was signed. An agreement that almost controls the settlement, it gained the policy title as a mock against the leader of the previous Resistance. It keeps the settlement under a routine of supplication towards the Thalburn cause, but in return is given a grantage of freedom and small share of advanced materials. Now being one of the key points for another upcoming plan, the town is known for having an incredibly large connection with keeping contact with other villages and far cities.
Please note: This settlement is one of the furthest from the starting location of the RP. It's information is here purely to allow people have knowledge of it. For I would like, the start of the RP to not partake within this Settlement.
Name: Alfheim (More of a territory, or collection of towns.)
Human or Magi Settlement: Both, yet Magi populous is far larger than human.
Alignment: True Neutral (Civilians of all spectrum exist in Alfheim)
Population: Est. Two-Thousand inhabitants (Large Town)
Government: Council: The Agricultural guild, Artisan guild, Mercenary Guild, Stonemason Guild. Each has a respective leader, who is involved with the Council. Also, the 'Alfheim militia' possesses a leader involved with said council. These five individuals are entrusted with governing or guiding Alfheim. Of course, each of these Council Members, possess two and maybe even three subordinates who they are training to possibly one day take their spot. Yet each have a 'right-hand subordinate or individual' who would be instantly permitted their position if something tragic occurred. Council members are able to be voted out or replaced, if enough votes are issued or 'proper protocol' is endured. (However, one guild cannot veto another guilds leader, unless under specific circumstance.)
Qualities:
Terrain: Plains, forest and one mountain exist in this territory/area. Capitol is a castle/fortress of sorts, whereas several villages exist around the area.
Dangers/Disadvantages: The stretch of 'wilds' between each 'minor town' or around the capitol causes dangerous beasts to roam (or even bandits) within this area. Though a good portion is kept 'in check' or 'monitored' from the militia or mercenaries guild within it.
Imports/Exports: Resources gathered from animals/beasts killed within the territory, Jewelry created from the minerals, gems and precious metals mined within the territory. Farmed goods and even lumber. Goods which come from merchants which travel around the world and cross paths with Alfheim.
Specialized Jobs: Alfheim Militia, Mercenary Guild-Member, Stonemason Guild-Member, Artisan Guild-Member, Agriculture Guild-Member.
Currency System: Alfheim possesses a strong influence from the barter and trade system. However many within the territory are avidly using the 'Alfhiem coin/Currency'. Though it's typical that only citizens (even then, some don't) utilize this system of currency.
Notable NPCs:
Player-Character Origins:
Summery/Information: Despite only existing for about a hundred years. This area has become renown as a 'safe-haven' from outside turmoil. Undoubtedly, this area suffers from inner squabbles and outside threats. Though manages to keep a steady balance of prosperity and destruction, considering other parts of the world. The Humans and Magi living in this area are on a thin thread of 'peace' and 'understanding'. Often to events break out, where one side is enraged or upset with the other and the outside influences of the world is typically the greatest factor in this discord. However it's citizens can be far from 'innocent' in this measure as well. Many citizens, human and magi, possess fear of the possibility of war out-breaking or scarring this land permanently.
Once a year, this territory hosts a 'Guilds festival'. Where each guild prepares festive-esque activities. The artisans guild prepares all sorts of stalls or vendors which have prices sometimes higher or lower than normal, along with arranging banquet or feast orientated events. (Or things such as pie/food eating contests, or entertainment based events like plays or other types of games.) Stonemason guild will organize creative or building themed contests or games, along with vendors which have deals unlike those found year round. The Alfheim Militia and the Mercenary guild, compose a tournament where anyone can participate. Finally the agriculture guild organize petting zoos/scenarios or other festive type things. This yearly event, causes a lot of outsiders to make their way to the territory of Alfheim.
Guild Duel-Membership Information: The Alfheim Militia & Mercenary Guild strive undyingly to preserve the peace within this area. Stonemason Guild thrive on enlisting their services to building structures of the like. Artisan Guild membership or affiliation is undoubtedly required for one to sell any sort of service or good within the land of Alfheim. Agriculture Guild consists of all the farmers, hunters and those who wish to preserve the 'nature' within Alfheim. Alfheim Militia, permits duel-membership with any guild besides that of the Mercenary guild. The Artisan Guild permits duel-membership with any guild, just alike the Agriculture & Stonemason Guild.
Name: Alfheim (More of a territory, or collection of towns.)
Human or Magi Settlement: Both, yet Magi populous is far larger than human.
Alignment: True Neutral (Civilians of all spectrum exist in Alfheim)
Population: Est. Two-Thousand inhabitants (Large Town)
Government: Council: The Agricultural guild, Artisan guild, Mercenary Guild, Stonemason Guild. Each has a respective leader, who is involved with the Council. Also, the 'Alfheim militia' possesses a leader involved with said council. These five individuals are entrusted with governing or guiding Alfheim. Of course, each of these Council Members, possess two and maybe even three subordinates who they are training to possibly one day take their spot. Yet each have a 'right-hand subordinate or individual' who would be instantly permitted their position if something tragic occurred. Council members are able to be voted out or replaced, if enough votes are issued or 'proper protocol' is endured. (However, one guild cannot veto another guilds leader, unless under specific circumstance.)
Qualities:
- Academic/Guild: This place hosts several academic and guild organizations. Enabling training/enlistment in any Institution. (Only certain guilds allow 'dual-membership'. For example, the 'Alfheim Militia' will not enlist/accept you, if you are apart of the 'Mercenary guild'. Yet the Stonemason guild, will accept you if you are apart of the Alfheim Militia or Mercenary Guild.)
- Insular: Of course, this society shares it's own sets of creeds and cliques. Though despite this, this civilization shows outstanding loyalty or protection over one another. Also, this place is rather 'isolated' to outside forces or circumstances.
- Prosperous: An active hub for traders and travelers. Though individuals who wish to 'lawfully barter' in aspects of selling items or being a merchant, they must be involved or familiar with the 'Artisans Guild'. Just like, any who wish to enlist their services as a 'builder' or 'architect' must be a member of the 'Stonemasons Guild'.
- Notorious: Alfheim shows notoriety due to it's system of government, along with their use or active guilds which thrive within it's boarders.
Terrain: Plains, forest and one mountain exist in this territory/area. Capitol is a castle/fortress of sorts, whereas several villages exist around the area.
Dangers/Disadvantages: The stretch of 'wilds' between each 'minor town' or around the capitol causes dangerous beasts to roam (or even bandits) within this area. Though a good portion is kept 'in check' or 'monitored' from the militia or mercenaries guild within it.
Imports/Exports: Resources gathered from animals/beasts killed within the territory, Jewelry created from the minerals, gems and precious metals mined within the territory. Farmed goods and even lumber. Goods which come from merchants which travel around the world and cross paths with Alfheim.
Specialized Jobs: Alfheim Militia, Mercenary Guild-Member, Stonemason Guild-Member, Artisan Guild-Member, Agriculture Guild-Member.
Currency System: Alfheim possesses a strong influence from the barter and trade system. However many within the territory are avidly using the 'Alfhiem coin/Currency'. Though it's typical that only citizens (even then, some don't) utilize this system of currency.
Notable NPCs:
Player-Character Origins:
Summery/Information: Despite only existing for about a hundred years. This area has become renown as a 'safe-haven' from outside turmoil. Undoubtedly, this area suffers from inner squabbles and outside threats. Though manages to keep a steady balance of prosperity and destruction, considering other parts of the world. The Humans and Magi living in this area are on a thin thread of 'peace' and 'understanding'. Often to events break out, where one side is enraged or upset with the other and the outside influences of the world is typically the greatest factor in this discord. However it's citizens can be far from 'innocent' in this measure as well. Many citizens, human and magi, possess fear of the possibility of war out-breaking or scarring this land permanently.
Once a year, this territory hosts a 'Guilds festival'. Where each guild prepares festive-esque activities. The artisans guild prepares all sorts of stalls or vendors which have prices sometimes higher or lower than normal, along with arranging banquet or feast orientated events. (Or things such as pie/food eating contests, or entertainment based events like plays or other types of games.) Stonemason guild will organize creative or building themed contests or games, along with vendors which have deals unlike those found year round. The Alfheim Militia and the Mercenary guild, compose a tournament where anyone can participate. Finally the agriculture guild organize petting zoos/scenarios or other festive type things. This yearly event, causes a lot of outsiders to make their way to the territory of Alfheim.
Guild Duel-Membership Information: The Alfheim Militia & Mercenary Guild strive undyingly to preserve the peace within this area. Stonemason Guild thrive on enlisting their services to building structures of the like. Artisan Guild membership or affiliation is undoubtedly required for one to sell any sort of service or good within the land of Alfheim. Agriculture Guild consists of all the farmers, hunters and those who wish to preserve the 'nature' within Alfheim. Alfheim Militia, permits duel-membership with any guild besides that of the Mercenary guild. The Artisan Guild permits duel-membership with any guild, just alike the Agriculture & Stonemason Guild.
Name: Elmend
Human or Magi Settlement: Human
Alignment: Lawful neutral
Population: Large town- Roughly 1200 inhabitants (10% magi, 90% human)
Government: Council-Autocracy In theory a council of the most important craftsmen, guild- and religious leaders rules Elmend. The single most powerful individual is the burgomaster. He or she is the formal leader of the council, figurehead of the town, chosen from amongst the council-members and appointed for life.
Qualities:
Spiritual isle- Elmend is home to the ancient faith of Lemäika and since it's the only settlement with a very large amount of its population made up of Lemäikans (roughly 80%), it is seen as the odd one out by many neighbouring communities.
Strategic location- The town is located on the southern border of a large lake, which is in turn connected to many northern settlements and colonies. The town spans both shores of the largest river running south from this lake. Due to this, it has access to high-quality materials from northern colonies and a fair amount of money is made from the toll demanded from any vessel passing the town by river.
Artists' colony- Elmend is famous for its skilled carpenters and it's woodcarvings are said to be the best in the known world. There are quite a few skilled musicians who gather in Elmend as well, due to the high-quality musical instruments made here.
Guilds- The town of Elmend is dominated by guilds who run all of the production in the settlement. The most prominent guild is the Carpenter Guild, followed by the the Musicians Guild, the Fishermen, Shipwrights, Merchants and the lesser guilds. Nobody can practice his or her profession without being a member of the corresponding guild.
Terrain:
North-West of Thalburn, North-East of Middleseed. The town of Elmend spans both shores of the river Abhainn and borders lake Leor on the north. Not far on the eastern and western side of the town, large pine forests stretch out as far as the eye can see and a few mountain tops stand proudly to the west.
Dangers/Disadvantages:
Questionable leadership- A year ago the former burgomaster was assassinated, along with a few prominent council-members. The culprits were Magi, dissatisfied with the second-class citizenship most Magi have in Elmend. This caused a turmoil with multiple factions claiming power, which was eventually solved by the high priestess of the Lemäika faith. She put forth a candidate for the position of burgomaster and acts as her most prominent adviser. It is still too soon to say that the town has returned to the way it used to be before the assassinations.
Imports/Exports:
Imports wood and other materials from northern colonies as well as tools and metal materials from MiddleSeed?. Elmend's main export consists of its craftsmanship, such as such as extremely high quality shields, spears, staves and bows, as well as more mundane items like wooden music instruments, furniture and fishing boats. Finally, the town obviously has market days where food is traded and exported.
Specialized Jobs:
Craftsmen, fishermen, dock workers, tavern workers, shipwrights, musicians, priestesses of the Lemäika faith
Currency System:
The Thalburn Galleon is the most common currency aside from the more popular barter and trade. Recently an unknown party has tried to spread a new coinage system called the wooden Lemä, but it hasn't become nearly as accepted as the Galleon (partly because many faithful condemn it as sacrilege).
Notable NPCs:
Burgomaster Elesiph Mhicio (Chaotic-Neutral, Female, Human)
High-Priestess Sophie Roussin (Lawful-Good, Female, Human)
Player-Character Origins:
Ris
Summery/Information:
Elmend is a prosperous, decent-sized town, famous for its great carpenture which is visible in its charming architecture and carvings all around town. It's situated on the two borders of the river Abhainn and the northern borders of town are build on the shore of lake Leor. Due to rich fishing grounds and abundant mercantile activities, the harbour is one of the busiest parts of town.
Home to the faith of Lemäika as well as a very small amount of magi who are merely tolerated (as long as their powers prove useful) and were never really accepted in society (least of all in positions of power). Thanks to the guild system, Magi are in practice second-rate citizens, despite outright discriminated is viewed as 'not done' by most. This view has been changing more and more for the worse since the assassination of prominent leaders a year ago. These days Magi are even less trusted and are harrassed more and more by humans.
Lemäika faith summary:
The one who created all life is the mother, Lemä. Hers is nature
The one who will end all life is the father, Ikis. His is magic
The Lemäika is an ancient belief, but hasn't become very widespread over the centuries and most followers live in Elmend. While most of the Lemäika doctrine urges its followers to be kind, friendly and strong like the mother, there is a belief that has been spread over the last few decades. This additional belief says that the Magi people weren't created by Lemä on purpose. She was tricked and misused by Ikis, thus giving birth to these unnatural creatures, who aren't of nature but of magic. This belief has become(another)strong reason (or excuse?) amongst the followers of Lemä to hate all Magi. Other notable factors in the Lemäika faith are its emphasis on blood-relations and family ties and it's preference for female leaders. All members of a strong community should be (at least considered to be) kin from one another and lead by a woman (preferably a mother).
The one who created all life is the mother, Lemä. Hers is nature
The one who will end all life is the father, Ikis. His is magic
The Lemäika is an ancient belief, but hasn't become very widespread over the centuries and most followers live in Elmend. While most of the Lemäika doctrine urges its followers to be kind, friendly and strong like the mother, there is a belief that has been spread over the last few decades. This additional belief says that the Magi people weren't created by Lemä on purpose. She was tricked and misused by Ikis, thus giving birth to these unnatural creatures, who aren't of nature but of magic. This belief has become(another)strong reason (or excuse?) amongst the followers of Lemä to hate all Magi. Other notable factors in the Lemäika faith are its emphasis on blood-relations and family ties and it's preference for female leaders. All members of a strong community should be (at least considered to be) kin from one another and lead by a woman (preferably a mother).