In a world full of many lands, peoples, and wonders there exists a humble settlement. Nestled amongst the wilderness in the borderlands of two greater territories this village seems like any other village; people work and live there providing for most of the needs for the village. Although it is not to say that they are completely independent and alone for that is far from the truth.
The village acts a rest spot between destinations and has a large and busy tavern dedicated to these travelers which produces a fair bit of income as well allowing for regular enough trade to provide with items that cannot be produced and which are needed or wanted in the case of goods. It also allows for their population to swell as some travelers find themselves curiously drawn to the place.
Yet regardless of whether they were born or just immigrated from elsewhere everyone and even the village all share something in common. They all have a secret, a fate, something that will be revealed that will affect them and others for better or worse. This is a village full of secrets where they will emerge some time or another.
Overview
Welcome all to the The village of secrets. In this game you play as denizens of Tanjozo, the village. Whether you’re recent arrivals or those have been born and raised in the village you’ll all have your own jobs as you go through your daily routines in the village. On top of that you’ll all have a Secret that is a plothook of sorts that will help provide plot points for you and others to participate as well as provide a nice contrast to the calmer mundane slice of life type stuff. On top of that there may be some overarching plot stuff tied to the village and it’s mysterious environs and possibly other things that you could tie your secret to.
The general idea is there will be a balance/mix between the slice of life elements with the characters and their relationships spiced up with dramatic and perhaps high flying action stuff which the secrets will help fuel to provide an interesting flavor to the stories.
Village Facts
Economy By and large the village is self-sufficient to a certain degree. But it will also sell goods and surplus resources to passing caravans as well as buy things that cannot be produced be it natural resources for building things or goods. Within the village the people tend to do transactions either with the old fashioned method of bartering goods and services or they use the trade coin used in the area known as a Guilder, so called because it was implemented for cross national trade by a large trading guild whose territory happens to include the village.
Education Currently formal education as we know is fairly limited in Tanjozo. There is a couple of school houses scattered about but education is mandatory but those who are in schooling will learn basic writing, reading, and arithmetic. Learning a trade is more common and it takes place in the form of the master/apprentice system.
What we may call secondary education doesn’t exist as there aren’t enough people to build up for it so those who wish to learn advanced subjects will need to head out. There exists a tiny amount of these people either those who returned back home or those have settled. They might offer tutoring in the subject but again they are small segment of the population and it’s generally easier to go out the village and find an expert.
Government The village governs itself by usage of a council with each person usually covering some area of governance and together they provide laws and whatnot. The may use envoys to represent them to gather information or to represent them in assemblies should they be busy. They convene in the center of the village in a modestly sized building dedicated to government which acts as the official domain for the council.
Sentinels The Sentinels are peace keeping force of sorts that operate semi-independently of the Council. They are responsible as acting as police as well as occasionally helping out the Council in certain assignments such as monster patrol as there have been occasional large scale threats that needed to be taken care of. They also at rare times be sent outside the village for certain things like aid after a disaster. They are made up of volunteers who take shifts before returning to do their actual job.
Although there may be some who decide to have it as a full time job and as such are made to be compensated in the form of a decent salary in Guilders along with any payment from individuals for services rendered individual salaries are dependent on rank as well as position with more dangerous positions paying better. To become a Sentinel, one must demonstrate skill combat especially in non-lethal techniques, laws of the village, and they must have seven character witnesses. From there they will be organized under squads lead by experienced members before proper assignment.
Magic There are magic users in the village although they are not necessarily uniform in their areas of knowledge and most of them tend to gravitate towards more utilitarian functions over flashier combat magic although there are some mage Sentinels in employ.
Name:
Age: For this RP, assume that all races age as a normal human does.
Sex:
Race: Human or not?
Appearance: Pic or description is fine.
Occupation: What is your character's role in the village? Keep in mind that Sentinels will have another job unless they decided to become full time in their position
Skills: What is your character particularly good at?
Powers: What magical abilities does your character possess if any. Also keep your powers in check as I don't want anything OP
Inventory: What uncommon items does your character possess?
History: Is your character a native to the village or is he/she a recent arrival? Keep it short and for outsiders you might want to tie part of your history to your secret.
Point of Interest: Add some sort of feature to the village and its environs or perhaps some other location outside of the village. Examples: A cave, some interesting natural feature, some distant town, etc
Secret: Basically your (melo)dramatic plothook which you will PM me. Also please feel free to ask me more in regards to this if you're unsure of what to do.
Points of interest
Sentinel HQ The main base of the sentinels which acts as a gathering spot,jail, and armory. Citizens can come here to request aid to the various secretaries inside. The building is a large wood and stone building with two floors. A surface level and a basement.
TownHall This is the place where all affairs related to the council are held as well as acting as meeting place and storage facility for records.
Dead Horse Inn One of the larger taverns that's dedicated to housing travelers. Locals like to visit the tavern for trading yarns, doing business, and learning news. Also the Inn's specialty is a roasted hog cooked with a secret blend of herbs and spices is a real crowd pleaser along with their signature brew made of Soosberries found in the nearby woods.
I'll be updating the landmark list as more players join as well with GM made locations.
What if some other part of the character sheet is related to your secret? For instance, what do you put if your secret involves being much older or younger than you appear? Do you lie in the character sheet and send the real age in the PM?
Sounds something that would be better discussed in PMs. Also yes you would lie. Also keep in mind the secret is basically a plot point so there should be something attached to why this age difference is important.
Appearance: A large bodied, muscular, rugged sort of man with short brown hair and brown eyes. His clothing is simple, sturdy, modest, and patched many times over. A working mans clothes.
Occupation: A woodcutter. More specifically, he travels deep into the wilderness around the town to find the best quality lighter wood for starting fires. He also hunts but that's mostly for sustenance and pleasure, not profit.
Skills: A good tracker and crack shit with a bow, he knows the forest around the town perhaps better than any man. Despite his size he can move very quietly. He can mend his own clothes, cook his own food, skin and clean his own game, and is a proficient whittler.
Powers: None
Inventory: His fathers axe, a old single headed war axe that he's very fond of.
History: Emil was carried into the village when he was just a babe on his fathers back. His father, Gwyn, was rumored to be a fighting man from up north and a deserter. He built a house on the edge of the village where Emil still lives to eek out a good living for his son. One day not long after the boy turned eighteen Gwyn set out into the woods to fetch dinner and never returned.
Point of Interest: The Sweet Scar, a mile long area deep in the middle of the forest where every single ancient tree has been knocked over as though a giant ran through and pushed them all down. Evey single one of them have fallen in the same direction, and their sap has flowed out and hardened them to the ground. The entire area still smells sickly sweet despite this having been here for ages.
Anyway I'll start once the people that have PM'd me get their characters done.
Also we need to chose on what is the mysterious thing in the village that I mentioned in the Int Check. Either some structure clearly not built by the people or ruins which are either nearby or hidden under the village.
Also I forgot to add this: Please place your characters in the character tab
Skills: A skilled warrior, trained by his father for the most part. He is particularly good at fighting monsters, thanks to his clever swordwork and agility. He is well versed in proper care of weapons and armor, rarely needing the services of a professional blacksmith. He has a knack for instructing others in the way of combat.
Powers: None.
Inventory: His father's old armor, of which he seems to constantly wear. Despite it's age, it is well cared for and has a polished shine.
History: A young man that was born and raised in the village. As his father was a knight before settling down in the village, he grew up on tales of his adventures. When he was old enough, he became a Full-Time Sentinel. He spends the vast majority of his time patrolling, fending off monsters, and training. He often lends his advice and instruction to other would be Sentinels, temporary or otherwise. Five years ago he discovered the local myth of the Twilight Cavern, nearly costing him his life in the process. When he returned to the village he spoke of a "terrible creature" that lurked within.
Point of Interest: Twilight Cavern, a massive crack in a cliffside that leads into a deep cave filled with numerous giant crystals. Seeming to flush into the surrounding rock, it becomes visible in the twilight hours thanks to an eerie orange glow. Because of it's remote location and illusive nature, it remained a mere myth until Aldis' eyewitness account of it five years ago. The threat of a terrible creature lurking inside has made approaching the area something few are willing to do.