Lostwood Pine, or Lostwood for short, was a forest which stood somewhat in the center of several civilizations large and small. A far older name for this forest is Snakethorn forest due to a type of bush which is known to only grow in this forest. The Snakethorn Bush, which produces Snakeberries. These berries may look delicious but as name may foretell they are incredibly poisonous. Death is not slow from consuming these berries. Illness/fever are first symptoms followed by paralysis. If the anti-poison or antidote is taken soon enough, the road to death can be averted. If not, the body and organs will slowly but surely fail or shut down. This berry has been known to facilitate or be an ingredient in many renown poisons in the world. Especially due to how difficult it can be to pinpoint it's use/presence in the human body. The leaves on the Snakebush are green, yet edges are sharp/spiked. The berry itself is light-blue to white in color. There is another bush which looks exactly like the Snakebush which is not poisonous. The only difference is the non-poisonous brush has ordinary or non-spiny leaves.
Deep within Lostwood, a small clearing existed. Centering the small clearing was a cabin of sorts. Birds chirped, wildlife carried about their business and the sun shone high in the sky. Summer was going strong, in fact it was about the middle of summer-time and noon of that day. If one were walking close enough to this clearing, they didn't even need to see it, they would hear a most peculiar sound. Thunk, thunk, and more thunks echoed faintly throughout. The source of this sound was a man who slowly yet strongly swung an ax against the base of a tree. The man was none other than Jin. He was not only making the clearing a bit bigger, but utilizing the resources which could be found by the tree he was trying to fall.
The sounds of thunks and slams stopped briefly. Jin placed the head of the ax onto the forest soil and braced himself with it. Wiping his brow he cleaned his forehead of sweat. Sluggishly Jin's eyes scanned the tree, looking to see if he needed to move his position or anything else needed to be done. Then the mans eyes would shift to observing the surrounding area. Not easily did this man lose his guard, so checking the environment around him was something often done. Yet, again he would go back to chopping at the tree.
[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]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] [*] [*] [*] [/list]
[color=???][b][u]Other:[/u][/b][/color] [indent] Any other information you find neccisary to cover, goes here. [/indent]
(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]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] [*] [*] [*] [/list]
[b][u]Other:[/u][/b] [/hider]
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.)
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.
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:
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,
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.
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:
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.
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).
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).
RP-Status:Open (Temporarily Accepting new applicants)
𝓗𝒱𝓜
Humans vs Magic Users
Plot/Overview:
(No surprise) Simple as the title, players will create characters which are Human or 'Magic user'. These two factions, as history entails, constantly rival and even attempt to destroy one another. Zero reason other than vengeance, upon vengeance fuels the animosity between them. Only one factor differentiates Human & Magic-User; Magic-users possess one 'Magi-Talent'. A innate magic feat/ability. Minor as this detail may be, chaos still riddles the world. However we must ask, Players, what will your actions unfold? What path will you forge?
(Another term for Magic-User = Magi) and their magical 'talent'. Overusing this ability can risk grave harm, even death. Mana is the energy which fuels magic. Thus a Magi requires mana, which flows through their body, to harness, cast, utilize, or activate their ability. Allowing this 'mana reservoir' or 'mana bank' to deplete to pure emptiness will cause the subject to die. For a magi's body heavily relies on the mana which flows through them. First signs of mana-overuse or using their ability to much within a certain time span are dizziness, headaches, aching of body, and fatigue. Next, their bodies senses could become dulled or lessened or nausea could be enduced. Thirdly they could take on symptoms of illness. Finally being death or comatose stasis. Things such as rest, relaxation or eating can refil someones lost mana reserves or energy. Just like if someone were to over exhaust themselves physically.
Now I would like to cover another, final feature to Magi Talents. Of course, a Magi only possesses one talent or ability. Example being, a Magi who can manipulate/create/harness the element of fire. However, Magi can have a 'secondary trait' or 'side-effect' to their ability. Example being, one who manipulates fire, is natrually resistant to high-temperatures or even fire itself. Another example could be, someone who has extremely high/magically empowered speed, they could process things quicker so their movements or actions are not blurs. A final example could be, someone with super-strength, could also possess some sort of resistance factor. So if they used full strength and punched a wall, they wouldn't break their bones or etc.
Couple things about the world. Turmoil and chaos greatly thwart the blossom/progression of technology and even society/civilizations as a whole. Here's a few things to quickly cover.
Pseudo-modern - regions of this world possess marvels of current age such as hospitals and even motor-vehicle transportation. While other regions exist within a 'medieval' state, using fire as a light and heat source could be the norm. (Any questions on the sense this makes, please ask, for i question how much others will understand this rule x.x )
The colossal land-mass which this story/RP takes place greatly deters the ideals of exploring outward or by sea. (At least for most.) Not to mention, majority of the land remains unclaimed or 'wild'. Thus could be typical for civilians to 'endure the hardships of home' rather than forge their own path/colony. (Also, surviving as a whole can prove rather strenuous between nature/the wild, along with the turmoil between Humans and magic-users.)
I'd like to ban guns as a whole, but i'll simply say (Unless all players decide to ban guns entirely) this RP's universe and it's fire-arms level will replicate around the time of about 1500's-1700's. or better yet, i'll cover below what i expect/we should have.
Matchlock Musket/Pistol is the most common and only type of fire-arm. Even then, they are rare.
Firearms are far from being mass produced. Yet some militia have been known to use them. (Yet is very rare.)
Cannon's exist. So do grenades/bombs. They are far more common then (Matchlock weapons) hand-held fire arms.
Humans invented firearms, cannons and bombs to combat magi and the wild.
Gunpowder and ability/place to forge these weapons, aggravates or intensifies their rarity.
Currently standing, Fire-arms, Cannons and Grenades/bombs are a marvel/rare. Thus, this realm is far from the transition of 'life by the blade' to 'life by the bullet/explosive'.
Areas or settlements of importance within the RP will easily be able to be entered/created by players. (Once their character is submitted or simultaneously.) Simply start a PM with myself and anyone involved with the idea(s)(Not required, but titling the PM 'HVM Dev: (Usernames involved) would be extremely helpful.) Then we will start working on/proceed with installing the new RP lore. Also, to submit a new settlement. I will need to ask people to follow the template which will be placed below. This outline will ensure enough details will be explained/exist for ease of interaction for players which did not create the settlement.
Name: Title/Name of the settlement goes here, pretty simple.
Human or Magi Settlement: Which 'faction' is dominant. (Do both factions exist? (Rare, but possible.))
Alignment: A settlement's alignment is the general alignment of its citizens and government—individuals. Those who dwell therein can still be of any alignment, but the majority of its citizens should be within one step of the settlement's overall alignment. Click here to see a page showing alignments.
Population: This number represents the settlement's population. Note that the exact number is flexible; a settlement's actual population can swell on market/event days or dwindle during winter. This number lists the average population of the settlement. Note that this number is not strict and more used for assistance in clarification or helping fruition of the idea. After the settlement's total population, a breakdown of its racial mix (percentages) could be (So not required) listed in parentheses.
Thorp - Fewer than twenty.
Hamlet - 21 to 61
Village - 62 to 200
Small Town - 201 to 1,000
Large Town - 1,001 to 3,000
Small City - 3,001 to 5,000
Large City - 5,001 to 10,000
Kingdom - 15k
Government: This entry lists how the settlement is governed and ruled. Here's a few types to help generate ideas.
Autocracy: A single individual chosen by the people rules the community. Leader's actual title can vary-mayor, burgomaster, lord, or even royal titles like duke or prince are common.
Colonial: Settlements ruler is a figure-head for a distant colonial power: a magistrate, governor, minor landed noble, or etc. He or she may have limited autonomy in running the colony, but ultimately answers to the colony's founding power. Colonies are typically seen as resources for their founding government, not having much political power or influence.
Council: A group of councilors, often composed of guild master members or members of the aristocracy, leads the settlement.
Magical: An individual or group with potent magical power, such as A high priest, an archwizard, or etc leads the community.
Military: The settlement is an armed garrison that exists solely to serve the military forces deployed there. It may be a massive military base and training complex, a wilderness fortress or a keep that patrols a major trade route, depending on its size. The settlement may even be an ordinary town or city that recently fell under military rule after a coup or uprising that led to the declaration of martial law.
Overlord: The community's ruler is a single individual who either seized control or inherited command of the settlement.
Secret Syndicate: An unofficial or illegal group like a thieves' guild rules the settlement-they may use a puppet leader to maintain secrecy, but the group members pull the strings in town.
Dynasty:Power is concentrated in the hands of a single family or a small group of closely related, inter-married families. These elites have ruled the settlement since its inception, and manipulated the power structure to ensure they remain in power.
Plutocracy: The wealthiest and most influential merchants rule this settlement. Wealth is seen as a sign of good character, ethics and even divine favor. The poor have few, if any rights that the wealthy are bound to respect.
Qualities: Settlements often have unusual qualities that make them unique. I'll list a few to get you started, if this section is applicable. Here's some ideas to get the ball rolling. (Or even use.)
Academic: Settlement possesses a school, training facility, or university of great renown.
Holy Site: Settlement hosts a shrine, temple, or landmark with great significance to one or more religions.
Insular: Settlement is Isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another.
Notorious: Settlement has a reputation (Deserved or not) for whatever reason it may be.
Pious: Settlement is known for it's inhabitants' good manners, friendly spirit, and deep devotion to a deity.
Prosperous: Settlement is a popular hub for trade. Merchants are wealthy and citizens live well.
Rumor-mongering Citizens: Settlement's citizens are nosy and gossipy by fault. -very little happens in the settlement that no one knows about.
Strategic Location: Settlement sits at an important crossroads or alongside a deep-water port, or it serves as a barrier to pass a bridge. Tourist
Attraction: Settlement possesses some sort of landmark or event that draws visitors from far and wide.
Abundant: The settlement has access to extraordinary natural resources: rich farmland, a deep lake, excellent hunting grounds nearby or even a convenient source of magical sustenance. The local food surplus makes the settlement a major exporting hub, and increases the standard of living for its inhabitants.
Artist's Colony: The settlement is renowned for the excellence of its local artists, performers and craftsfolk.
Asylum: The settlement is host to an infamous madhouse or asylum (or perhaps a prison, gaol or notorious workhouse). The presence of these dangerous, mad souls has hardened the townsfolk, making them suspicious of strangers and paranoid about the possibility of an escape or other tragedy.
Gambling:The settlement caters to vice and greed. Casinos, gaming houses, opium dens and bordellos are all common here, and serve as the town's major industry.
Guilds:A variety of trade and mercantile guilds control the town's industry and trade. These guilds are highly specialized (a printer's guild, an eggler's guild, a swordsmith's guild, a diamond cutter's guild,ect), and usually semi-hereditary, with children following their parents into the guild.
Terrain: The landscape which this settlement exists upon.
Dangers/Disadvantages: Any disadvantages or dangers a settlement might be suffering from are listed on this line. A settlement can have any number of disadvantages you wish to inflict on it, although many settlements have no disadvantages. Here are some examples.
Anarchy:The settlement has no leaders—this type of community is often short-lived and dangerous.
Bureaucratic Nightmare:The settlement is a nightmarish, confusing and frustrating maze of red tape, official paperwork and petty tyrants in positions of minor power, who relish enforcing all the useless little rules.
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.
Hunted:A powerful group or monster uses the city as its hunting ground. Citizens live in fear and avoid going out on the streets unless necessary.
Impoverished: Because of any number of factors, the settlement is destitute. Poverty, famine, and disease run rampant.
Plagued: The community is suffering from a protracted contagion or malady.
Rampant Inflation: Towns sprung up around a rich mining camp or profitable dungeon, and settlements undergoing a revolution or military junta alike, this settlement's economy is out of control.
Soul Crushing:The settlement has an oppressive, frightening atmosphere. Its architecture is eerie and seems somehow wrong or corrupt. The people are strange and furtive.
Imports/Exports: Major purchases and sales of the settlement.
Specialized Jobs: Jobs native/special to the settlement. Or a list of most promenent/common jobs to be upheld within the settlement.
Currency System: Currency which the settlement created/utilizes. Could be simple bartering. (Many/most settlements within this world, use Gems for trading.)
Notable NPCs: This section lists any notable NPCs who live in the city, sorted by their role in the community, followed by their name and then their alignment, gender, and race, in parentheses. Example: Mayor (Fredrick, Neutral, Male, Human/Magic-User)
Player-Character Origins: This section lists any Player-Characters who's life started here. Or who's majority of their life beginning was spent here.
Summery/Information: A little paragraph or piece describing the settlement. Or an area to cover things which are not able to be explained within the previous sections.
[b]Name[/b]:
[b]Human or Magi Settlement[/b]:
[b]Alignment[/b]:
[b]Population[/b]:
[b]Government[/b]:
[b]Qualities[/b]:
[b]Terrain[/b]:
[b]Dangers/Disadvantages[/b]:
[b]Imports/Exports[/b]:
[b]Specialized Jobs[/b]:
[b]Currency System[/b]:
[b]Notable NPCs[/b]:
[b]Player-Character Origins[/b]:
[b]Summery/Information[/b]:
Speaking of 'wild' or untamed lands within this world. One should be informed of the several 'mythical type' creatures which roam the world.
Pixies: (Typically found in deep/dense forests, or swamps.) Many are seen as a 'small orb of energy with wings' due to being to small for the human eye to perceive it's faintly humanoid appearance. They do not communicate or cannot communicate with humans or any being besides their own kind. Yet, oddly enough, have been known to be protected by other creatures. Finally, they are abundant with Mana energy. Thus Magi have been known to 'prepare' or create 'mana potions' out of them or consume them outright to regain/replenish their mana.
Golems: Two different types of Golem exist. Ent's, which are Wood Golems. Then, Geog's which are Stone/Rock golems. Stone golems have been known to have the ability to disassemble themselves to appear as a normal batch of rocks, enabling a surprise or hide factor from enemies. (Not to mention making them harder to kill.) Whereas Wood/Forest golems can never perform such feats. (Although many hide among trees impeccably well. As though camouflaged.)
Dire-Animals: Larger, tougher, meaner versions of ordinary animals. Such as (But not limited to) Wolves, Gorillas/Apes, Boars, Bears, Scorpions, Arachnids and Big Cats.
Basilisk: (Known to inhabit dense/deep forests and deep cave-systems.) Technically a form of 'Dire-Snake', yet possesses venom which petrifies the victim. However this 'petrification' process is not instantaneous. Skin or even material exposed to this venom turns into stone. (People have been known to live with 'petrified' or stone-limbs, due to the limb or etc not being exposed to enough venom.)
RULES:
Site rules: Alike all content on this site, one must be asked to follow the site rules. Yes elements of gore/violence will be apart, or can be, yet that does not mean we will go overboard. (We don't need reports or readers vomiting from our posts.)
Application-Process: To enter/partake in this Role-Play. One must post their character and 'apply' within the OOC. Once permission is given, said character can be posted in the CS thread. Also said accepted character may then post/be active in the IC. Even if someone possesses a character which is accepted. They must apply with each and every character made. Even if the new character is an NPC.
Play nice: Ya know, the standard stuff. Don't auto-hit or god-mod. No perfect/flawless characters. Maintain a good 'posting flow' so no double posting. (Wait for two people to post, before yourself.) And all that happy stuff.
Communication is key: Please, start PM's with me if you have ideas or concepts to pitch. This could mean anything from simple character background/development, locations/areas for the world, and even future plot events to unfold within our adventures with this Role-Play.
Vulgarity: Keep swearing to a minimum, I don't want to read curses for the sake of cursing. Now, adding flavor or 'style' to a character, is another story. (This goes for violence too, fighting may be a part of this, but please refrain from going overboard with gore.)
Character limit: Currently 2, unless otherwise arranged.
Post flow: Once someone posts, they must wait for two people to post before they can post again. (This is in place to avoid 'speed-posting'.
Combat: If two people cannot conclude a winner/victor of a dispute in character. The GM's will be the judge of that. Pretty much meaning two dice will be rolled, one for each character, the higher number will be the winner. (I doubt we will encounter this as a problem, I believe in you all.)
Plot armor: Yes, it can exist. I will never force someone, to have a character die. Yet I encourage others to remember. “Death can be our strongest tools as writers.” Something I was once told. On my spectrum of things, I'll typically notify players outright, when/if a NPC I control, is kill-able or possesses 'plot-armor'.
Not as important: Despite possessing an 'arena' tag/genre. The only reason it does, stems from factor of high character-combat probability. Thus, competition isn't truly the element/genre, but sheer combat capability/element is. (Hopefully that makes sense)
Concerning Player Count: Once three players other than myself are accepted, IC will start. Optimal/Goal amount of players will be five. However, if eight players other than myself are active the RP status will be switched from 'apply' to 'closed'. (Having a Co-Gm(s) can alter this number/situation) This rule is not in effect until needed IC wise.
Review: Important points
Players will create a Human or Magic user.
Never forget, conflict or hatred exists heavily between the 'factions' or 'groups' of Humans and Magic Users. (Hence the title of the RP.)
Magi/Magic-Users, only possess one magical talent or innate ability. Also, overuse of this power within a small time-span is deadly.
Character sheet format exist within the 'CS' section.
Not longwinded at all, @CharmingDevil. I also appreciate you being outright and honest with us all.
If i am not incorrect, I believe we were sorta awaiting for @BlytheChi's health to get better. Thus, were sorta placing the RP on a 'paused' stasis.
I can also tell you, @BlytheChi was working on a full list of jobs to be placed up as the bounty board. I even supplied some suggestions for said list.
I hope this cleared some things up for you, I also thank everyone for their patience with the circumstances at hand.
Jin should have expected the response which the Dragon gave. Yet excitement distracted him from thinking about that. Deciding not to approach the comments of 'arcane' and him being 'magic'. Jin retorted. "Heh. That's right, the last dragon i spoke too, oh what was it." More than obviously, the man took a moment to think. "Right, thirty years ago." A nod of triumph was performed. "Yes. He also said very similar words to yours. Yet I didn't hear them from the fool until after our battle began. For he was not nearly as patient with me as you're being now. Which i thank you for." Yet a bit after finishing his sentence, a devious smirk entered his expression while speaking his next words. "But I assure you. If I really wanted a violent confrontation, I wouldn't of made my presence known before initiating a battle with you." The smirk he wore, was easily triggered anytime combat was thought of.
Though the look quickly faded. Expression was now, monotonous, his average tone. "But I digress. Not only do I not wish to use you as any source of power, Nor do i wish to fight. I merely came to see you. It's not an everyday occurrence that one gets to see a dragon. Ya kno'?" Right when someone would expect his talking to cease, his look of excitement came back. "OH. Also. That is, if you wish to give this information. I'd like to ask, why you are here? In these parts. The last dragon said he was far to old for long distance travel. But you look quiet young compared to him. So what gives? What binds you to these lands?" When it comes to Jin, curiosity can easily get the best of him. Jin doubted the Dragon would even continue speaking to him, considering the circumstance. But said situations or circumstances never stopped him before.