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.
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.