Tuesday, February 21, 2012

Testing! Testing!

The Seven Day War



The Virelia. They were rumored to have been forced underground nearly a millennium ago for committing the greatest atrocity known to humanity. What evil they have committed still remains a mystery and most people have just regarded The Virelia as an old tale of war and greed.

However they are very much real.

They have come up to the surface and their numbers have grown exponentially over the years, steam rolling the west of the supercontinent, Zerin, as their brutality and military might knew no bounds.

Of course we have no qualms with them. We?re just a small insignificant city. This isn?t our war son; leave it to the king?s knights to fight. The real men in life are those unwilling to abandon their families and keep food on the table.

PLOT:

There is a war raging on between the Virelia, an underground society that has surfaced, and the royal families of Zerin, the supercontinent which they inhabit.

You aren?t part of the war. Why you are not is entirely up to you but know that you are not.

You live in a coastal city to the East, Fasdal, whether you are a lucky refugee, a citizen, royal, etc. However, that doesn?t matter much, for the Virelia is coming directly towards you. It will be known as the Seven Day War when a city who wanted no part in war fought against such creatures and what happens after those seven days will solely be based on the actions you take.

SETTING:

You live in a established city named Fasdal. Here?s a big fucking map.
Image

In the north of Fasdal lie the richest of the citizens, the most successful of traders, architects, and established aristocrats live here. Nobles & royalty will often walk in their sparest of time. Although they can be sighted at the north, most of the royal families live in the east, past Gullet lake, in Castle Betz, where both human and elven nobles can be found. Guards normally procure the north to keep the rich citizens safe and secure while knights procure the castle to keep the royalty safe.

Directly in the middle of the city is Temple square, the central market place for every trader, where materials and food (FISH) can be sold and bought, it is a popular hotspot of Fasdal. There is a statue of the knight named Sir Caleb II on one knee with his sword drawn in the air in the middle of Temple Square to commemorate his founding of Fasdal.

The mid-section of the city is of course, where the middle class resides, store owners varying from tailors, blacksmiths, fish-stand owners, etc, mercenaries, and Guild members.

West of Temple square is the Tower of Magi which belong to the magicians of Fasdal. It is basically a large tower that scales eight stories high, made from that of an enchanted rock, containing magicians of all kinds, ancient scriptures at the top levels, to unknown monstrosities at the bottom level.

East of Temple square is the Tower of Cogs which belong to the mechanics of Fasdal. It is an exact imitation of the circle of Magi but is taller and made from entirely metal. It contains mechanics who work diligently to make gadgets, schematics at the top levels, and machines in the lower levels.

South of Temple Square is the Adventurers Guild which belong to the modern day equivalent of postmen; ?Adventurers?. Instead of a tower, it is a large mansion which has adventurers of Fasdal delivering messages and packages from Fasdal to other cities, also dropping off messages and packages received from other ?Adventurers? from other cities to their respective persons.

North of Temple Square is the Temple of Light which belongs to the priests and priestesses. Although there are smaller temples around the city, the Temple of light is the largest of them all, and it?s the hopes of all craftsman and architects to reach the level of craftsmanship put into the masterpiece. The Temple dedicates itself to the One; the deity of the humans.

To the East of Gullet Lake is The Barracks where the guards sleep and eat.

NOTE* As you towards the east of the city, there will always be a considerable number of guards in comparison to the west of Fasdal. (Normally because of the proximity of The Barracks.

When moving downwards toward the city, the lower class citizens are normally found, fisherman, refugees, mercenaries, as well as the thieves, bandits, beggars, bards, and pirates.

Pirates cover the southernmost part of Fasdal, along the Southcliff Quays, and one half of the Mid-Dock because these are the most lawless areas of the sea. Officials normally turn a blind eye toward the behavior of pirates until they start making a mess outside of the southernmost part of Fasdal.

Fishermen normally cover the Mid-Dock, and North Dock.

The Naval Guard covers the area around Brownel as it is where traders come from overseas.

You are on the continent of Zerin. There is another continent, Orlesia, on the other side of the world. The planet is collectively known as Terra.

Magic:

Magic runs through nobility and royalty with the exception of alchemy. It takes many years of practice to even conjure a fireball without it blowing up in one?s face and a few more to throw it at someone. Nobility makes up a majority of the members in the Tower of Magi while talented alchemists make up the minority

Magic can exist outside tower of Magi in the strange hands of the most talented bards. Regular magicians pronounced their ability to use magic, ?illusionary?, and dirty non-existed. There has also been examples of magical potential found in people who had no connections or ties to royalty, found in priest and priestesses, and seemingly random people such as farmers. The only thing that the nobles, those who?ve devoted their time to magic, hate more than the ?dirty magic? of others is the technology.

Technology:

Think Steampunk. It was merely a century ago since technology was created but it had advanced to such a point that it has incredible significance to this modern day. They had first started with simple contraptions, clocks, and had rapidly evolved. They have brought to the world new weapons: Flintlock pistols and rifles, variations of the sword, mace, melee weapons and such strange contraptions like steam bikes, and speed boats that run on water.

The possibilities were endless for what technology could do. There were rumors of flying machines that had been produced from the Orlesians and even stranger rumors of men with metal arms and legs. Such limbs however, are expensive, and could cost at least three houses. While some of the technology has a reliance on water, other devices use coal, a majority has a need for steam, cogs or a combination of both. Tensions between magic and technology have been noticeably rising with every year passing by.

Currency

Standard stuff you guys all know: Gold, Silver, Copper.

100 pieces of copper = 1 piece of silver

100 pieces of silver = 1 piece of gold

1000 pieces of gold = 1 gold bar

Races

The Virelia: UNPLAYABLE. Not much are known about these creatures. They?re big and small, chunky and thin. Since they have spent many of their years underground, the sun is a burden to their eyes, thus enabling them to wrap cloth around their eyes, wear helmets, or use a combination of both to enable sight. Their capabilities mirror that of all the races: They can utilize swordplay, archery, and magic with ease and their technological might is incredible, centuries ahead of those on the surface. The sun is their worst enemy and it enables them to fight in the surface only after sundown.

Human: Come on. Humans. You got to know humans. Can be as tall as 6?3, live for about 90 years maximum, come from all walks in life. Have a royal bloodline.

Elves: 6?5 maximum, can live for about 300-500 years, known for arrogance, beauty, and intelligence. Have fragile bones. Have a royal bloodline.

Dwarves: Minimum height is 3?4 and max is 4?1. Can live for about 200-300 years. Dwarves are known for their hard-working capabilities, amazing work with metal and strong bodies. Only one of the three civilized races that don?t have a royal bloodline.

There are some two races that have adapted from their shamanistic way of life into cities. Royalty would feign at the sight of these creatures and a majority of people would look twice at notice of these creatures. Such races are:

Orcs: Incredibly strong, towering over people with a height of 7?0 to 8?0, coming in different shades of green. Can live for about 100-200 years.

Goblins: Known for their mischievous activities, standing at 3?4 ? 3?9 tall, they have surprisingly become rather intellectual and some have become a driving force in the field of mechanics.

Factions

Royalty/Nobility: You were brought up pampered all these years. Surely, you must know a thing or two about swordplay, perhaps a spell or too, but you?ve never had to fight for your very life. (Would like if the actual royal family, King, Queen, Daughter, Prince, only two of the four, took refuge from the West into Fasdal. Bonus, if you keep it secret.) Made up of Humans and Elves.

King ? Empty

Queen ? Empty

Prince ? Empty

Princess - Empty

Trader: You?ve done your best to peddle your wares whether they be swords, potions, cloth, or food. You might be a travelling salesmen or a local man/woman trying to get by, successful or not, your actions in these desperate times will be important. Can be any race.

Guards: Guards are meant to keep the peace in Fasdal and they do their best to do so. They?re patrolling the gates and are the primary fighters, going after criminals, upholding the law, and defending the citizens. Guards wear a suit of metal armor and use traditional weapons such as swords, bows, and crossbows. (Need a Captain of the guard!)

Captain of the Guard -

Knight: These are guards appointed by one or multiple members of the royal families and are sworn to protect them at all costs. They are differentiated by the normal guards by a specific crest, either on their shield or breastplate

Circle of Magi: Although a majority is made up of nobility/royalty who have given up their title to pursue magics, becoming mages, a minority are talented alchemists. Their sworn enemy are the mechanics of the Circle of Cogs.

Ranks of Magi from highest to lowest:

Arcane Master

Archmages (Four)

Leading sorcerers

Enchanters

Scholars.

Circle of Cogs: Made up entirely of metal workers, blacksmiths, mathematicians, and ingenious minds, technology has become the working man?s magic. Their sworn enemy are the mages of the Circle of Magi.

Ranks of Cogs from highest to lowest:

Master Mechanic

The Four Aces (Ace of hearts, spades, etc)

Mechanic

Metal masters

Metalman

Quick note: The feud between the Circle of Magi and the Circle of Cogs started fifty years ago. At first, it was a simple debate about why one was better then another, heating the discussion, which led to insults to their bloodlines, and next thing anyone knew they were fighting one another. If a mage and a mechanic pass each other in the streets, two out of three times one will insult the other, and four out of five times, they?ll get in a fight. There?s been two massive brawls held between the two factions at Temple Square and they?re recognized as legendary; normally sung by bards. (Before the guards break them up anyway.)

Adventurers? Guild Otherwise known as the fantasy postman of this world. They?re well equipped for postmen as they encounter several difficulties on their journeys away from the city. As they drop off packages and mail to other cities, particularly in AG (Adventurers? Guild) centers, they receive both packages and mail as well, and is responsible for delivering mail and packages to all the citizens of Fasdal.

Rankings for the Adventurer?s Guild:

Zealous Overture

Elites

Adventurer

Courier

Letter Carrier

Temple of Light The Temple erected in the name of the One, priest and priestesses reside here, from different races , pray to the one, and provide shelter for those who need it. Members of the temple can heal wounded personnel, for a fee to fund their own expenses, with either magic, bestowed upon them from years of worship or the use of medicinal herbs. Dedication is needed and expected of all the members for the Temple of Light.

Rankings of the Temple of Light

High Priest/Priestess

Templars

Priests/Priestesses

Temple Guards

Healers

Fishermen: Only the toughest of men and women could survive in such profession. Catching fish is the easy part, selling it to traders, and surviving is the hard part. When hundreds of men pitch the same product it isn?t surprising to see one or two try to ruin the competition, from sabotage, to outright fights on the sea.

Bards: These are the guys who try to make a living playing music. The dream for most of these musicians is to play in Castle Betz, as most of them are poor and downtrodden, and live a cushy life playing music for royalty. The most skilled of bards can achieve a sort of magic as well, to strengthen the will and power of others, but know it?s the best of the best. Many bards have quarrels with knights; as they?re known to harass any royals in the northern part of town in an attempt to get noticed and on rare occasions, even sneak in Castle Betz.

Mercenaries: There?s always a use for these men and woman. They live for the coin and discovered others love to pay coin for their ?services?. Professionals and amateurs who live by their own set of morals and precedents.

Thieves: There actually IS honor among thieves in this town. There are two unwritten rules for everyone who is a thief; professional or not. Firstly; Never steal from another thief. Secondly; Never steal from the poor. Anyone who breaks the second rule is an outcast in the eyes of the lower city and they don?t normally last long.

Beggars: The lowest of the low. Although you may underestimate these outcasts of society, the meek and the old, know that they know far more happening the city then you are. People often forgot that they?re alive and the truths from loose lips sing into their ears.

Naval Guard: Your job is simple, patrol the area around the Brownel Island, and provide safe passage to all the traders that come in and out through the Rivers, Brownell Island to the North Docks. There is an unwritten rule between the Naval Guard and the Pirates; don?t approach each respective territory or prepare for a fight.

Pirates: Scourge of the seas, monsters of naval combat, only looking to expand their own agendas and treasures. Normally hang out in the Southcliff Quays to partake their two favorite activities: Grabbing whores and drinking, Rum in particular, to their hearts content. Pirates are utterly despised by a majority of Fasdal (and the world) and have a history of combat with the thieves and fisherman of the south side. (Need a crew of Four! Name needs to be discussed!)

Captain -

First Mate -

Navigator -

Shipwright -

Phew?.Alright. I?m finally done with all this O.O Now follow this little Character sheet if you are interested BUT! Read the rules first! ^^

Code: Select all
[b]Name:[/b]

[b]Age:[/b]

[b]Race:[/b]

[b]Faction:[/b] (Which faction do you belong to?)

[b]Preferred Combat Style:[/b] (Are you a front and centre man? Someone who relies on teamwork? Or do you like to hang back and shoot some arrows/bullets? Defesive/Offesive? Sly? A coward? Maybe you?re not a fighter.)

[b]Appearance:[/b] (What do you look like? Body type, height, weight, clothing, etc, etc. One paragraph at least)

[b]Personality:[/b](How do they act? Give me one at least one paragraph)

[b]Reason for staying:[/b](Why didn?t you fight in the war? Are you a Coward? Didn?t give a shite? Family to support?)

[b]History:[/b] (Don?t be afraid to add names! What happened to shape this character to what he/she is today?)

Source: http://feedproxy.google.com/~r/RolePlayGateway/~3/a_sht9fJzVk/viewtopic.php

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